Wild Master (5e Class)

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Wild Master[edit]

Wild masters are individuals who wander trough natural environments, learning how to adapt and ultimately gain control over the wild. Wild masters use their knowledge about wild places and honed instincts to enhance their combat abilities, communicate and bond with creatures on these environments, and some can even draw and use the primeval power, channeling it to their bodies and weapons.

Unparalleled Survivalists[edit]

Living in isolated areas alone for long periods of time make the Wild Masters know exactly where and how to find food, water and shelter in natural areas. Distance from the loudness of civilized places leaves space for their senses to increase in sensitivity, being honed like those of an animal.

Creating a Wild Master[edit]

Quick Build

You can make a Wild Master quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Outlander background.

Class Features

As a Wild Master you gain the following class features.

Hit Points

Hit Dice: 1d10 per Wild Master level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Wild Master level after 1st

Proficiencies

Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Acrobatics, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Equipment

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

  • (a) scale mail or (b) leather armor
  • (a) a greatsword or (b) any martial melee weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • A longbow and a quiver of 20 arrows
  • If you are using starting wealth, you have 5d4x10 gp in funds.

Table: The Wild Master

Level Proficiency
Bonus
Features
1st +2 Favored Enemy, Natural Explorer
2nd +2 Fighting Style, Canny, Adaptable Hunter
3rd +2 Wild Master Archetype, Danger Sense
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Roving
7th +3 Wild Master Archetype
8th +3 Ability Score Improvement, Fleet of Foot
9th +4 Vanish
10th +4 Hide in Plain Sight, Tireless
11th +4 Extra Attack
12th +4 Ability Score Improvement
13th +5 Ambush Master
14th +5 Wild Resilience
15th +5 Wild Master Archetype
16th +5 Ability Score Improvement
17th +6 Wild Master Archetype
18th +6 Feral Senses
19th +6 Ability Score Improvement
20th +6 Foe Slayer

Favored Enemy[edit]

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.

Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You add your proficiency bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.

Natural Explorer[edit]

You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:

  • You ignore difficult terrain.
  • You have advantage on initiative rolls.
  • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
  • You may choose one of the following benefits:

You gain the following benefits when traveling for an hour or more:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area

Canny[edit]

Starting at 2nd level, choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill.

You can also speak, read, and write 2 additional languages of your choice.

Fighting Style[edit]

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blind sight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Druidic Warrior

You learn two cantrips of your choice from the Druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Close Quarters Shooter (UA)

When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.

Interception (UA)

When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Mariner (UA)

As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.

Tunnel Fighter (UA)

As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Unarmed Fighting (UA)

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.

When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

Adaptable Hunter[edit]

At 2nd level, while fighting a creature, you can examine its weaknesses at the start of your turn, without taking an action. When you do, you treat creatures of its type as you favored enemy for 1 hour. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy. You must finish a short or long rest before you use this feature again.

In addition, you have advantage on saving throws against the spells and abilities used by your favored enemies.

Danger Sense[edit]

Also at 3rd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.

You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Wild Master Archetype[edit]

At 3rd level, you chose an archetype to exemplify. Choose between Beast Commander, Polearm Champion, Shadow Spirit, Elemental Render, Ranger, Spirit Warrior, and Blink Master, all detailed at the end of the class description. Your choice grants you features at 7th, 14th, and 17th level.

Ability Score Increase[edit]

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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class.

Roving[edit]

At 6th level, your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

Fleet of Foot[edit]

Beginning at 8th level, you can use the Dash action as a bonus action on your turn. In addition, opportunity attacks cannot be taken against you while dashing.

Vanish[edit]

Starting at 9th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by non-magical means, unless you choose to leave a trail.

Tireless[edit]

At 10th level, as an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Hide in Plain Sight[edit]

Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.

Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

Ambush Master[edit]

Starting at 13th level, you excel at leading ambushes and acting first in a fight.

You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.

Wild Resilience[edit]

By 14th level, your will is unbreakable. You gain proficiency in Wisdom saving throws.

Feral Senses[edit]

At 18th level, you gain preternatural senses that help you fight creatures you can’t see. You gain blindsight out to 30 feet, which decreases to 10 feet while you are deafened or unable to smell, and you can't use this blindsight while both deafened and unable to smell.

Foe Slayer[edit]

At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll and the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Beast Commander[edit]

The beast commander is a champion of animals and plants, able to wield them with limited magic.

Magic Commander

At 3rd level, you learn the Thorn Whip cantrip. In addition, you can cast the Animal Friendship and Beast Bond spells as 1st-level spells once with this feature and regain the ability to do so when you finish a long rest.

When you reach 7th level, you can cast the Beast Sense, Locate Animal and Plants, and Spike Growth spells as 2nd-level spells once with this feature and regain the ability to do so when you finish a long rest.

