Sylvan Knight (3.5e Class)

A Sylvan Knight, posing for a portrait. (See the note on Wiki Media)

Sylvan Knight

A Sylvan Knight is a warrior of the fey, and the forest. The human who seeks to burn their forest, or the outside who seeks to claim it are their sworn enemies, and as such they are gifted with the abilities to control plant and wildlife, even choosing to take an animal shape at times.

Making a Sylvan Knight


Sylvan Knights are middle-field classes. They can take a small amount of punishment, and dish it out as well. They are not particularly grand spellcasters, but the spells they know can prove useful to aid them, and their allies. Sylvan Knights respect the natural, and the unnatural evenly, but when one threatens their home, and what they believe, an enemy is made, and hunted down ruthlessly.

Abilities: Strength, and Wisdom are the two primary factors for a Sylvan Knight. Strength affects their combat prowess while Wisdom affects their ability to cast, and maintain any Druidic spells they know. Dexterity and Constitution are wise investments while Intelligence and Charisma can tend to suffer.

Races: It is uncommon for any but elves, fae, and half-elves to join the Sylvan Knight class, though there are rare exceptions.

Alignment: A Sylvan Knight must be Neutral on the Lawful/Chaotic axis, though they are free to choose from the Good/Neutral/Evil axis.

Starting Gold: As [Cleric].

Starting Age: Moderate.

Table: The Sylvan Knight

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spells per Day
FortRefWill 01st2nd3rd4th5th6th7th8th9th
1st+1+2+0+0 Nature's Oath, Friend of the Fay animal compaion 4
2nd+2+2+0+0 Bonus Fighter Feat 41
3rd+3+3+0+0 Wild Shape 1/day 42
4th+4+3+1+1 Bonus Fighter Feat 421
5th+5+4+1+1 4221
6th+6/+1+4+1+1 Mission of the Fay 4222
7th+7/+2+5+2+2 42221
8th+8/+3+5+2+2 Wild Shape 2/day 42222
9th+9/+4+6+2+2 422221
10th+10/+5+6+3+3 Hunter of the Outsider 422222
11th+11/+6/+1+7+3+3 Wild Shape 3/day 4222221
12th+12/+7/+27++3+3 4222222
13th+13/+8/+3+8+4+4 42222221
14th+14/+9/+4+8+4+4 42222222
15th+15/+10/+5+9+4+4 Blood of the Fay, Wild Shape 4/day 422222221
16th+16/+11/+6/+1+9+5+5 422222222
17th+17/+12/+7/+2+10+5+5 422222222
18th+18/+13/+8/+3+10+5+5 Wild Shape 5/day 4222222221
19th+19/+14/+9/+4+11+6+6 4222222221
20th+20/+15/+10/+5+11+6+6 Mandragora's Screech 4222222222

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (DEX), Concentration (CON), Craft (INT), Heal (WIS), Knowledge (Nature) (INT), Knowledge (The Planes) (INT), Spot (WIS), Listen (WIS), Swim (STR) .

Class Features

A Sylvan Knight takes a more middle-ground combat and divine spell caster ground. They are the Paladin of the Fae, in essential speech.. All of the following are class features of the Sylvan Knight.

Weapon and Armor Proficiency: A Sylvan Knight may use all Simple, and two Martial Weapons of their choice, so long as the material they are made with comes from their own plane. An Outsider's weapon, or a weapon made of another plane's materials is forbidden to the Sylvan Knight. A Sylvan Knight may wear Light, or Medium Armor, and may carry a shield (except Tower Shields.) Armor does not effect their ability to cast divine spells from the Druid list.

Spells: Sylvan Knights gain spells similarly to Druids, they must prepare their spells daily, but may not trade a spell for a Summon Nature's Ally spell. Sylvan Knights gain bonus spells based upon their Wisdom score, as pointed out in the Bonus Spells table. A Sylvan Knight's spell DC is 10 + Spell's Level + Levels in Sylvan Knight. Sylvan Knights choose their spells from the Druid spells list.

Bonus Languages: Sylvan Knights gain Sylvan, Aquan, Terran, and Ignan as automatic languages.

Nature's Oath (Ex): A Sylvan Knight swears an oath to defend the natural plane upon which they exist. Abiding by someone destroying, without good cause or reason, anything created naturally causes the Sylvan Knight to lose her prepared spells for the day, and to be fatigued for 1d4 hours after witnessing the desecrating act.

Friend of the Fae (Ex): Fae feel a kinship to Sylvan Knights, and unless provoked are always Neutral, or Friendly to any group traveling with a Sylvan Knight.

Wild Shape (Sp): As a Druid of their Sylvan Knight level, the Sylvan Knight may use Wild Shape an amount of times per day. This ability functions similarly to the Druid's ability [Wild Shape].

