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War Wizard (3.5e Class)


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War Wizard
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Contents
1 War Wizard
1.1 Making a War Wizard
1.1.1 Class Features
1.1.2 Epic War Wizard
1.2 Campaign Information
1.2.1 Playing a War Wizard
1.2.2 War Wizards in the World
1.2.3 War Wizard Lore
1.2.4 War Wizards in the Game

War Wizard
Normally people think of the term 'Wizard' as meaning someone who is not physically strong, but relies on magic to make up for that liability. They think of a

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warrior as a brawny person low on brains, who smashes everything that gets in the way. A War Wizard embraces both of these features using them as the
situation needs. A War Wizard is trained in combat, although as well he wields a powerful inner magic. War Wizards are often soldiers or other warrior-type
people until they discovered this magic. They are made for war, but they are extremely rare.

Making a War Wizard

A War Wizard has mastered the art of melee fighting, as well as controlling two of the most powerful magics. A War Wizard is devoted to these abilities, and
his powers make him possibly the most offensive character in the D&D game. However, being so focused on offense develops a weakness, the weakness of
feeling invulnerable. Because a War Wizard feels invulnerable, he never even considers that he might need to defend himself.

Abilities: Strength is important to a War Wizard because it affects his ability to use his weapon. Intelligence is also key to a War Wizard because this effects the
spells he can use.

Alignment: Any, but most likely true neutral. War Wizards control the two opposing magics, the magic of light, and the magic of darkness. These opposites
naturally balance each other out, making War Wizards most typically neutral.

Starting Gold: 4d4x10gp (100gp).

Starting Age: 35+

Table: The War Wizard Hit Die: d8


Base Saving Throws Spells per Day
Level Attack Bonus Fort Ref Will Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +2 +2 +2 Favored Weapon, Offensive, Bonus Feat 3 1
2nd +2 +3 +3 +3 Underworld Lightning 1/day, Bonus Feat 4 2
3rd +3 +3 +3 +3 Bonus Feat 4 2 1
4th +4 +4 +4 +4 Bonus Feat 4 3 2
5th +5 +4 +4 +4 Underworld Lightning 2/day 4 3 2 1
6th +6/+1 +5 +5 +5 One With the Blade 4 3 3 2
7th +7/+2 +5 +5 +5 Bonus Feat 4 4 3 2 1
8th +8/+3 +6 +6 +6 Underworld Lightning 3/day 4 4 3 3 2
9th +9/+4 +6 +6 +6 Bonus Feat 4 4 4 3 2 1

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10th +10/+5 +7 +7 +7 Dance with Death 4 4 4 3 3 2


11th +11/+6/+1 +7 +7 +7 Underworld Lightning 4/day 4 4 4 4 3 3 1
12th +12/+7/+2 +8 +8 +8 Bonus Feat 4 4 4 4 3 3 2
13th +13/+8/+3 +8 +8 +8 Bonus Feat 4 4 4 4 4 3 3 1
14th +14/+9/+4 +9 +9 +9 Underworld Lightning 5/day 4 4 4 4 4 4 3 2
15th +15/+10/+5 +9 +9 +9 Soul Blade 4 4 4 4 4 4 3 2 1
16th +16/+11/+6/+1 +10 +10 +10 Bonus Feat 4 4 4 4 4 4 4 3 2
17th +17/+12/+7/+2 +10 +10 +10 Underworld Lightning 6/day 4 4 4 4 4 4 4 3 2 1
18th +18/+13/+8/+3 +11 +11 +11 Bonus Feat 4 4 4 4 4 4 4 3 3 2
19th +19/+14/+9/+4 +11 +11 +11 Bonus Feat 4 4 4 4 4 4 4 4 3 3
20th +20/+15/+10/+5 +12 +12 +12 Underworld Lightning 7/day 4 4 4 4 4 4 4 4 4 4

Class Skills (8 + Int modifier per level, 4 at 1st level)


Balance (dex), Climb (str), Concentration (con), Craft (int), Handle Animal (cha), Heal (wis), Knowledge (all skills taken individually) (int), Jump (str),
Profession (wis) Ride (dex), Sense Motive (wis), Swim (str), Tumble (dex), Use Rope (dex).

