Wild Blade (3.5e Class)

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Wild Blade[edit]

Making a Wild Blade[edit]

Wild Blades are a variant on the Druid who, while possessing less of the Druid's supernatural abilities, are more skilled in the art of combat. While the Druid is the embodiment of nature's fury and in some ways more a feral animal than a member of her own race, the Wild Blade channels her divine power with more precision than the standard Druid could ever hope to achieve. The Wild Blade is perfect for someone who loves the idea of the Druid, but sometimes wishes they could kill the enemies of nature with just a good-old-fashioned longsword instead.

Abilities: The Dexterity and the Wisdom scores are the most important for a Wild Blade. For their damage with a sword requires Dexterity and not Strength as they mostly let momentum carry their attack through. Wisdom allows them to combine their swordsmanship with the power of nature, enhancing their spells and supernatural abilities, making them so much more than a swordswoman with a couple of tricks up her sleeve.

Races: Any race. Forest based races, such as elves, tend to be drawn the most to this class as their bonds with nature are far stronger than that of other races. Savage races tend to avoid the Wild Blade class as there are many other classes with the nature motif that require less control and precision.

Alignment: True Neutral, Lawful Neutral, Chaotic Neutral, Neutral Good or Neutral Evil. Wild Blades are always some form of neutral.

Starting Gold: 5d8×10 gp.

Starting Age: Simple Ranger or Druid

Hit Die: d8

Table: The Wildblade

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +0 +2 +2 Wild Empathy, Combat Style 3 1
2nd +2 +1 +3 +3 Reshape Wood 4 2
3rd +3 +1 +4 +4 Trackless Step, Hidden by Nature 4 2 1
4th +4 +2 +4 +4 Healing Touch, Resist Nature’s Lure 4 3 2
5th +5 +3 +4 +4 Root Snare 4 3 2 1
6th +6/+1 +3 +5 +5 Hard as Stone +1 4 3 3 2
7th +7/+2 +3 +5 +5 Reshape Stone 4 4 3 2 1
8th +8/+3 +3 +6 +6 Improved Combat Style, Nature's Form 1/day 4 4 3 3 2
9th +9/+4 +4 +6 +6 Venom Immunity 5 4 4 3 2 1
10th +10/+5 +4 +7 +7 Speak to Animals, Nature's Form Free Action 5 4 4 3 3 1
11th +11/+6/+1 +4 +7 +7 Hard as Stone +2, Nature's Form 2/day 5 4 4 4 3 2 1
12th +12/+7/+2 +4 +8 +8 Nature's Form Dire 5 5 4 3 3 3 2
13th +13/+8/+3 +4 +8 +8 Nature's Kiss 5 5 4 4 4 3 2 1
14th +14/+9/+4 +4 +9 +9 Nature's Form 3/day 5 5 4 4 5 3 3 2
15th +15/+10/+5 +5 +9 +9 Timeless Body 6 5 4 4 4 4 3 2 1
16th +16/+11/+6/+1 +5 +10 +10 Hard as Stone +3 6 5 4 4 4 4 3 3 2
17th +17/+12/+7/+2 +6 +10 +10 Spell Specialization, Nature's Form 4/day 6 5 4 4 4 4 4 3 2 1
18th +18/+13/+8/+3 +6 +11 +11 6 5 4 4 4 4 4 3 3 1
19th +19/+14/+9/+4 +7 +11 +11 Spell Specialization 6 5 4 4 4 4 4 3 3 2
20th +20/+15/+10/+5 +8 +12 +12 Nature's Guardian, Nature's Form 5/day 6 5 5 4 4 4 4 3 3 2

Class Skills (4 + Int modifier per level, ×4 at 1st level)
The Wild Blade's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Knowledge (Geography) (Int), Listen (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Search (Wis), Survival (Wis), and Swim (Str).

Class Features[edit]

All of the following are class features of the Wild Blades.

Weapon and Armor Proficiency: Wild Blades are proficient with the following weapons: Longsword, longbows, spears, shortspears, daggers, and quarterstaffs. More weapons can be added to this at the DM's discretion. Also, the Wild Blade uses her Dexterity modifier as the bonus to damage instead of her Strength modifier.

