Wilder

by MoleMage

Search GM Binder Visit User Profile

Wilder

A wild-eyed man wearing robes woven from vines dances through a battlefield, leaving foes insensate in his wake.

A dwarven woman closes her eyes in concentration. When she opens them again, dragons' wings and scales have covered her body, and a ball of waiting fire hovers above her hand.

A thin man with no pupils gazes into the face of a captured enemy. After a few moments, both start speaking in unison, revealing the secrets held in the captured man's mind.

Wilders are mortals born with magic in their very blood and bone. With willpower and focus, they learn to bend the energies of magic without the burdensome trappings of spellcasting.

Scions of the Supernatural

Wilders are often considered the descendants of powerfully magical creatures, though many cannot actually trace their bloodline back to the source of their power. Thanks to this unique heritage, they have the ability to shape magic with their will alone, calling the energies forth from a place deep within.

Unlike wizards or arcanists, wilders tend to have little to no formal study. Instead, they develop their powers through focus and personal growth.

Challenge Seekers

Even wilders aren't always sure whether their compulsion to test their power is personal or inherited. But it is a fact that a great number of wilders set out into the adventuresome world for no greater reason than to find enemies and test their magic.

In the worst of cases, this tendency to seek conflict is nearly a compulsion, whose sufferers will pick fights with anyone they see as a threat to their power. In most cases, however, the wilder knows how to tell the difference between an important fight and a fight for their ego, and will only start the latter if the risks are within reason.

Creating a Wilder

When creating a wilder, consider how their powers came to be. Is the creature whose powers they inherited a recent ancestor, or a distant one? When and how did they first start to manifest their abilities? What did they do before setting out for a world of adventure?

Work with your DM to determine the place of sorcery in the world. Are sorcerers weclomed by other magic users, or shunned by them? Do commonfolk fear or revere them, or are they seen as just another type of adventurer? Is sorcery seen as distinct from spellcasting, or are they considered just two methods of shaping magic?

Quick Build

You can make a Wilder quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the hermit background. Third, choose the sorceries Potentia and Ignis.

Multiclass Wilders

In order to multiclass into or out of wilder, you must possess a Charisma score of at least 13.

Class Features

As a Wilder, you gain the following features

Hit Points


  • Hit Dice: 1d6 per Wilder level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Wilder level after 1st.

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None

  • Saving Throws: Constitution and Charisma
  • Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuation, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Any simple weapon
  • An arcane focus

Sorcery

At 1st level, you gain access to a form of inborn magic known as sorcery. The Wilder sorcery list is included at the end of this class, Appendix A gives the rules for sorcerous magic, and Appendix B gives the descriptions of the Wilder sorceries.

You can use an arcane focus as a sorcerous focus for your Wilder sorceries.

Sorceries Known

At 1st level, you know two sorceries of your choice from the Wilder sorcery list. The sorceries known column of the Wilder table shows when you gain more sorceries of your choice from the Wilder sorcery list.

Additionally, whenever you gain a level in this class, you can choose one of the sorceries you know and replace it with another sorcery from the Wilder sorcery list for which you meet the prerequisites.

The Wilder
Level Proficiency
Bonus
Sorcerous
Power
Features Sorceries
Known
Sorceries
Channeled
Bloodline
Points
1st +2 1 Sorcery, Arcane Surge (2 uses) 2 1 -
2nd +2 1 Bloodline, Bloodline Points 3 1 2
3rd +2 2 Overchannel (1 power) 3 1 2
4th +2 2 Ability Score Improvement 3 1 2
5th +3 3 Arcane Surge (3 uses) 4 2 3
6th +3 3 Bloodline Feature 4 2 3
7th +3 4 Magic Resistance 4 2 3
8th +3 4 Ability Score Improvement 5 2 3
9th +4 5 Overchannel (2 power) 5 2 4
10th +4 5 Arcane Surge (4 uses), Bloodline Feature 5 2 4
11th +4 6 Echoing Surge 6 3 4
12th +4 6 Ability Score Improvement 6 3 4
13th +5 7 Deep Magic 6 3 5
14th +5 7 Overchannel (3 power) 7 3 5
15th +5 8 Arcane Surge (5 uses) 7 3 5
16th +5 8 Ability Score Improvement 7 3 5
17th +6 9 Bloodline Feature 8 4 6
18th +6 9 Overchannel (4 power) 8 4 6
19th +6 9 Ability Score Improvement 8 4 6
20th +6 10 Boundless Channel 9 4 6