Class Features

All of the following are class features of the War Wizard.

Weapon and Armor Proficiency: A War Wizard is proficient with all simple and martial weapons. A War Wizard can use all light and medium armor and
shields.

Bonus Feats: At 1st level, a War Wizard gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to
a human character. These bonus feats must be drawn from the feats noted as fighter bonus feats. A War Wizard must still meet all prerequisites for a bonus feat,
including ability score and base attack bonus minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A War Wizard is not limited to the list of fighter bonus
feats when choosing these feats.

Spells: War Wizards can cast their spells spontaneously, without having to prepare them. They use Intelligence cast their spells. War Wizards also use
Mysteries, which come for the Tomb of Magic Shadow magic* section. War Wizards choose their spells from the War Wizard spell list below.

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Table: War Wizard Spells Known


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

Table: War Wizard Mysteries Per day


Level Mysteries Per Day

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1st 2nd 3rd 4th 5th 6th 7th 8th 9th


1st 1
2nd 1
3rd 1
4th 1
5th 1 1
6th 1 1
7th 1 1 1
8th 1 1 1
9th 2 1 1 1
10th 2 1 1 1
11th 2 1 1 1 1
12th 2 2 1 1 1
13th 2 2 1 1 1 1
14th 2 2 2 1 1 1
15th 2 2 2 1 1 1 1
16th 2 2 2 2 1 1 1
17th 2 2 2 2 1 1 1 1
18th 2 2 2 2 2 1 1 1
19th 2 2 2 2 2 1 1 1 1
20th 2 2 2 2 2 2 1 1 1

Favored Weapon: (Ex): At first level a War Wizard may choose a weapon. They, however, don't have to choose this weapon immediately, and can instead wait
until they get the weapon that they feel is right for them. This refers to a specific weapon not the entire type (Example: a Longsword or a Longbow, not all
longswords or all longbows). Typically the War Wizard will name the weapon. This weapon has its hardness +5 and hp *1.5 (rounding down). The War Wizard
gains a +2 accuracy bonus to his favored weapon after it's been chosen and named. This weapon can't be replaced, ever, with the possible exception of a wish or
miraclespell.This weapon cannot be a magic weapon or otherwise enhanced, expect by unusual materials (ie Mithril).

Offensive: (Su): A War Wizard is dedicated to being offensive, and so he doesn't believe in defense. A War Wizard always takes a -2 penalty per 5 levels to

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AC. However, the War Wizard also get -5% spell failure chance from armour every 5 levels. A War Wizard often uses heavier armor then normal on account of
these effects. If a War Wizard is flat-footed, then He takes an additional -2 to AC for the first round of battle. On account of these traits, War Wizards often take
feats and buy magic items that give them a better AC.

Underworld Lightning: (Sp): At second level and every three levels thereafter, a War Wizard can conjure lightning from the very depths of the underworld.
This lightning is extremely dangerous, as it cuts a void in light. The lightning shoots out in all directions from the caster for a 10 foot radius, plus 5ft every level
up to level 20, then every other level. As well War Wizard can choose to have the lightning form in a 20ft cone, also gaining 5ft each level. The lightning deals
(War Wizards level/2)d6+1d6 damage, no damage reduction or armor bonuses apply, although a reflex roll of DC 10 + Wis or Int bonus(Whichever is higher) +
1/2 the War Wizard's Level for half damage. It damages everything including walls and objects, and more importantly allies as well as enemies. The
underworld holds no mercy for anything and it does not spare even your friends in battle. At 11th level the damage increases to d8 and at 17th level it increases
to d10.

One with the Blade: (Ex): At sixth level a War Wizard starts to gain powerful skills with his favored weapon. Using it he can now fight much more skillfully.
His newly found skills grant a +2 bonus to attack and damage when using his unique weapon.

Dance with Death: (Su): At 10th level a War Wizard becomes able to sense enemies' attacks, and strike his favored weapon where it will do the most damage.
This ability grants a +3 Str and Dex bonus and his bonus increases to +4 to accuracy and damage when using his unique weapon.

