Warder of the Sylvan Glade (3.5e Prestige Class)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Homebrew.png
Author: MaximizeFireball (talk)
Date Created: 091911
Status: In Progress
Editing: Criticism only, please
Scale.png Low - Moderate - High - Very High
ArticleUndiscussed.png
Rate this article
Discuss this article



Warder of the Sylvan Glade[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->


Becoming a Warder of the Sylvan Glade[edit]

This class is designed for Arcane Casters, typically wizards or sorcerers with Fey blood, who wish to put a new spin on an enchantment focused character. Divine Casters with the Fey or Enchantment Domains may also be interested in this class, at DM discression

Entry Requirements
Alignment: Must be Chaotic or Neutral, many Warders are both.
Base Attack Bonus: +3
Race: Elf or creature of Fey Subrace (Nymph, satyr, etc.)
Spellcasting: Able to cast Arcane spells of 2nd level, at least 4 of which must be of the Enchantment School. If the character is a Wizard she must be an Enchanter.
Special: Must have contacted the Fey and obtained a Fey Patron willing to train the character as a Warder.

Table: The Warder of the Sylvan Glade

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +2 Reverie, Essence +1 Effective Caster Level
2nd +1 +0 +3 +3 Ward Glade +1 Effective Caster Level
3rd +1 +1 +3 +3 +1 Effective Caster Level
4th +2 +1 +4 +4 Transformation +1 Effective Caster Level
5th +2 +2 +4 +4 Advanced Warding +1 Effective Caster Level
6th +3 +2 +5 +5 Transformation +1 Effective Caster Level
7th +4 +3 +5 +5 Advanced Warding +1 Effective Caster Level
8th +4 +3 +6 +6 Fey Apothesis +1 Effective Caster Level

Class Skills (4 + Int modifier per level.)
Appraise (Int), [[SRD:Bluff Climb Skill|Bluff Climb]] (), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Knowledge (Reverie) (Int), Knowledge (The Planes) (Int), Listen (Wis), Move Silently (Dex), Perform (Dance) (Cha), Perform (Sing) (Cha), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).

Class Features[edit]

All of the following are class features of the Warders of the Sylvan Glade.

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one Arcane spellcasting class before becoming a Warder of the Sylvan Glade, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.


Reverie (Ex): The Warder gains the ability to enter the Reverie. Rules for this exist in Fey Magic, but in short the character enters an sleep-like state (similar to a deeper elven Trance) in which they are more closely attuned to the Plane of Faerie. At this point the Warder gains use of Knowledge (Reverie). Druids and Rangers may be assumed to already have access to this skill, even if they are themselves unable to access the Reverie. Elves gain a +2 bonus on this skill.


Essence (Ex): Once in reverie the character may make a Knowledge (Reverie) check to absorb some of the Essence of the Feywilds. One fifth (rounded down) of the result is absorbed as Essence (4 Essence, on a roll of 20). For the purposes of this class a stockpile of Essence is not necessary, though potential benefits are listed in Fey Magic


Imbue Glade (Ex): Upon reaching second level the character has developed enough skill in obtaining and using Essence to invest an existing Sylvan Glade with magical energy in the form of a permanent spell effecting the entire area. The character, hitherto referred to as the 'Locus' enters a form of Waking Reverie in which they may walk the perimeter of the area to be enchanted for 8 hours per night, investing the entire area with powerful magics.

This process must begin with the waning of the moon, on the night of a Full Moon, and requires one month per level of the spell to be cast. Every night hence the locus and any attending Fey (Fey or non-fey warders only) must walk the perimeter of the Glade each night, making a DC (5/Spell Level) Reverie check every hour. At the conclusion of the night all involved must have succeeded in at least 10 cumulative Reverie checks per Spell Level, or the ward fails and must restart from the beginning, at earliest during the next full moon. All spells cast may be assumed to have a DC variable dependent on Caster Level, if they do not already.

Only spells with a duration of 1 minute or more may be used to imbue a glade.

Transformation (Ex): At fourth level the character is afflicted by a minor change, effective upon waking from the next Reverie, reflecting their tie to their particular patron. Examples by race include:
Nymph- character becomes more attractive, gaining a +4 to Diplomacy.
Satyr- inspirations strikes the character, they gain +4 on all Perform (woodwind instrument) checks.
Selkie- Webbed skin grows between the characters fingers and toes, granting a +4 on Swim checks.

Upon reaching Sixth level a more major change occurs, resulting in significant physical change.
Nymph- The character is possessed of an unearthly beauty (+2 CHA).
Satyr- Horns Sprout painlessly from the characters skull, enabling a charge attack dealing 1d6+STR(1.5) damage.
Selkie- Gills form over the characters neck, allowing equal ease breathing Air (if previously an air-breathing creature) or Water.