Sorceries Channeled

The Wilder table shows how many sorceries you can have channeled at a time. You can channel a new sorcery as an action. If you channel a sorcery that would cause you to exceed your maximum, a sorcery of your choice is unchanneled. Once channeled, sorceries last until you end them as a bonus action on your turn or you complete a long rest, whichever comes first.

Sorcerous Ability

Charisma is your ability for Wilder sorceries, so you use your Charisma modifier whenever a sorcery refers to your sorcerous ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a sorcery you channel and when making an attack roll with one.


  • Sorcery Save DC = 8 + your proficiency bonus + your Charisma modifier
  • Sorcery attack modifier = your proficiency bonus + your Charisma modifier

Arcane Surge

At 1st level, you also gain the ability to unleash the power of a sorcery you are channeling in a burst of energy known as a Arcane Surge. Arcane Surges call for you to roll a certain number of dice, as noted in table: The Wilder. Refer to the descriptions of each sorcery for details on what its surge does.

You can use this ability twice. At certain levels in this class, you gain additional uses of this ability. You can use it an additional time at 5th, 10th, and 15th level. You regain all uses of this ability when you complete a long rest.

Bloodline

At 2nd level, you begin to show signs of the unique heritage that allowed magic to awaken in you in the first place. Select a bloodline from those described at the end of this class description. Your choice grants you features when you choose it and again at level 6, 10, and 17.

Bloodline Points

Also at 2nd level, you unlock a pool of reserve energy known as bloodline points. You can expend bloodline points to activate certain features. You start with two such effects determined by your bloodline. Some bloodlines give additional effects as you advance in levels, as noted in the bloodline description. You regain all spent bloodline points when you finish a short or a long rest.

Overchannel

At 3rd level, you learn to put more of yourself into a surge when you manifest it. When you use your Arcane Surge for a sorcery you are currently channeling, you can choose to overchannel it. If you do so, treat your sorcerous power as though it was 1 higher when calculating the effects of that surge. That sorcery then becomes unchanneled and you cannot channel it again until you have completed a short or a long rest. The amount of sorcerous power you add with Overchannel increases by 1 at 9th level (2 additional power), 14th level (3 additional power), and 18th level (4 additional power).

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Magic Resistance

Starting at 7th level, the magic that flows through you also protects you from magical effects. When a sorcery, spell, or other magical effect causes you to make a saving throw, you may spend a bloodline point as a reaction to gain advantage on that saving throw. If you do so and the effect has a reduced effect for a successful save, it instead has no effect if you succeed on your save.

Echoing Surge

Starting at 11th level, your Arcane Surges resonate with enough power to repeat. When you use an Arcane Surge, you can choose to repeat it as an action before the end of your next turn. If you do so, your effective sorcerous power is halved for the repeated use and you can concentrate on the original surge and the echoed surge as if they are a single effect. Once you have used this feature, you cannot use it again until you have completed a long rest.

Deep Magic

Starting at 13th level, whenever you overchannel, you can immediately channel another sorcery to replace the overchanneled sorcery as part of the same action. You must be capable of currently channeling the new sorcery.

Boundless Channel

When you reach 20th level, you learn to overchannel without losing your connection to the magic. When you use your overchannel feature, you may spend a bloodline point instead of losing your ability to channel the affected sorcery.