Soul Blade: (Su): At his 15th level the War Wizard receives his most powerful ability. He fuses part of his soul into his favored weapon giving it powers akin to
some of the strongest magic items. The weapon gets the ability to shoot chain lightning twice a day as a 15th level spell caster. The sword also gains increased
benefits to attack and damage equal to 1/3 (rounded down) your War Wizard level. After this it is treated as a type of magic item. You may use the table in the
DM's guide number 7-14 for random abilities, role for three major abilities, re-rolling for anything lower then a 37 and choose two to be added to the weapon.

* Shadow Magic: As well as casting spells similarly to other classes, you invoke mystical secrets called mysteries. You learn one ,mystery at 1st level and
another mystery at each level. Whenever you could gain a mystery, you can instead learn a fundamental mystery. Up to 7th level, you can only learn Apprentice
path mysteries. At 8th level you gain access to initiate level mysteries, and at 14th you get master mysteries. For example, a level 8 War Wizard can choose
from either the fundamental, apprentice, or initiate mystery list. Up to 8th level, a War Wizard can only cast apprentice mysteries as spells, requiring everything
that spells do. At 8th level, however, you can cast apprentice mysteries as spell-like abilities, and 3/day instead of once. At 14th level these can be cast as
supernatural abilities 5/day, and initiate mysteries become spell-like abilities.

* War Wizard Spell List:

0- Acid Splash, Daze, Flare, Ray of Frost, Touch of Fatigue, Arcane Mark, Ghost Sound, Resistance

1st- Burning Hands, Magic Missile, Shocking Grasp, True Strike, Colour Spray, Chill Touch, Cause Fear, Summon Monster I, Mage Armor, Magic Weapon

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2nd- Melf's Acid Arrow, Flaming Sphere, Scorching Ray, Daze Monster, Tasha's Hideous Laughter, Blindness/Deafness, Scare, Summon Monster II

3rd- Fireball, Lightning Bolt, Stinking Cloud, Magic Weapon, Greater, Summon Monster III

4th- Ice Storm, Shout, Phantasmal Killer, Fire Shield, Contagion, Summon Monster IV

5th- Cloudkill, Cone of Cold, Nightmare, Teleport, Summon Monster V

6th- Acid Fog, Chain Lightning, Otiluke's Freezing Sphere, Circle of Death, Disintegrate, Summon Monster VI

7th- Power Word Blind, Insanity, Delayed Blast Fireball, Mordenkaien's Sword, Prismatic Spray, Teleport, Greater, Teleport Object, Finger of Death, Waves of
Exhaustion, Limited Wish, Summon Monster VII

8th- Incendiary Cloud, Trap the Soul, Power Word Stun, Polar Ray, Greater Shout, Sunburst, Summon Monster VIII

9th- Power Word Kill, Gate, Meteor Swarm, Weird, Wail of the Banshee, Wish, Teleportation Circle, Summon Monster IX

Epic War Wizard

Table: The Epic War Wizard


Hit Die: d10
Level Special
21st Bonus Feat
22nd Underworld Lightning 8/day
23rd
24th Underworld Lightning 9/day
25th Bonus Feat
26th Underworld Lightning 10/day
27th
28th Underworld Lightning 11/day
29th Bonus Feat
30th Underworld Lightning 12/day

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8 + Int modifier skill points per level.

Underworld Lightning: When you reach epic levels you gain Underworld Lightning once every two levels instead of three. Also it now the damage is
increased to d12.

Campaign Information

War Wizards are very unique. They are special for a lot of reasons, but the two big ones are that he has multiple types of magic available, and that he comes
from a unknown plane. What has become known in War Wizard lore as 'The Homeland' was a place of mysterious creatures and powers given to humans that
were immense, but even there the most powerful was a War Wizard. The land was a peace for a long time after a long war. During this era of peace, some
Wizards, Sorcerers, and War Wizards tried to find a way to send seven people, three War Wizards, two Sorcerers, and two Wizards to a theroiesed plane of
existence that had been read about in a sacred temple. Finally, they created the portal, and after a farewell and good luck feast, the adventurers went through the
portal. However, something must have gone wrong, because when one of the War Wizards awoke, he found all of the other six to be jellified and bloated
corpses. The only survivor went and explored this new world. After years of traveling he settled down in a secluded village. Near his last years of life, a
grandson of his showed the distinctive powers of being a War Wizard, so the old man taught everything he knew to the young War Wizard. Since then there was
only one known occasion of there being more then two War Wizards alive at the same time. Even if a War Wizard was to be killed however, it would still be
possible for the next to learn, because of a hidden cashe of War Wizard lore that only a War Wizard can access, hidden near the place where the portal came into
existence all those years ago.

