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The query [[:+]] [[Category:3.5e]] [[Category:User]] [[Category:Base Class]] was answered by the SMWSQLStore3 in 0.0102 seconds.


Results 501 – 544    (Previous 500 | Next 500)   (20 | 50 | 100 | 250 | 500)   (JSON | CSV | RSS | RDF)
NameDescriptionBalance Range
Verdant ChannelerAn invoking class much like the warlock, the Verdant Channeler use a force called The Green in order to manipulate and create plants.Very High
VicarA Vicar is a divine oriented martial adept.High
VindicatorA vindicator is a good-aligned partial spontaneous spellcasting with martial might. A compromise between the Paladin and the Cleric.Very High
Wandering HeroThe classic wandering hero, your Link, your Wanda, your mysterious hero on horseback who single handedly solves puzzles, defeats the giant boss, and saves the princess with a sword, a shield, and endless inventory. All in a day's work.High
WandlockA "spellcaster" who uses wands and staves as the source of their magic.Very High
War CookA magical warrior who turns their opponents into delicious meals.High
WardenSpellcaster that specializes in defensive and protective magics, This spell works like area ward, except that it effects a larger area and can incorporate more powerful spell effects., This spell works like glyph of warding, except that a supreme blast glyph deals 1d8 points of damage per caster level (no cap) and a supreme spell gylph can contain a spell of up to 9th level., This spell works like symbol of death, except that it has no hit point limit; once triggered, a greater symbol of death simply remains active for 10 minutes per caster level., This spell works like symbol of death, except that creatures that fail their save are confused (as the confusion spell), and that it has no hit point limit; once triggered, a symbol of confusion simply remains active for 10 minutes per caster level., This spell works like symbol of sleep, except that there is no hit die limit for its effect. Any creature that fails their save falls asleep., This spell works like symbol of fear, except that it has no hit point limit; once triggered, a greater symbol of fear simply remains active for 10 minutes per caster level.Very High
WarlockA Warlock that doesn't suck.Very High
Warlock, AbyssalAn invocation-user that serves dark Abyssal masters.Very High
Warlock, VariantA workable version of the Warlock that is not completely eclipsed at mid to high levels.Very High
WarlordOut in the battlefield, certain individuals stand out amoungst the rest, showing no fear while take down opponents one after another using his seemingly endless stamina and endurance, striking fear into all those who oppose him. Such individuals are known as Warlords.Moderate
Warmage FixA beefed up Warmage, The spell grants the target a +4 enhancement bonus to one ability score., Mass animal aptitude works like animal aptitude, except that it effects multiple creatures. Each creature recieves a bonus to the same ability score., Mass heroics works like heroics, except that it effects multiple creatures. Each creature receives the same bonus feat., Warmages have access to spells that deal almost every type of energy damage, but some feel that even this flexibility is insufficient. They want to be able to create cones of acid or lines of sound., Some warmages are not satisfied by simply damaging people with energy and prefer to debilitate them as well., The warmage's spells last longer than ususal., Every culture that fights with both sword and spell (which is to say: every culture) has some name for those who combine the two tactics. Elven Bladesingers, Dwarven Battlesmiths, Eldritch Knights of various orders. But while the Elves insist that it is with them that the technique originated, there can be no doubt that it is the silver sword-wielding Gish of the Githyanki who represent the best-known example of this tradition. It is from them that the general term for warmages who practice with both sword and spell is taken., The warmage's spells do additional damage., The warmage's spells effect additional targets., Not all wars are won on the battlefield. Some warmages are trained to attack from cover of stealth, wearing down enemy armies without ever giving battle. These techiques are common both among nomadic armies and among those like the Gnomes or Kobolds who prefer to engage in guerrilla warfare., The impact of the warmage extends far beyond the battlefield. Specialized warmages can prove an invaluable intelligence asset to their armies., While the effects of magic are quite impressive on the scale of a dungeon, they are somewhat less so on a battlefield. A well-placed fireball or cloudkill can turn the tide of a battle, but some warmages prefer a more brute-force approach. Such warmages are not necessarily popular with the line troops of their armies.Very High
Warmage, RetooledA simple retooling to the Warmage that adds much needed spells to its list, improves the base damage ratio and provides a wealth of benefits related to blasting.Very High