Wild Blades are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A Wild Blade may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description). Proficient only with light shields.

Cannot acquire metal based armor.

Spells: Wild Blades can cast all divine spells which are included on the druid and ranger spell list. A Wild Blade may cast any of these spells provided she has a Wisdom score of 10 + the spell's level. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs. She can cast any spell she knows without preparing it ahead of time.

The Difficulty Class for a saving throw against a Wild Blades’s spell is 10 + the spell level + the Wild Blades’s Wisdom modifier.

Bonus Languages: The Wild Blade's Bonus Language is: Sylvan. This is in addition to the bonus languages available to the character because of her race.

Combat style: Gain the ranger's Combat Style feat. This allows the Wild Blade to specialize in archery or two-weapon fighting. (Rapid Shot or Two-Weapon Fighting The Wild Blade must then choose a weapon in from the category that she chose which will become the Wild Blade's focus weapon for spells, similar to how a wizard's staff is for a wizard.

Nature's Form:Similar to the druid's Wild Shape. Starting at level five, the Wild Blade gains the power to transform into a nonmagical small or medium animal once per day. This transformation lasts for 1 hour per level or until the Wild Blade chooses to change back to their standard form (this does not use up a use of Nature's Form). It takes a standard action to for a Wild Blade to change shape. While in animal form the Wild Blade gains all abilities of the animal whose form she has taken and enables her to use the animal's attacks. The uses of this ability increase to twice a day at level 8, three times per day at level 11, 4 times per day at level 14, 5 times per day at level 17, and 6 times per day at level 20. At level 10 the Wild Blade may also transform into dire animals and at level 12 the Wild Blade is able to transform as a free action.

Wild Empathy (Ex): A Wild Blade can improve the attitude of an animal. This ability functions just like a diplomacy check made to improve the attitude of a person. The Wild Blades rolls 1d20 and adds her Wild Blade level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the Wild Blade and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, time may vary.

A Wild Blade can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –2 penalty on the check.

Reshape Wood: At level two the Wild Blade gains the ability to cast Wood Shape at will. This allows the Wild Blade to reshape anything wood based (ie. wooden stairs to ladder). When using this ability it takes a full turn for the spell to take place.

Hidden by Nature: The Wild Blade can make a hide check when near a tree, bush, boulder, etc., with no penalty even if an opponent is right next to her. This ability can also be used to hide while sleeping, such as under a tree, bush, or boulder.

Trackless Step (Ex): Starting at 3rd level, a Wild Blade leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Healing Touch: When the Wild Blade makes a heal check to stabilize a friend she can heal them for 1d6 per every 3 Wild Blade levels.

Resist Nature’s Lure (Ex): Starting at 4th level, the Wild Blade gains a +4 bonus on saving throws against the spell-like abilities of fey (such as dryads, nymphs, and sprites).

Root Snare: When the Wild Blade is close to a tree or medium size bush she can make an Int check + half her Wis to have it set a trap for anyone who gets within a 5ft radius (DC 15+ based on age of plant, it is harder to manipulate an older tree than a younger one). The person who gets trapped must make a reflex save of DC 10 + Wild Blade's level to not get caught. It takes a Str check of 15 + Wild Blade's level to escape. The Wild Blade may also choose to release them.

Reshape Stone: At level seven the Wild Blade gains the ability to cast Stone Shape at will. This allows the Wild Blade to reshape anything stone based (ie. stone wall to a moveable door). When using this ability it takes a full turn for the spell to take place.

Improved Combat style: Gains the ranger's Improved Combat Style feat. (Manyshot or Improved Two-Weapon Fighting)

Speak to Animals: At level 10 the Wild Blade gains the power to communicate with all beasts of nature (even magical).

Venom Immunity (Ex): At level 9, the Wild Blade gains immunity to all organic poisons, including monster poisons but not mineral poisons or poison gas.

Hard as Stone: At level six the Wild Blade gets a +1 natural armor bonus to AC and this bonus increases by one at level 11 (+2) and by one again at level 16 (+3).