Advanced Warding: At Fifth level the warder may cast Wards as if casting a spell of up to two levels higher, up to sixth level, increasing the DC to defeat the spell but also the DC and time to complete the spell.</br> At seventh level the character develops a deeper understanding of the process of Warding than any but the greatest of Fey, allowing Wards to be cast as if of one level lower, reducing the time and DC to cast, but not the DC to defeat the ward.

Fey Apothesis: The Character now becomes the same type of Fey as her patron, adjusting ability scores as appropriate (or not, at DM's discretion). The character gains +4 to all Reverie checks, +2 Knowledge Nature, as well as a +2 to all Handle Animal and Diplomacy checks made to interact with Fey or non-magical animals. Origin changes to Outsider (native).

Ex-Warders[edit]

If any Warder should cease to be of an appropriate alignment, or betrays the Fey or their secrets, absolutely nothing occurs. Until the Fey find you, at which time your penalty will be appropriate as determined by the ruler of whichever court your Patron is/was a member

Campaign Information[edit]

Playing a Warder of the Sylvan Glade[edit]

Combat: Support Caster

Advancement: Characters who complete levels in this class have several options. Continuation of Wizard levels is common, as are several levels of Archmage or Wildmage. A less common option would be to multiclass as Druid. The rare Bard Warders are likely to take levels as a Green Whisperer.

Resources: Characters with levels as a Warder can expect the supernatural support of the Fey Court of which they are a member, or -in the case of the Un-Seelie- at least tolerance and vengeance should the character be killed. Due to their intense distaste for metals (especially iron) monetary aid should not be expected from the Fey, though they may donate gems or Nature aligned magical items.


Warders in the World[edit]

What wiles have the great ports and cities I cannot find with a willing Nymph, or at a Great Feast?

Warders have no more difficulty fitting into civilized lands than before, though extended stays in urban areas will leave a Warder wistful and often distracted by visions of dense forests and the capricious spirits within. In extreme situations this may incur temporary penalties to Concentration and many intelligence based Skills.

NPC Reactions: How NPCs react to Warders Warders are received with indifference by most NPC's, though Wizards may find them flighty and distracting and Druids would likely sense a kindred spirit. NPC's with an urban mindset are likely to find Warders uncivilized and confusing in situations not involving the ingestion of various intoxicants.

Warder of the Sylvan Glade Lore[edit]

Characters with 5 or more levels in Druid, or 10 or more in Ranger, may be assumed to know a limited degree of information involving the Warders of the Sylvan Glade. Some rare exceptions to this rule may exist. A Knowledge (Nature) or Knowledge (The Planes) check may yield the following results:

<-the appropriate skills->
DC Result
11 <-not so common knowledge->.
16 <-rare information->.
21 <-very rare information->.
26 <-information so obscure that members of this class might not even know it->.

Warders of the Sylvan Glade in the Game[edit]

Warders are typically support casters. Their limited Health prevents them from being effective in melee, and their narrow focus in Spells allows for very few powerful casters. Where Warders truly shine is in preparatory casting. Given significant time a Warder may make a home base in the wilds near-impenetrable.

Adaptation: Possible variants for this class may include the use of Cleric, Druid, or even Artificer levels to meet the spellcasting requirements. Such variants should not be common in any setting.

Sample Encounter: PC's may encounter a Warder among any group of Fey deep in Sylvan Territory, or even as a rare Summon Natures Ally result.


Back to Main Page3.5e HomebrewClassesPrestige Classes

Allowed AlignmentsNeutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceVery High +
AuthorMaximizeFireball +
Identifier3.5e Prestige Class +
Racial RestrictionsElf or creature of Fey Subrace (Nymph, satyr, etc.) +
RatingUndiscussed +
SkillAppraise +, Bluff Climb +, Concentration +, Craft +, Diplomacy +, Disable Device +, Gather Information +, Handle Animal +, Heal +, Knowledge +, Listen +, Move Silently +, Perform +, Spellcraft +, Spot +, Survival +, Swim + and Tumble +
Skill Points4 +
SummaryThis class is based on the 'Warding' High
This class is based on the 'Warding' High Art from the 'Fey Magic' d20 sourcebook. A Warder of the Sylvan Glade is an Elf who has returned to his Fey roots and remembered the Reverie. By channeling the power of Reverie, a Warder may enchant Sylvan Glades with certain spells, as many adventurers who have suddenly fallen victim to a 'Misdirection' or 'Sleep' enchantment while exploring ancient woodlands may confirm
le exploring ancient woodlands may confirm +
TitleWarder of the Sylvan Glade +