Wilder Sorceries

  • Acidus Create or manipulate acid
  • Acies Discover information about the past or present
  • Animus Manipulate minds and hearts
  • Corpus Manipulate physical bodies
  • Daemonis Conjure or banish demons
  • Faunus Conjure or manipulate animals
  • Flora Create or manipulate plantlife
  • Frigis Create or manipulate ice
  • Fulgar Conjure or manipulate lightning
  • Ignis Conjure or manipulate fire
  • Impes Manipulate motion
  • Magicus Manipulate magical energies
  • Mortus Manipulate the dead
  • Potentia Manipulate force energies
  • Praestigis Create illusory or temporary sensations
  • Spatium Manipulate space
  • Tempus Manipulate time
  • Terra Create or manipulate earth
  • Tonitrus Conjure or manipulate sound
  • Venenum Create or manipulate poison

Bloodlines

This section describes the different bloodlines that can grant a Wilder their powers.

Draconic Bloodline

Dragons have potent magic that passes on to their descendants, even if their descendants show no physical signs of draconic blood.

Dragon Ancestor

At 2nd level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by other features granted by this bloodline.

Dragon Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

Bloodline Powers

When you first manifest this bloodline at 2nd level, you unlock two uses for your bloodline points.

Breath Weapon

As an action you may spend a bloodline point to expel a deadly breath, harming creatures in a 15 foot cone. Affected creatures must make a Dexterity saving throw or take 2d8 damage of the type associated with your heritage. On a successful save, they take half damage. Starting at level 11, this damage increases to 3d8 per use.

Dragon Scales

As a bonus action, you may spend a bloodline point to manifest a thin sheen of dragon-like scales. Your armor class improves to 13 + your dexterity modifier unless it would already be higher, and you gain temporary hit points equal to half your wilder level. These benefits fade after one minute.

Menacing Presence

Also at 2nd level, you gain a lesser version of your ancestor's dread presence. You have proficiency in the Intimidate skill and may add twice your proficiency bonus to checks made using that skill.

Elemental Affinity

At 6th level, when you use a sorcery ability that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that ability. Additionally, you can spend 1 bloodline point as a bonus action to gain resistance to the damage type associated with your ancestry for one minute.

Dragonflight

At 10th level, you gain the ability to sprout a pair of dragon wings from your back. As a bonus action, spend a bloodline point. For the next minute, you have a fly speed equal to your land speed. Armor not designed to accommodate your wings prevents the use of this ability, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Draconic Awakening

At 17th level, your dragon blood comes out when you use your greatest power. Whenever you Overchannel, you also transform into a dragon-like shape temporarily. While you are transformed, you gain the following benefits.

  • Your worn or carried equipment merges into your new form.
  • Your size becomes large, and your strength score increases by an amount equal to your Charisma bonus (minimum 1), up to a maximum of 20.
  • You gain the benefits of your Dragon Scales, Elemental Affinity, and Dragonflight bloodline powers until your transformation ends.
  • You can use your Breath Weapon without spending a bloodline point.
  • You gain a bite attack and a tail slap attack. Your bite is a strength based melee weapon which deals 2d6 piercing damage. Your tail slap is a strength based melee weapon which deals 1d8 bludgeoning damage and has a 10 ft reach. You can make a single tail slap attack as a bonus action when you take the Attack action on your turn.
  • When you hit with a melee weapon attack, you deal additional damage of your ancestry's damage type equal to your Charisma modifier (minimum 1).

At the end of your turn while transformed, you must spend a bloodline point or revert to your original form.

Fey Bloodline

Feyborn wilders tend to be capricious and alien due to their heritage, but also boast striking appearances somewhere between beauty and horror.

Fey Arts

At 2nd level when you select this bloodline, you gain proficiency in Performance and one type of musical instrument. If you already have proficiency in Performance, you may select another skill from the Wilder skill list to gain proficiency in.

Bloodline Powers

When you first manifest this bloodline at 2nd level, you unlock two uses for your bloodline points.

Alluring Gaze

As an action you may spend a bloodline point to attempt to charm a creature which can see you and which shares at least one language with you. They must make a Charisma saving throw against your sorcerous save DC or become charmed by you for 1 minute. On a successful save, the creature is aware that you attempted to charm it.