Nature's Kiss: While sleeping or resting the Wild Blade feels natures power and beauty sweep over her and she heals 4 points of damage per hour instead of 1.

Timeless Body (Ex): After attaining 15th level, the Wild Blade no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place and the Wild Blade will still die of old age.

Spell Specialization: At level 17 the Wild Blade becomes more proficient with two different spells, which must be a level of no higher than 3, and can use them one more time per day (these two times do not count against her spells per day). At level 19 she may choose another two new spells, which may be no higher than level 4, and may use them one extra time each day. (For this ability count Ranger spells as one level higher than they actually are. For example, Tree Stride, a 4th level ranger spell, would not be allowed as one of the spells as it would instead be considered a 5th level spell. For times where the same spell is a different level for a druid than it is for a ranger, go with the lower level for the purposes of this ability.)

Nature's Guardian: The Wild Blade becomes one with nature and gets a +4 bonus to natural armor (this stacks with her Hard as Stone ability). She also gets a +4 bonus against magical and nature based effects, spells, or abilities.

Ex-Wild Blade[edit]

Any Wild Blade whose alignment changes to something other than neutral or ceases to revere nature cannot take another level in the Wild Blade class and she no longer has access to any of her spells, Nature's Form, or any of her special abilities.

Elven Wild Blade Starting Package[edit]

Weapons: Longsword, Longsword

Skill Selection: Pick a number of skills equal to 6 + Int modifier.

Skill Ranks Ability Armor
Handle Animal 4 Cha
Heal 4 Wis
Knowledge (Nature) 4 Int
Listen 4 Wis
Ride 4 Dex
Spot 4 Wis
Search 4 Wis
Survival 4 Wis

Feat: Alertness

Gear: Leather Armor, Backpack, Bedroll, Rations x5, Waterskin,

Gold: 10gp

Campaign Information[edit]

Playing a Wild Blade[edit]

Religion: Wild Blades dedicate their lives to nature. Whether they worship a specific nature-related god or simply revere nature as the great force that it is depends on the Wild Blade. Even if the Wild Blade does not worship a particular god, she will still most likely respect gods of nature.

Other Classes: Wild Blades enjoy working alone, but will not deny the advantages that working with a team gives and have no problem with most other classes as long as they do not come into conflict with the Wild Blade's religious beliefs. Wild Blades get along best with other classes similar to their own, such as druids,rangers, and even barbarians occasionally. They also hold much respect for those who are skilled with the weapons they bear.

Combat: Wild Blades are fairly versatile fighters, being able to use both weapons and magic with skill. The role you wish your Wild Blade to play is very much up to you as they have both support and different types of combat options.

Advancement: When progressing as a Wild Blade keep in mind the types of Wild Blade you wish to be and select feats that will either serve to enhance your spellcasting capabilities, allow you to do more damage with your weapons, or give your Wild Blade more durability in order to have a more tank-like character.

Wild Blades in the World[edit]

Daily Life: Wild Blades are always on the move, whether alone or with a party. The tend to avoid larger cities and crowded populations and instead wander deep forests or giant mountain ranges looking for anything they can do to protect the natural world they hold dear and for opportunities to improve their skills.

Organizations: Wild Blades are part of the druids and so often belong to a druid circle. However, they are not very active members, preferring to take care of things themselves instead of trying to organize a group of very individualistic people to accomplish a task one Wild Blade can handle. If you see a group of Wild Blades together, be wary, as something horrible is probably going on.

NPC Reactions: Wild Blades are often treated with respect, as it is clear from their appearance that they are hardened warriors. Most NPCs will either assume that the Wild Blade is a ranger or a druid as they are not a very common breed.

Wild Blade Lore[edit]

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

DC Result
10 Wild Blades are skilled warriors who can shape shift and have strong ties to nature.
15 Wild Blades wield either a bow or pair of swords and have access to many different abilities relating to nature that are similar to a druid's.
20 Wild Blades have lesser abilities than druids, but are more skilled with bows and swords than druids could ever be.
25 Information on a specific Wild Blade or druid circle containing Wild Blades.

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