Wild Mage (3.5e Class)

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Wild Mage[edit]

The Wild Mage is a sorcerer of sorts,but instead of magic being in the blood of Draconic ancestry.The Wild Mages power is drawn from positive and negative energy planes,leading to a spellcaster who can heal as great as the cleric destroy like the wizard and control the elements as a druid.but in trade for this power the Wild mage has no control over what spells they are casting and use a wild mage surge chart(DMs choice)before they can even cast.

Making a Wild Mage[edit]

Due to its unlimited spell choices the Wild mage can take the role of any spell caster,how ever its inability to control the forces of magic make it a weapon against enemy and ally alike.

Abilities: Charisma is the most important as it allows for more powerful spells after that Dexterity and constitution to make up for the lack of armor, and Intellect for skills.

Races: Any race could be a Wild Mage Whether or not they become one is based on factors like living in a major city where ambient divine and arcane magic lingers or if the were born in a tribal forest home near a center of magical focus.

Alignment: Any Chaotic.

Starting Gold: 3d4x10.

Starting Age: Simple.

Table: The Wild Mage

Hit Die: d6

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 1 1 2 Summon Familiar Die-casting 9 4
2nd 1 1 1 3 9 5
3rd 1 1 1 3 9 6
4th 2 2 2 4 9 7 4
5th 2 2 2 4 bonus feat 9 8 5
6th 2 2 2 5 9 9 6 4
7th 3 3 3 5 9 9 7 5
8th 3 3 3 6 9 9 8 6 4
9th 3 3 3 6 9 9 9 7 5
10th 4 4 4 7 bonus feat 9 9 9 8 6 4
11th 4 4 4 7 9 9 9 9 7 5
12th 4 4 4 8 9 9 9 9 8 6 4
13th 5 5 5 8 9 9 9 9 9 7 5
14th 5 5 5 9 9 9 9 9 9 8 6 4
15th 5 5 5 9 bonus feat 9 9 9 9 9 9 7 5
16th 6/1 6 6 10 9 9 9 9 9 9 8 6 4
17th 6/1 6 6 10 9 9 9 9 9 9 9 7 5
18th 7/2 6 6 11 True power 9 9 9 9 9 9 9 8 6 4
19th 7/2 7 7 11 9 9 9 9 9 9 9 9 7 5
20th 8/3 7 7 12 bonus feat 9 9 9 9 9 9 9 9 8 6

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana)(nature)(Religion)(the planes) (Int), Perform (Cha), Spellcraft (Int). .

Class Features[edit]

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

Weapon and Armor Proficiency: the Wild Mage may only use simple weapons and no armors or shield.

Spells: To learn or cast a spell, a Wild Mage must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Wild Mage’s spell is 10 + the spell level + the Wild Mage’s Charisma modifier. Wild mages use the Sorcerer/wizard spell list.

Die-casting: Whenever a Wild mage tries to use a spell they must first chose a spell level to cast from then roll for spell failure with an automatic 50% fail chance.Upon failure roll on wild mage surge chart(If DM decided you need one)if you succeed the percentile check, roll 1d10 and cast what ever spell you have set for that number.

True power: upon reaching 18th level the Wild-Mage can roll a D100 (aka percentile roll) and cast what ever spell fits that number if the roll is 91 or above the DM may chose what spell you cast,when using this ability any spell cast has no cost and doesn't count toward the caster spells per day. this Ability can be used a number of times per day equal to Wild Mage's Charisma modifier.

Table: Wild Mage Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 10 10
2nd 10 10
3rd 10 10
4th 10 10 10
5th 10 10 10
6th 10 10 10 10
7th 10 10 10 10
8th 10 10 10 10 10
9th 10 10 10 10 10
10th 10 10 10 10 10 10
11th 10 10 10 10 10 10
12th 10 10 10 10 10 10 10
13th 10 10 10 10 10 10 10
14th 10 10 10 10 10 10 10 10
15th 10 10 10 10 10 10 10 10
16th 10 10 10 10 10 10 10 10 10
17th 10 10 10 10 10 10 10 10 10
18th 10 10 10 10 10 10 10 10 10 10
19th 10 10 10 10 10 10 10 10 10 10
20th 10 10 10 10 10 10 10 10 10 10

Ex-Wild Mage[edit]

Any Wild Mage who loses their Chaotic nature gains 99% spell failure on all magical abilities until there alignment is restored.

Epic Wild Mage[edit]

Wild mage has no Epic-level,player must multi-class or prestige

Human Wild Mage Starting Package[edit]

Weapons: Quarter staff.

Feat: Improved caster level.

Gear: basic robes.

Gold: 50gp.

Campaign Information[edit]

Playing a Wild Mage[edit]

Religion: any god of magic or chaos tends to draw the Wild Mage.

Other Classes: wizards and sorcerers tend to find a Wild Mage an annoyance,but find their powers interesting,clerics find the Wild Mage to be a heretic as it draws upon the divine without worship(kind of) or regard.

Combat: Mid-range caster.

Advancement: any who play the Wild Mage may want to multiclass the Homebrew LuckyBastard for its rerolling,otherwise it is suggested you prestige into something that will increase your spells per day limit.

Wild Mages in the World[edit]

I have no idea what i am doing!
—Rekton, Human Wild Mage

Notables: Rekton was the first known wild mage to truly manifest his powers and become a force in the world,he is best known for his last words "i have no idea what i am doing" spoken just before causing a boulder to manifest in the air above him.

Organizations: Wild Mages have no organization and are automatically banned from all wizarding schools and mages towers because of what they are.

NPC Reactions: Any NPC that recognizes the character as a Wild Mage would be afraid of the disaster the mage might bring.

Wild Mage Lore[edit]

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

DC Result
15 Wild Mages are dangerous sorcerers with no control.
20 Some Wild Mages can even cast divine magics.
25 Wild Mages are born on an apex of magical energy making them a conduit.
30 The most powerful of Wild Mages can even cast spells without any cost.

Wild Mages in the Game[edit]

Wild Mages usually travel as spell caster for any circus simply to cast its spells for entertainment purposes

Adaptation:(coming soon).

Sample Encounter: (coming soon).

EL : .


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