At 15th level, you can cast the Conjure Animals, Plant Growth, and Speak with Plants spells as 3rd-level spells once with this feature and regain the ability to do so when you finish a long rest.

Animal Companion

Also at 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world.

With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select you companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area.

At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time.

If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.

If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.

Your animal companion gains a variety of benefits while it is linked to you.

The animal companion loses its Multiattack action, if it has one.

The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.

When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.

Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.

Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.

For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.

Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.

Your companion shares your alignment.

Your animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features.

Beast's Defense

At 7th level, while your companion can see you, it has advantage on all saving throws.

Beastly Coordination

Beginning at 15th level, when an attacker that you can see hits your beast companion with an attack, you can call out a warning. If your beast companion can hear you, it can use its reaction to halve the attack’s damage against it.

Control Beasts

At 17th level, you can cast Dominate Beast as a 4th-level spell once with this feature. If it fails the saving throw, it gains the features of your Animal Companion and serves you as a second Animal Companion. You regain the ability to use this feature when you finish a long rest. You can only have one beast controlled by this ability at the same time.

Tempest[edit]

Like the eye of a hurricane, the tempest is the peace in the middle of a storm of strikes and blades. Moving as a dancer in the battlefield, wielding pair of weapons and dual weapons, they twist and whirl while surrounded by opponents, leaving just destruction behind.

These wild masters embrace the solitude of the wild, using that calm to perfect their technique by following patterns of dance-like movement, mimicking the twists and turns of rivers and the sudden shifts of movement of the wind.

Ambidexterity

Starting at 3rd level, you can use both hands with extreme and refined control. You can use your bonus action to make a single weapon attack with a light weapon in each of your turns, even when not engaging in two weapon fighting.

In addition, you can take the Usa an Object action as a bonus action on your turn.

Greater Dual Wielding

Also at 3rd level, you reach the mastery in fighting with two weapons. You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light, and you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

In addition, you can strike with the two ends of polearms. When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.

Finally, while you are engaged in two-weapon fighting or wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter your reach.

Tempest Blitz

At 7th level, you attack with remarkable speed. When you use your bonus action to make an attack, you can make one additional attack using the same weapon. You use the same damage die used on the first attack made in that bonus action.

Vicious Ambidexterity

At 15th level, when engaged in two weapon fighting or attacking with a glaive, halberd, pike, quarterstaff, or spear, you score critical hits on a roll of 18-20 on the d20.

Storm of Blades

At 17th level, when engaged in two-weapon fighting or attacking with a glaive, halberd, pike, quarterstaff, or spear, your reach increases in 5 feet.

In addition, whenever you make opportunity attacks, you can make an additional attack with your second weapon (if engaged in two weapon fighting) or with the other end of your polearm (if wielding a glaive, halberd, pike, quarterstaff, or spear)

Shadow Spirit[edit]

The Shadow spirits blend with the darkness, ready to leap out and destroy any foe foolish enough to try and fight them.

Eyes of Darkness

Starting at 3rd level, you can see trough normal and magical darkness up to a range of 120 feet. In addition, you see in dim light as if were bright light.

Shadow Blend

At 3rd level, you gain proficiency in the Stealth skill, and you have advantage on Dexterity (Stealth) checks while in dim light or darkness.

In addition, you can take the Hide action at the start of your turns without taking an action. If you are in dim light or darkness, you can hide even when in plain sight.

Shadow Surprise

Also at 3rd level, when you hit a creature with an attack while hidden, the creature must succeed on a Constitution saving throw or be stunned until the start of your next turn. The DC for this saving throw is 8 + your proficiency bonus + your Dexterity modifier.

Darkness Wielder

At 7th level, you learn how to control the shadows. You gain the following abilities:

Shadow Arts. You can cast Darkness, Invisibility, and Shadow Weapon each once with this feature, and you regain the ability to do so when you finish a long rest. Wisdom is your spellcasting modifier for these spells.
Shadow Meld. You can also use your action to meld with the darkness. This ability works as Meld into Stone, but allowing you to step on a place covered in darkness, with the same effect. It doesn't impose disadvantage on your Wisdom (Perception) checks when you do. The spell ends when the area is no longer covered in darkness. You take no damage while you are melding with the shadows, unless the damage is radiant. Damage radiant on the area causes 50 additional radiant damage to you and ends the spell.
Shadow Mantle

At 15th level, when you are hit by an attack you can cover yourself in shadows for a brief moment as a reaction. Doing so imposes disadvantage on the triggering attack and against all attacks made until the end of that turn.

Gloom Ambush

At 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw. The DC is equal to 8 + your Dexterity modifier + your proficiency bonus. On a failed save, double the damage of your attack against the creature.

