Hero of the Wild (5e Class)
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Hero of the Wild[edit]
Wandering vast plains, exploring deep caverns and climbing dangerous mountain ranges, the heroes of the wild can survive the most dangerous locations in the world with sheer grit and wit. These warriors live from the land, extracting from it what they need to survive. Usually, a hero of the wild lifestyle is not a choice, but a means to an end. They are often in a long quest to achieve something: find a lost or forgotten place, save a person or people, defeat a great and dangerous enemy. However, the nature of their quest will throw them out of the comfort of their homes and into the savage jaws of nature, where they are forced to adapt in order to survive.
Beyond great survivalists and fighters, heroes of the wild are, as their name clearly state, heroes. They are often led by noble goals, and despite having a great objective to accomplish, will not refuse a cry for help for those who they meet along their journey.
Class Features
As a hero of the wild you gain the following class features.
- Hit Points
Hit Dice: 1d10 per hero of the wild level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per hero of the wild level after 1st
- Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Cook's utensils
Saving Throws: Strength, Dexterity
Skills: Choose three from Acrobatics, Animal Handling, Athletics, Insight, Perception, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a longsword and a shortbow with 20 arrows or (b) two martial weapons
- (a) a dungeoneer's pack or (b) an explorer's pack
- Leather armor and shield
- Cook utensils
Level | Proficiency Bonus |
Features | Recipes Known | Stamina (Stamina Limit) |
---|---|---|---|---|
1st | +2 | Wild Explorer, Cooking | 1 | — |
2nd | +2 | Stamina, Parry | 1 | 2 (2) |
3rd | +2 | Heroic Path, Born to the Saddle | 2 | 3 (2) |
4th | +2 | Ability Score Improvement | 2 | 4 (2) |
5th | +3 | Extra Attack, Runes (1) | 2 | 5 (3) |
6th | +3 | Revali's Gale | 2 | 6 (3) |
7th | +3 | Path Feature | 3 | 7 (3) |
8th | +3 | Ability Score Improvement | 3 | 8 (3) |
9th | +4 | Runes (2) | 3 | 9 (5) |
10th | +4 | Urbosa's Fury | 3 | 10 (5) |
11th | +4 | Path Feature | 4 | 11 (5) |
12th | +4 | Ability Score Improvement | 4 | 12 (5) |
13th | +5 | Runes (3) | 4 | 13 (6) |
14th | +5 | Daruk's Protection | 4 | 14 (6) |
15th | +5 | Path Feature | 5 | 15 (6) |
16th | +5 | Ability Score Improvement | 5 | 16 (6) |
17th | +6 | Runes (4) | 5 | 17 (7) |
18th | +6 | Path Feature | 5 | 18 (7) |
19th | +6 | Ability Score Improvement | 6 | 19 (7) |
20th | +6 | Mipha's Grace | 6 | 20 (7) |
Wild Explorer[edit]
Starting at 1st level, you can easily navigate wild terrain, and have great knowledge of nature. A number of times equal to your Wisdom modifier (minimum once), you can give yourself Advantage on a Wisdom (Survival), Intelligence (Nature) or Wisdom (Animal Handling) check.
You regain uses of this feature after finishing a short or a long rest.
Cooking[edit]
At 1st level, surviving by yourself requires you to know how to cook. You start by knowing 1 recipe of your choice. You learn additional recipes at the levels shown on the Recipe column on your class table.
- Gathering Ingredients
Once a day during a short rest, you can gather ingredients for your recipes. You can't gather more than 1 ingredient per level you have in this class, and the ingredients spoil after 8 hours.
- Meals
With the cook's utensils on hand, you can spend 10 minutes per ingredient (count as light activity) to prepare a meal you know. The list of meal recipes and the amount of ingredients required is listed at the end of this class description.
- Consuming Meals
A meal require an Action to use, unless otherwise stated. An unused recipe loses its efficacy after 24 hours. If the meal has a duration, you can only consume another meal with a duration when the duration of the previous one has ended. Also, eating a meal, regardless of the amount of points used to make it, feed and individual for a day.
Parry[edit]
Starting at 2nd level when wielding a shield, you can lift it up to parry incoming attacks. As a Bonus Action, you can prepare the shield, gaining the benefits of half cover until the start of your next turn.
Alternatively, if you haven't taken this Bonus Action on your last turn, you can as a Reaction against an attack made against you or a Dexterity saving throw effect you are the target of, add a +2 to your AC or Dexterity saving throw. If you cause the attack to miss or succeed the save, you trigger one of the following effects:
- If the attack was a melee attack, the attacker is staggered, and attacks made against it have Advantage until the start of its turn. You can spend 1 stamina to make an attack as part of this reaction.
- If the attack was a ranged, you reflect the attack back at the attacker, using the save attack bonus or save DC.
