Wellwisher (3.5e Prestige Class)

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Wellwisher
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Wellwisher[edit]

I can be anyone I want.
—Laina Arran, human Wellwisher

Wellwishers are known for their kindness and friendship to all who are near to them. They don't ever learn to fight for themselves, but instead fight to protect their friends through copying their powers. Wellwishers nearly always have close friends and values they wish to protect. They are found on the outskirts of society, and are very rare in a party of adventurers. They generally dress as low class warriors or plain looking wizards, and they seem to have no fighting prowess at all. The only thing in common between each one of them is the star shaped amulet each one carries, treasured like their most precious object.

Becoming a Wellwisher[edit]

Nearly any good character of any class can become a Wellwisher, but generally the path of the Wellwisher is taken only by the most friendly of people, those who despise their friends getting hurt. Charisma is the ability of the utmost importance to the Wellwisher, who thrives on her connection to other people. Dexterity and Constitution are also important to the Wellwisher, because following a group of adventurers around isn't for the faint of heart. The Wellwisher fills the role of any class member who is already there, but also the role of the diplomat. They are very good at speaking to others and gaining their trust.

Entry Requirements
Alignment: Any Good
Skills: Diplomacy 8 ranks
Special: Must have recieved a Wayfinder from another person.

Table: The Wellwisher

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +0 Wayfinder,
2nd +1 +0 +0 +0 Open Heart +1
3rd +1 +1 +1 +1
4th +2 +1 +1 +1 Open Heart +2
5th +2 +1 +1 +1 Wayfinder, Standard Link
6th +4 +2 +2 +2 Open Heart +3
7th +4 +2 +2 +2 Link Mastery
8th +5 +2 +2 +2 Open Heart +4
9th +5 +3 +3 +3
10th +6+/1 +3 +3 +3 Wayfinder, Open Heart +5, Free Link

Class Skills (4 + Int modifier per level)
Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Sense Motive (Wis), Speak Language (n/a),

Table: The Epic <-class name->
Level Special
11th <-any improvements to class features gained at this level, including any bonus feats->
12th
13th Open Heart +6
14th
15th <-any improvements to class features gained at this level, including any bonus feats->
16th Open Heart +7
17th <-any improvements to class features gained at this level, including any bonus feats->
18th <-any improvements to class features gained at this level, including any bonus feats->
19th Open Heart +8
20th <-any improvements to class features gained at this level, including any bonus feats->

Class Features[edit]

Wellwishers aren't usually part of fighting for the fighting's sake itself. Nor are they usually treasure seekers. Wellwishers fight only to protect friends, and their abilities come from that motive.

Weapon and Armor Proficiency: The Wellwisher gains no weapon proficiencies, and proficiency with light armor.

Wayfinder (Ex: The Wellwisher is such a friend to each person in their party that she can make an item called a Wayfinder to link her and someone else together. Creating a Wayfinder requires either seashells or glass, both costing 100 gold. At 1st level, the Wellwisher can make and own one Wayfinder other than the one she owns for herself. At 5th and 10th levels, the number she can have increases by one.

Each day, the Wellwisher can assign one Wayfinder to one member of her party. The Wayfinder cannot be given to anyone else until the next day. The Wellwisher can then link to the person using the Wayfinder to assume their abilities. A Wayfinder link gives the Wellwisher the following abilities of the character linked to, replacing her own: Any class abilities, Weapon or Armor proficiencies, Base Attack Bonus, Saves, Spellcasting, and Skills. The link doesn't transfer AC, ability scores, or HP.

When the Wellwisher reaches 5th level, she can give two Wayfinders out every day. The Wellwisher can only activate one link at a time, and each link takes time to activate. At 1st level, activating or deactivating a link is a full round action. If the Wellwisher wants to switch links, she must first deactivate the link she's using. After the link is gone, she must wait until the next round to begin the next link, even when she could deactivate her current link and start a new one in the same round.