Primordial Fist[edit]

Primordial fists are wild masters capable of connecting themselves with the primal elemental forces resting on wild places. They can imbue their fists with the raging fire, the toxicity of the most poisonous plants, the fury of the thunder and lighting and strike their enemies with elemental might.

Wield Energy

When you choose this archetype at 3rd level, choose a damage type: Acid, Cold, Fire, Lightning, Thunder or Poison. You can wield the chosen damage type and strike with it. When you take the attack action, you can make a melee weapon attack, using either Dexterity or Strength for the attack. On a hit, you deal 1d6 damage from the chosen type, and add the ability modifier used on the attack to the damage.

In addition, when you make an attack with wield energy as part of your attack action, you can attack with it again as a bonus action. The damage of your wield energy increases to 1d8 at 5th level, 1d10 at 11th level, and 2d6 at 17th level.

Attuned Energy

At 7th level, you gain resistance to the chosen damage, and your wield energy attacks ignore resistance to the chosen damage, and treat immunities as resistances.

Rend the Field

At 15th level, you can use you action to make an wield energy strike against each creature within 5 feet of you, making a separate attack roll for each unarmed strike. If the attack hits, the target must succeed on a Strength saving throw or be knocked prone. The DC for this saving throw is 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

Unleash Energy

Starting at 17th level, when you hit a target with an unarmed strike, you can use this feature to unleash blasts of pure energy upon it. The target takes an additional 8d8 damage of the unarmed strike's type, and if the target is a creature, it is paralyzed until the start of your next turn.

Once you use this feature, you can't use it again until you finish a long rest.

Ranger[edit]

Carefully aiming a bow while hidden on top of a tree, or on a breach on a natural rock wall, the ranger take out their prey with deadly precision. Rangers are bow masters and incredible archers, with sharp eyes and steady hands, raining death upon their enemies from the deep forests.

Bow Specialist

Starting at 3rd level, your ability with the bow is unmatched. Your damage die with bows and crossbows is one size larger, dealing 1d8 damage with hand crossbows and shortbows, 1d10 damage with longbows and light crossbows and 1d12 damage with heavy crossbows.

In addition, as a bonus action you can take aim with a ranged weapon you are proficient with. Choose a creature within your weapon's long range. If you do so, you ignore disadvantage for attacking at your ranged weapon long distance until the end of your turn.

Also, if you take aim and the creature moves within your ranged weapon short range or end its turn there, you can make an attack with the bow as a reaction against it. You can't make this attack using your reaction if the creature take the Disengage action before moving, or if the creature becomes unseen for you.

Quick Shot

Starting at 3rd level, you can shoot with amazing speed. Whenever you make an attack with a ranged weapon that lacks the heavy property, you can make a second attack with the same weapon using a bonus action. You don't benefit from the Bow Master damage die when you do so.

Sharpshooter

At 3rd level, you ignore any cover below total cover. In addition, you learn to handle yourself in close combat. Making a ranged attack roll while within 5 feet of an enemy doesn’t impose disadvantage on your roll.

Spring to Action

At 7th level, you dart into action without fear. You can add your proficiency bonus to initiative rolls.

Bow Mastery

Starting at 15th level, when you take aim, you have advantage on all attacks made with the ranged weapon used until the end of your turn.

In addition, when you use your Quick Shot feature, you can make one additional attack as a bonus action.

Headshot

Starting at 17th level, once in each of your turns when you hit a creature with a ranged weapon attack, you can force that creature to make a Constitution saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or be stunned until the end of your next turn.

Spirit Warrior[edit]

The Spirit warriors fight with the power of animals and the fury of the wilderness.

Spirit Form

At 3rd level, you fight with animal enhancements. On your turn, you can enter a Spirit Form as a bonus action. When you enter your spirit form, you can select one of the following benefits.

Crab. When you hit a target with an attack while within 5 feet of it, you can use your bonus action to grapple the target.
Hawk. You have advantage on attack rolls against creatures smaller than you
Quipper. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Snake. When you hit a creature with an attack, it must succeed on a Constitution saving throw or take 1d6 poison damage. the DC for this saving throw is 8 + your Wisdom modifier + your proficiency bonus.
Spider. You can use your action to cast Web while your spirit form is active. The spell ends when your spirit form ends.
Weasel. You have advantage on attack rolls against a creature at least one size larger than you.
Wolf. Your allies have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you.

The spirit form lasts for 1 minute, ending earlier if you are knocked unconscious. You can use your spirit form a number of times equal to your proficiency bonus, regaining your uses of it after finishing a long rest.

Spirit Might

Additionally at 3rd level, you gain a lingering benefit that you can change when you finish a long rest. You can choose the same animal or a different one.