Stamina[edit]
At 2nd level, you can draw energy from your internal vigor to perform impressive feats of physical prowess. This vigor is represented by a number of stamina points you have.
Your maximum Stamina is shown on the Stamina Column on the Hero of the Wild table. Once your Stamina is depleted, you must finish a short or long rest before recovering it. The maximum amount of stamina you can use in a single turn is your Stamina Limit, and is indicated in parenthesis.
In addition, as a Bonus Action, you can regain 1 stamina. You can use this bonus action a number of times equal to your Constitution modifier, and regain your uses of this after finishing a long rest.
- Flurry Rush
As a Reaction when you are targeted by a melee weapon attack, you can spend 1 stamina to make a Dexterity saving throw against the result of the attack. On a success, the attack misses and you can spend a number of stamina up to your proficiency bonus, making one attack against that enemy per stamina spent.
- Whirlwind Strike
As an Action, you can spend 1 stamina to make one melee attack against each creature within 5 feet of you. Roll an attack for each target.
- Explore
As a Bonus Action, you can spend 1 stamina to take the Dash and Disengage action. When you use this bonus action, you gain a flying and swimming speed equal to your movement speed.
Heroic Path[edit]
Starting at 3rd level, you can choose a heroic path to define your journey. You can choose between the Path of the Master Swordsman or the Path of the Sheikah Assassin, detailed at the end of this class description. Your choice grants you features at 3rd level, and again at 7th, 11th, 15th and 18th levels.
Born to the Saddle[edit]
Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.
Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
Ability Score Improvement[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.
Shield Surfing[edit]
At 4th level, you can get on top of a shield as an Action and ride down slopes of mountains and hills. This allow you to use a shield as a sled with a movement speed of 60 feet in such environments.
In addition, you gain proficiency with vehicles (land).
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Runes[edit]
At 5th level, you discover ancient runes of power. You start with the Amiibo Rune, plus one of the following runes: Magnesis, Remote Bomb, Stasis or Cryonis. You discover an additional rune at levels 9th, 13th and 17th.
Each rune require you to be wielding the Runic Slate, and have both an at will effect and additional empowered effects that require you to spend Stamina points.
If a rune requires a save, the save DC is 8 + your proficiency bonus + your Wisdom modifier.
Revali's Gale[edit]
At 6th level, you can conjure the spirit of the Rito Champion Revali to conjure an updraft gust of wind, that propels you into the air. As a Reaction when you jump, you can conjure this gale to double your jump height. You can also use this as a reaction when you fall, reducing fall damage by 5 times your Hero of the Wild feature. When wielding a Paraglider, you can use this as part of the same Reaction used to open the paraglider, and this also allow you to ascend up to 30 feet while paragliding.
You can use this feature a number of times equal to your Wisdom modifier, and regain uses of this feature after finishing a short or long rest.
Urbosa's Fury[edit]
At 10th level, you can call upon the power of the Gerudo champion Urbosa to unleash a burst of electrical destruction.
As an action, you release a surge of lightning energy. All creatures of your choice within a 15-foot radius centered on you must make a Dexterity saving throw (DC = your Rune Save DC). On a failed save, a creature takes lightning damage equal to your Hero of the Wild level and is stunned until the end of your next turn. On a successful save, a creature takes half damage and is not stunned.
Once you use this feature, you can't use it again until you finish a short or long rest.
Daruk's Protection[edit]
At 14th level, you can conjure the spirit of Goron's Champion Druk to shield you from harm. As a Bonus Action, you create a red orb barrier around you. The barrier has a number of hit points equal to your 5 times your Wisdom modifier, and when you take damage, the damage is taken by the barrier instead.
The barrier is immune to Force damage and force damage taken by the barrier are reflected instantaneously as if they have been parried. The barrier also grants you three-quarter cover against ranged attacks.
You can use this barrier a number of times equal to your Wisdom modifier, and regain your uses of it after finishing a long rest.
Mipha's Grace[edit]
At 20th level, you are guarded by the spirit of the Zora's champion Mipha, that protect you from death. When you are reduced to 0 hit points, you regain all your hit points and can instantly roll any amount of hit dice you have, gaining temporary hit points equal to the number rolled.
Effects that automatically kill you (such as power word kill) can also be affected by this feature. Once you use this feature, you can't use it again until you finish a long rest.
Heroic Paths[edit]
Path of the Master Swordsman[edit]
- Master Sword
Starting at 3rd level, you learn the following additional stamina features:
Radiant Beam. As an Action, you can spend 1 stamina to force all creatures in a 5 feet by 30 feet line to make a Constitution saving throw, taking radiant damage equal to the damage of an attack with this sword.