Playing a War Wizard

A War Wizard is a being of power and destruction. Your goal is simple; root out those who oppose your beliefs. Only you can truly understand the true potential
of have multiple types of magic, and only you can see the power of having magic and might to defeat the opposition. The only reason a War Wizard would join
an adventuring party would be for fun, profit, or to try to gain more knowledge depending on the type of person he is.

Religion: A War Wizard respects other people's religions, but he himself has an unusual one. He worships magic, and says that everything has magic, and
everything was made bye a single greater power, who is usually referred to as 'The Creator'. However there is the exact opposite of 'The Creator', the Keeper.
The Keeper is the lord of the underworld, and sometimes manages to breach the veil between the worlds of the living and the dead, in attempts to destroy all
life.

Other Classes: The War Wizard respects all people, what the believe and what they are trained as are of little importance to him. Even so, the fighter and
sorcerer are both classes that the War Wizard enjoys being with, seeing as they share similar interests. However other classes are an interest to the War Wizard
because from them, he can learn different skills.

Combat: A War Wizard can have a variety of role in combat. His talents allow him to be a aggressive attacker, but whether he uses his powerful melee skills,
or his destructive magic ability, depends on what gaps the party needs filled in.

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Advancement: War Wizards find themselves skilled enough to have no need to multiclass, and over time they have found it harder and harder to do so. It is
possible, but you will take a severe experience penalty. (75% xp loss)

War Wizards in the World

The best defense is a good offense



Richard Rahl, Human War Wizard

War wizards are often loners, and only will join up with an adventuring group because he feels he has something to gain from it.

Daily Life: The life of a War Wizard is not much different from the life of anyone else, He'll either spend his day practicing with his sword or magic, or some
other common job, or if he is aware of his powers he will most likely be trying to find away back to his plane.

Notables: A NPC War Wizard would be impossibly uncommon, seeing as they are a absolute max of two of them. If adventures were to come across one, then
the War Wizard would probably be a King or other high powered official. A evil War Wizard would probably be in control of a vast army.

Organizations: There are no organizations that are for only War Wizards, but they might sponge in on a warrior's, to train battle skills, or a Wizard's guild,
probably to improve their magic. But more likely they will be at the War Wizard lair, experimenting.

NPC Reactions: NPC's typically don't know what a War Wizard is, seeing as they are so rare. This, and the fact that War Wizards don't want to be known as
such by the general public, makes people think that they are fighters or mages. However some important or smart individuals, such as powerful wizards and
important officials of a king, would probably recognize the term War Wizard. If so they are treated almost as if they were another King, if not better.

War Wizard Lore

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

Knowledge Religion
DC Result
10 War Wizards are very rare.
15 War Wizards have the ability to use magic and might.

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20 War Wizards are very powerful and rare beings that can use weapons, and cast powerful spells, including some from the depths of the underworld itself.
25 War Wizards are very rare, as they can only come into existence from two very powerful magic parents, usually one of which is also a War Wizard.
They can cast a certain magic that is more powerful then almost any other, and comes from the depths of the underworld.

Knowledge Arcana, Knowledge History


DC Result
10 War Wizards are very rare.
15 War Wizards have the ability to use magic and might.
20 War Wizards are very powerful and rare beings that can use weapons, and cast powerful spells, including some from the depths of the underworld itself.
25 War Wizards are very rare, as they can only come into existence from two very powerful magic parents, usually one of which is also a War Wizard.
They can cast a certain magic that is more powerful then almost any other, and comes from the depths of the underworld.

War Wizards in the Game

A War Wizard is typically looking for adventure, or is fighting against 'The Keeper' to prevent him from destroying all life.

Adaptation: A variation of this class might have more powerful magic, or maybe less powerful magic but much more brawn.

Sample Encounter: A powerful party might run across a War Wizard as the leader of a hoard of demons, or as a Emperor of a mighty kingdom.

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