Wavfloroid PuppetA character who has been blessed with the psychic powers of their Wavfloroid infection.High
Way of the Astral Monk5e's Monk of the Astral Self Subclass as a 3.5 Class.High
Way of the Astral Monk5e's Monk of the Astral Self Subclass as a 3.5 Class.High
WeaponmasterA weaponmaster, as the name implies, is very good with a weapon, and possibly more than one. Their combat training tends to be more specific than that of the fighter, whether due to its informality (brawler, knife-fighter), formality (boxer, wrestler, duelist), or the needs of a military unit (archer, slinger, pikeman).Moderate
WeeperA strange being able to bind their "guardian angel" as a mask and use their ghostly abilities. Basically a water-oriented necromancer.Very High
WerebearA 9-level progression that makes you a werebear similar in abilities to the SRD werebearHigh
Werewolf LordPlay as a Werewolf starting from first level.Very High
Whiskey WitchYou've drunk the special whiskey, and now you're all magic. And still drunk.Very High
White GuardA master of defense. A White Guardian is a seeker of lost treasures, epic battles, and high adventure. They turn adversity into opportunity by finding new ways to apply their skills, discovering new techniques to solve problems, and challenging the status-quo by constantly seeking out ventures they have not yet mastered. They seldom pass up a chance to indulge in a new experience, and a new challenge is much more likely to excite them than a normal lifestyle., A White Guardian is a seeker of lost treasures, epic battles, and high adventure. They turn adversity into opportunity by finding new ways to apply their skills, discovering new techniques to solve problems, and challenging the status-quo by constantly seeking out ventures they have not yet mastered. They seldom pass up a chance to indulge in a new experience, and a new challenge is much more likely to excite them than a normal lifestyle.Moderate
White MageSome people try to heal with the powers of the gods or advanced necromancy. Other people rip open a rift to the Positive Energy Plane and run with it. This class is the latter.Very High
White MagusThe classic final fantasy inspired healing class, less of a combatant than a cleric but more effective as a support caster.Very High
Wielder of the ForceA generalist and conduit of the Force, allowing for incredible customization within the class.High
WildbladeA sublime ranger/druid flavored class, they are powerful martial warriors who rely on instinct and the blessings of nature to pull them through.High
WildmindA mind full of wild talent and primal psychic fury, the Wildmind is a combination of Wilder, War Mind and Wrathmind.Very High
WildshaperA druid entirely focused on wildshaping rather than spellcasting.Unquantifiable
Wind MageA mage who uses wind as his weapon of choice, manipulating it through invocations.Very High
WindrunnerAdhesion and Gravitation, manipulate them to your will.Moderate
WindseekerAn innate magic user with power over elemental airHigh
WintersmithA spellcaster-like class based around winter, creating ice objects and dealing cold damage.Very High
WitchThe witch in D&D draws upon the various fantasy sources, along with an option to be a good, nature-friendly, curse-removing witch for all the hippy wicca kids out there.Very High
Witch DoctorSometimes called shamans or medicine men, the title of 'witch doctor' is one of the highest honors one could gain amonst the barbaric tribes of the world. Their powers drawn from both evil and good spirits, they have insight of the supernatural which no single scholar could obtain from books no matter how long he studied, for the witch doctor has spent his life consulting and consorting with beings beyond what words could ever describe.High
Word WarriorAn otherwise martial warrior whose strikes are empowered by wordcasting effects.High
Word WizardLike the Wordmaster but with more preparation.High
WordmasterThis caster strings words together to create strange spells.High
World DominatorWhere Wizards weave physics-ignoring power to alter the course of individuals, the World Dominator uses powers to manipulate entire planes.Very High
WorldseerInstead of druids turning into animals and gaining power through devotion, the worldseer obtains druidic casting through perfection of the body, becoming sensitive enough to hear the voice of the planet.Very High
WrathmindA psionic barbarian who channels his anger into psionic buffing and supernatural rage powers.High
Wrecking BallWrap yourself in a bubble of force and bull rush, ground pound, and shockwave your way to victory.High
Xadian MagicianA Wizard rework, using the Xadian Magic variant rule.Very High
Zen MonkA variant of the monk class in an effort to raise it to Rogue balance level.High
ZweirękaAn imposing warrior of undeniable strength, the Zweiręka wields heavy weaponry as if they were but toys. Pick this class if you like to break stuff.Moderate