- Divine Glow. As a Bonus Action, you can activate a radiant glow on the sword, spending 1 stamina point. The glow is a faint shimmer or dim light that covers a 10-foot radius. Whenever you are within 30 feet of a fiend or undead, this sword shimmers with a bright light of 15 feet and dim light of another 15 feet. Once per turn, while in this state, your attacks against fiends and undead cause additional 1d6 radiant damage.
- Slumbering Sword
Starting at 3rd level, when you finish a long rest, you can bond with any longsword you touch, turning it into a Master Sword. While bonded, the sword gains the finesse property. You gain a number of Radiant Points equal to your proficiency bonus, that recharge when you finish a short or long rest. You can spend Radiant Points in place of Stamina Points to take your Path Stamina features.
- Magical Edge
At 7th level, whenever Any creature within the bright light of this glow is immune to the frightened or charmed condition. Creatures within the dim light of the blade have advantage on saving throw against the charmed of frightened condition.
In addition, attacks made with the Master Sword ignore resistances and immunity to non-magical slashing damage.
- Awakened Sword
At 11th level, your Master Sword awakens. Divine Glow is always active, and once per turn you can replace one of your attacks by a Radiant Beam, without spending any stamina points.
Path of the Sheikah Assassin[edit]
- Path Stamina Features
Starting at 3rd level, you learn the following additional stamina features:
- Sneakstrike. When you hit a surprised creature, you can spend up to your maximum Stamina to cause additional damage equal to 1d6 per point spent. This attack will ignore any resistance to damage.
- Stealthy. You can spend 1 stamina to take the Hide action as a Bonus Action. Using this feature in an area of dim light or darkness cause you to become invisible until the start of your next turn, ending earlier if you make an attack, use a magical ability or spend stamina. When you take this action, your movement doesn't provoke any sound until the end of your turn.
- Shadow Training
Starting at 3rd level, you have been trained as a silent assassin. You gain a number of Shadow Points equal to your proficiency bonus, that recharge when you finish a short or long rest. You can spend Shadow Points in place of Stamina Points to take your Path Stamina features.
- Nightstalker
At 7th level, while in dim light or darkness, your movement speed increases by half your current speed, and your movement doesn't provoke opportunity attacks.
In addition, while in an light or heavily obscured area, you can use a Bonus Action to give yourself Advantage on an attack you make with a weapon that lacks the heavy or two-handed property. This Bonus Action can trigger a Sneakstrike even when the opponent is not surprised.
- Uncanny Dodge
At 15th level, when you are hit by an attack, you can use a Reaction to halve the damage taken.
Rune List[edit]
- Amiibo
As an Action, you can use this rune to conjure ammunition for your ranged weapons. You can conjure up to 1d10 pieces of ammunition. The object appears in an unoccupied space within 5 feet. Any ammunition conjured disappear when you use this rune to conjure ammunition again.
- Conjure Ingredients (Stamina 2-7). As an Action, you can spend stamina points to conjure a meal. Meal conjured is considered a recipe made with the number of Stamina consumed. If the stamina consumed by this rune is higher than the maximum for that recipe, the remaining stamina is lost. Meal conjured by Amiibo disappear after 1 hour or if you use this rune again.
- The type of meal conjured depends on the roll of d8: 1 (Attack Up), 2 (Defense Up), 3 (Movement Speed Up), 4 (Stealth Up), 5 (Cold Resistance Up), 6 (Heat Resistance Up), 7 (Shock Resistance Up), 8 (Health Recovery).
- Find Epona. You can spend 3 stamina to cast find steed. You can only conjure epona using this feature. Epona has the statistics of a War Horse, and she is summoned with bridle and saddle.
- Magnesis
As an Action, you can use this rune to interact with metallic objects weighing 5 lbs or lighter within 60 feet. This is done through an invisible magnetic force, that generates the effects of Mage Hand.
- Heavy Lift (1-7 stamina). You can lift heavier objects when using your magnesis action. You increase the weight lifted in 100 lbs per stamina point used. The object can't be worn or carried. Dropping an object on top of a creature will force it to make a Dexterity saving throw, or that creature will suffer 1d6 damage per stamina point spent.
- Remote Bomb
As an action, you can create a spherical or cube-shaped bomb in a space within 5 feet of you. At the end of your next turn, the bomb detonates, forcing all creatures within 5 feet of it to make a Dexterity saving throw (DC = your Rune Save DC). On a failed save, a creature takes 1d6 force damage. On a successful save, the creature takes no damage. Objects automatically fail this save and take double damage.
The bomb is detonated earlier if thrown in a place or creature (uses one attack), if detonated remotely as a Bonus Action or if you create a bomb when another bomb is already created. You must be within 30 feet of the bomb to detonate it. Leaving an area of 30 feet of the bomb will cause it to disappear.