Mistwalker

As a bonus action you may spend a bloodline point to turn invisible until the end of your turn. While you are invisible, you do not provoke opportunity attacks for moving, even from creatures which can still perceive you.

Entrancing Song

At 6th level, you learn to play a song so beautiful that creatures become entranced by it. As an action, you may spend a bloodline point to begin playing an entrancing song. Each creature which can hear your song must make a Wisdom saving throw against your sorcerous save DC. On a failed save, the creature approaches to within 30 feet of you and takes no actions except to listen to your song. Creatures which are in immediate danger are immune to this ability. You can maintain the Entrancing Song for up to 1 minute.

Fey Step

At 10th level, you learn to step through the mists of the feywilds as easily as on the ground of your natural plane. When you use your Mistwalker ability, you may additionally teleport to a space within 30 feet as part of the same bonus action by spending a second bloodline point.

Walking Dreamland

At 17th level, your fey abilities all improve.

  • When you use your Alluring Gaze ability, a creature which fails its save also reveals one secret to you that it would only tell to its most trusted friends. The creature does not remember why it told you this secret when the effect ends, but remembers that you know it.
  • When you use your Mistwalker ability, you remain invisible for up to a minute or until you make an attack roll or use an activated ability for a sorcery or cast a spell.
  • Your Fey Step ability no longer costs an extra bloodline point. Its range improves to 60 feet.
  • At the start of each turn while using your Entrancing Song, you may choose an affected creature to take psychic damage equal to your Charisma bonus (minimum 1). This damage does not break Entrancing Song for that creature. If damage from Entrancing Song reduces a creature to 0 hit points, it automatically stabilizes.

Efreeti Bloodline

You are descended from the efreeti, wish-granting beings of elemental fire. Efreeti are bound by strict rules, and that tendency passes along to their descendents who tend to be rigid and literal.

Martial Ancestry

At 2nd level when you select this bloodline, you gain proficiency in light armor and the scimitar, whip, and shields. You may use a scimitar as a sorcerous focus for your wilder sorceries.

Bloodline Powers

When you first manifest this bloodline at 2nd level, you unlock two uses for your bloodline points.

Life In Service

As a bonus action on your turn, you can spend a bloodline point to declare a willing target which can see and hear you as your master. While you have a master, you gain the following effects.

  • Whenever your master makes a weapon attack, casts a spell, or activates a sorcery, you can use your reaction to make a melee weapon attack against their target.
  • Damage you deal that would harm your master instead deals no damage to them. Damage your master deals which would harm you instead deals half damage to you.
  • You can use a bonus action on your turn to take the Dash action, as long as you attempt to move as close to your master as possible.
  • Your master has advantage on Wisdom and Charisma checks related to you. If your master gives you an instruction which could be completed on your next turn, you must make a Charisma save against your own sorcery save DC in order to disobey that instruction.

The chosen creature remains your master for one minute or until one of you falls unconscious. They can end this effect early on their turn as a bonus action. You cannot declare a new master until this effect ends.

Flame Weapon

As a bonus action on your turn, you can spend a bloodline point to manifest a wreath of fire around a weapon you are wielding. Until the start of your next turn, you deal additional fire damage equal to your Charisma bonus (minimum one) with all attacks made using that weapon. If you have a master from the Life In Service ability, your master also gains this extra damage for a weapon they are wielding.

Blade Flurry

Starting at 6th level, when you take the Attack action on your turn, you can make two attacks instead of one, as long as the attacks are made with a scimitar or whip. If you make an attack as a reaction due to your Life In Service ability, you do so with advantage as long as the attack is made with a scimitar or a whip.

Fiery Heritage

Starting at 10th level, you are immune to fire damage.

Wish Granter

At 17th level, you learn to grant wishes just as the most noble of genies do. You can spend 3 bloodline points to cast the spell wish without requiring a spell slot. You never risk losing the ability to cast the wish spell as a result of this feature. Once you have used this feature, you must wait one week to do so again.

If you use this ability to fill a stated desire of a person whose wish you have never granted previously, it instead becomes available the next time you complete a long rest.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.