If the Wellwisher links to a spellcasting character, she gains that character's spells known or prepared, and their amount of spells per day. She may not deactivate and reactivate the link with a spellcaster to renew her amount of spells per day. If she links to an arcane caster, that link determines how many arcane spells she may use that day, and even if she links to another arcane caster afterward, she cannot gain his spells per day. The same rule applies to divine caster links.

The Wellwisher has a maximum number of rounds she may hold any links during the day. A Wellwisher may use links for a number of rounds equal to her Wellwisher class level plus two times her Charisma modifier. The round spent activating the link does not count against the total amount of rounds the Wellwisher may use per day. The Wellwisher may only link to people within 100 feet of her.

Open Heart: The Wellwisher is so friendly to people around her that she gains a +1 bonus to Charisma. This bonus increases by 1 every 2 levels.

Standard Link: At 5th level, the Wellwisher may activate or deactivate a link using only a standard action rather than a full action.

Link Mastery: At 7th level, the Wellwisher is accustomed to linking so much that she can drastically increase the amount of link rounds she has per day. When determining the amount of link rounds she has, multiply both her Charisma modifier and her Wellwisher class level by 2.

Free Link: At 10th level, the Wellwisher may activate or deactivate a link using only a free action.


The epic Wellwisher gains a bonus feat (selected from the list of epic Wellwisher feats) every 3 levels after 20.

Epic Wellwisher Bonus Feat List: Even the Guys Want Him, Avatar of Sacrifice, Avatar of Honor, Great Charisma, Additional Magic Item Space, Epic Reputation, Fast Healing (Feat),

Ex-Wellwishers[edit]

If a Wellwisher becomes nongood, they may not continue advancing in Wellwisher until they have regained their good alignment. They also lose the ability to activate any Wayfinder they may be holding. If a Wellwisher loses or breaks their Wayfinder, they cannot link until they have remade the Wayfinder. The cost for remaking the Wellwisher's personal Wayfinder is 800 gold.


Playing a Wellwisher[edit]

Welllwishers are the changeable, adaptable part of the party. They copy their allies' abilities to aid in the fight.

Combat: Wellwishers fill the role of any character that is already there. They act well as an augment of spellcasters in the group or an extra fighter. It's good to give them a weapon they don't have proficiency with so they can use it when they take the proficiency from the group's fighter.

Advancement: Wellwishers usually multiclass as spellcasters because their hit points and base attack bonus rarely allow them to be of any use as a front line fighter when they aren't linked by a Wayfinder.

Resources: Wellwishers help out any of their friends, and this list includes those who feel the kinship of extreme friendship. Wellwishers seek to help out each other in any way they can.

Wellwishers in the World[edit]

Wellwishers are only found in adventuring parties because their trade's purpose is only used to protect friends from danger, and it's useless among the common people because they don't have any skills to copy.

They are beautiful people, both inside and outside
—Darik, elf ranger

Retired Wellwishers live among close friends, and continue to help their friends however they can, even if it's through only simple labor.

NPC Reactions: NPC's love members of this class because of their kindness and friendliness.

Wellwisher Lore[edit]

Wellwishers aren't the most obscure of classes, but they aren't the most well known either.

Characters with ranks in Knowledge (history) can research Wellwishers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
11 Wellwishers are kind, but kind of useless.
16 Wellwishers have some way to use spellcasting and fighting abilities in battle.
21 Wellwishers all carry around a star shaped glass or shell object called a Wayfinder, and it's very precious to them. It's also very valuable.
26 Wellwishers use the Wayfinder to use their friends' strength in battle.

Wellwishers in the Game[edit]

This section is not complete, and needs to be finished. Edit this Page

Wellwishers fit into the game like any other class, and assimilate many other classes. They will generally only be used as player characters because they are so innately good.

Adaptation: Use Wellwishers as NPC's for allies. Evil Wellwishers are worthless.

Sample Encounter: Wellwishers would only oppose the players if they were defending their own friends. Generally the players will only see Wellwishers as friends.

EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->



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