- Volatile Bomb (1-7 stamina).' When you create a Remote Bomb, you can spend stamina to enhance it. For each stamina point spent, the bomb deals an additional 1d6 force damage. The radius of the explosion increases to 10 feet at 2 stamina, 20 feet at 5 stamina, and 30 feet at 7 stamina.
- Stasis
As an Action, you can freeze an object that is not being worn or carried of no more than 5 lbs., suspending it in time, rendering it completely immobile for the duration. The immobility of the object lasts for 1 round, and while immobilized that object can withstand a weight of 500 lbs. A creature can attempt to move the object by making a Strength save against the rune save DC, moving it up to 10 feet on a success.
While immobilized, the object accumulates kinetic energy. If the object is attacked, it takes no damage, but accumulate 30 feet of movement, in a direction chosen by the attacker. When it unfreezes, it will move a distance equal to the accumulated movement on the chosen direction, or until it collides with a solid surface.
- Time Stop (1-7 stamina). You can freeze time for longer: 1 minute (1 stamina), 10 minutes (2 stamina), 1 hour (Maximum, 3 stamina). This also increases the weight by 500 lbs per stamina point spent.
- Cryonis
While within 30 feet of a body of water of appropriate size (determined by the DM), you can use an Action to create a pillar of ice. The pillar is a 5-foot cube of ice, has AC equal to your runic save DC, and 5 hit points. It is immune to cold and psychic damage, and vulnerable to fire damage. It melts as normal ice.
You can have up to three pillars created at the same time, and you can stack pillars on top of each other. Creating a fourth pillar will break the other three ones. Otherwise, a pillar lasts 1 minute before shattering (the duration may increase to up to 10 minutes or decrease to a minimum of 1 round depending on the climate).
- Ice Columns (1-7 stamina). You can create taller and wider pillars. For each stamina point spent, you increase the height of the pillar in 10 feet and the width in 5 feet. The hit points of each 5-foot cube section of the pillar also increases by 5 per point spent.
Recipes List[edit]
- Attack Up (1-9 ingredients)
This potion grant you a bonus to attack rolls. The duration and bonus are determined by the ingredient expenditure: +1 and 1 minute (1 ingredient), +1 and 10 minutes (2 ingredient), +1 and 1 hour (3 ingredients), +2 and 1 minute (4 ingredients), +2 and 10 minutes (5 ingredients) +2 and 1 hour (6 ingredients), +3 and 1 minute (7 ingredients), +3 and 10 minutes (8 ingredients), +3 and 1 hour (9 ingredients).
- Defense Up (2-18 ingredients)
This potion grant you a bonus to your AC. The duration and bonus are determined by the ingredient expenditure: +1 and 1 minute (2 ingredient), +1 and 10 minutes (4 ingredient), +1 and 1 hour (6 ingredients), +2 and 1 minute (8 ingredients), +2 and 10 minutes (10 ingredients) +2 and 1 hour (12 ingredients), +3 and 1 minute (14 ingredients), +3 and 10 minutes (16 ingredients), +3 and 1 hour (18 ingredients).
- Movement Speed Up (any)
This meal increases your movement speed by +5 feet and +1 hour per ingredient spent. While active, opportunity attacks against you have Disadvantage.
- Stealth Up (1-5)
This meal grants you a bonus of +2 to your Dexterity (Stealth) checks per ingredient spent, lasting for 1 hour. While active, you can Hide as a Bonus Action.
- Cold Resistance (1-5 ingredients)
You gain immunity to the effects of extreme cold, and gain resistance to cold damage. The duration depends on the number of ingredients: 1 round (1), 1 minute (2), 10 minutes (3), 1 hour (4), 8 hours (5).
- Heat Resistance (1-5 ingredients)
You gain immunity to the effects of extreme heat, and gain resistance to fire damage. The duration depends on the number of ingredients: 1 round (1), 1 minute (2), 10 minutes (3), 1 hour (4), 8 hours (5).
- Shock Resistance (1-5 ingredients)
You gain advantage on Dexterity saving throws against lightning damage, and gain resistance to lightning damage. The duration depends on the number of ingredients: 1 round (1), 1 minute (2), 10 minutes (3), 1 hour (4), 8 hours (5).
- Health Recovery (any)
You create a meal that restores hit points. The meal restores 1d8 hit points per point spent. You can spend any number of ingredients on this meal.
- Stamina Recovery (any)
You create a meal that restores stamina. The meal restores 1 stamina per point spent. You can spend any number of ingredients on this meal.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Hero of the Wild class, you must meet these prerequisites: 13 Strength or 13 Dexterity and 13 Wisdom.
Proficiencies. When you multiclass into the Hero of the Wild class, you gain the following proficiencies: Light armor, medium armor, Survival skill.
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