Mission of the Fae (Ex): Sylvan Knights whom take the Leadership feat may freely pick from fae at the same level they would have as a normal cohort at sixth level, and on.

Hunter of the Outsider (Su): Sylvan Knights gain the ability to distinguish Outsiders non-natural at 10th level. This ability lets them see through any disguise, or physical change. However, a magic dispelling affect, or a magical change that removes the Outsider trait/type disguises the Outsider from the Sylvan Knight just as effectively.

Blood of the Fae (Su): Sylvan Knights gain the Fey sub-type at 15th level, making them immune to magical aging and the detriments of age. Unless they suffer the age bonuses and penalties before gaining this ability, they no longer suffer the penalties associated with aging, but gain the benefits just the same.

Mandragora's Screech (Ex): A Sylvan Knight at 20th level gains the ability to, once per day, unleash a devastatingly high-pitched wail of pain within 20 feet of itself in radius. Creatures with HD less than 2 of her levels in Sylvan Knight suffer a Fortitude VS. Death effect, with a DC of 10 + 1/2 Sylvan Knight levels + CON modifier. Creatures unaffected by VS. Death spells, and with HD equal to, or 1 level below the Sylvan Knight are struck Prone for 1d6 rounds. Creatures with HD, or levels higher than the Sylvan Knight are not affected by this ability.

Ex-Sylvan Knights

A Sylvan Knight who violates their alignment, or Oath one too many times (DM's discretion, but the third allowed destruction of nature tends to be the limit.) loses their divine spellcasting ability, wild shape ability, and their connections to the fae. Sylvan Knights may atone through the Atonement spell.

Epic Sylvan Knight

Table: The Epic Sylvan Knight

Hit Die: d8

LevelSpecial
21st
22nd
23rdBonus Feat
24th
25thBonus Feat
26th
27th
28thBonus Feat
29th
30thBonus Feat

6 + Int modifier skill points per level.



Bonus Feats: The epic Sylvan Knight gains a bonus feat (selected from the list of epic Druid bonus feats) every few levels after 20th.

Half-Elf Sylvan Knight Starting Package


Weapons: Scimitar, Shortbow.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

SkillRanksAbilityArmor
Check
Penalty
Knowledge (Nature)4INT
Knowledge (The Planes)4INT
Heal4WIS
Concentration4CON

Feat: Improved Intiative.

Gear: Arrowsx40, Bedroll, Tent, Flint and Tinder, Leather Armor, Small Wooden Shield

Gold: 48GP

Playing a Sylvan Knight


Religion: Sylvan Knights tend to worship the Gods and Goddesses of the natural world, though some explicitly revere the Fey and nature itself.

Other Classes: Sylvan Knights are often at odds with those who push for industrialization, and other such harmful effects. As such, they do not tend to get along well with classes other than Rogues, Bards, Druids, Wizards, and Sorcerers.

Combat: Sylvan Knights tend to the middle-ground of combat. Sometimes they enter combat, and sometimes they remain back, assisting with druidic spells and healing.

Advancement: Sylvan Knights don't have much room for advancement, but may further themselves through the Druid class.

Sylvan Knights in the World


"Shiny one, he was. Too bad he seemed pretty miffed about us cuttin' down that tree, and all."
—Meuler Mugbeard, Dwarf Innkeeper, about a Sylvan Knight

Sylvan Knights are more often than not wanderers, or stoic protectors of a particular piece of land where fey live. As such, it is somewhat rare to have them join adventuring groups, but not so rare as to be impossible. A Sylvan Knight would work well amongst a group of Fey adventurers.

Daily Life: Sylvan Knights tend towards their own personal beliefs, their chosen profession does not define who they are as a person.

Notables: Azamio Harameis, Elf Sylvan Knight16/Druid5.

Organizations: Sylvan Knights do not tend to gather in groups, and as such are seen as a primarily solitary group of people.

NPC Reactions: Most NPCs see them as slightly different versions of Druids, though those who seek to industrialize and extend men's reach find Sylvan Knights a large, and painful thorn in their side.

Sylvan Knight Lore

Characters with ranks in Knowledge (Nature) can research Sylvan Knights to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Nature)
DCResult
5Sylvan Knights are Druids who have chosen the middle ground, being less against using minerally forged weapons.
10Sylvan Knights as a whole tend to be solitary, but some may settle down and attempt to join the Fey through family-making.
15Sylvan Knights gain the trust of Fey easily, and often are followed by one or two stronger fey-allies.
20Sylvan Knights often become so in tuned with the natural plane, and the fey he stands amongst that he becomes one himself.

Sylvan Knights in the Game

Sylvan Knights are a less restrictive version of the Druid with some minor editing to give them some prowess between the choice of melee combat, and spell-casting ability.

Adaptation: Sylvan Knights adapt as easily as Fey do in most campaigns.

Sample Encounter: EL 9

EL 7: To Come Soon



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