Crab. You can breathe air and water.
Hawk. You gain darkvision out to 60 feet. If you already have darkvision, it increases in 30 feet.
Quipper. You gain a swimming speed equal to your current walking speed. If you already have a swimming speed, your's is doubled.
Snake. You gain a burrowing speed of 5 feet. If you can already burrow, it increases in 5 feet.
Spider. You gain a climbing speed equal to your current walking speed. If you already have a climbing speed, your's is doubled.
Weasel. Your standing jump distance increase to your walking speed and your standing jump height increases to 10 feet.
Wolf. Your speed, as well as any climbing or swimming speeds you might have, increase by 10 feet.
Spirit Defense

At 7th level, when you enter your Spirit Form, you select another benefit when you enter your spirit form. You can choose the same animal that you chose at 3rd level or a different one.

Crab. You gain resistance to non-magical bludgeoning, piercing, and slashing damage.
Hawk. Opportunity attacks against you have disadvantage, and you have resistance to damage from opportunity attacks.
Quipper. When you are hit with an attack, you can add your proficiency bonus to your armor class as a reaction, potentially causing the attack to miss.
Snake. You can't be grappled, restrained, or knocked prone while not incapacitated.
Spider. While you are climbing, attack rolls against you have disadvantage.
Weasel. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.
Wolf. You have advantage on all saving throws while there is an ally within 30 feet of you that you can see.
Spirit Aspect

At 15th level, you gain a magical benefit of your choice. You can change what benefit you gain after you finish a long rest. You can choose the same animal that you chose at 3rd or 7th level or a different one.

Crab. You gain blindsight out to 30 feet.
Hawk. You can see up to 1 mile away with no difficulty and you are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
Quipper. You have advantage on Wisdom (Perception) checks that require smelling. In addition, you can use your action to detect creatures nearby. If there are any creatures below half their hit point maximum within 1 mile of you, you sense their presence. You know the type of any being whose presence you sense, but not its identity.
Snake. You have advantage on Charisma (Intimidation) checks.
Spider. If you have a climbing speed, you can climb across difficult surfaces, including across ceilings, without needing to make an ability check. In addition, you ignore movement restrictions caused by webbing.
Weasel. You can't be surprised while conscious.
Wolf. You have advantage on saving throws against exhaustion, and you can move twice the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march.
Spirit Attack

At 17th level, when you enter your Spirit Form, you select another benefit when you enter your spirit form. You can choose the same animal that you chose at 3rd, 7th, or 14th level, or a different one.

Crab. You have advantage on attack rolls against targets you are grappling, and at the start of each of your turns, you deal 1d10 bludgeoning damage to a creature you are grappling.
Hawk. You gain a flying speed of 60 feet.
Quipper. You have advantage on all attack rolls. If you would have originally had disadvantage, you still have advantage. If you would have originally had advantage, your attacks deal an additional 1d6 damage on a hit.
Snake. When you deal poison damage to a creature, it deals an additional 1d6 poison damage, and the target gains vulnerability to poison damage until the end of your next turn.
Spider. If you surprise a creature and hit it with an attack in the first round of combat, the attack counts as a critical hit.
Weasel. Your attacks score a critical on an 18, 19, or 20.
Wolf. You can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with a melee weapon attack.

Blink Master[edit]

Blink masters are wild masters who can connect with the bordering planes, using them as means of traveling faster trough the material plane, by jumping, teleporting from one place to another, what makes them formidable and unpredictable foes in combat.

Teleport

At 3rd level, you can use a bonus action to can magically teleport, along with any equipment you are wearing or carrying, up to your current walking speed to an unoccupied space you can see. Doing so costs 15 feet of your movement speed, and you can't use this ability if you are unable to move that speed on your turn.

Dodge

At 7th level, when you take damage from attacks or effects that require a Dexterity saving throw to halve the damage and affect an area you are in, you can use your Teleport feature as a reaction. Doing so halve the damage of the attack.

If you teleport away from the area of the effect that requires the saving throw, you take no damage from that effect.

After using Dodge, you can't Teleport until the end of your next turn.

Blink Duplicate

Starting at 15th level, when you use your teleport, you can leave behind an illusory duplicate where you left, or you can use your Teleport to create an illusory duplicate in an unoccupied space you can see within range of your Teleport. As a bonus action on your turns, you can direct the duplicate to move up to your speed. Physical interaction with the duplicate reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the duplicate, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your Blink Master save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. The duplicate shares all your stats, but its AC is equal 10 + your Dexterity modifier, and if it takes any damage it disappears.

Once you use this feature, you can;t use it again until you finish a long rest.

Dimensional Backlash

At 17th level, when you use your Teleport, all creatures within 10 feet of the space you left must succeed on a Constitution saving throw or take 2d10 force damage.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Wild Master class, you must meet these prerequisites: Dexterity 13

Proficiencies. When you multiclass into the Wild Master class, you gain the following proficiencies: Light Armor, Medium Armor, Shield, Simple Weapons, Martial Weapons, One skill from the classes skill list.

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