Races of the Wild

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Races of the Wild
Abbreviation: RotW
Author: Skip Williams
Publisher: Wizards of the Coast
Item Code: 179280000
Release Date: February 2005
Format: Hardcover
Page Count: 192
ISBN-10: 0-7869-3438-7
Price: $29.95 ; C$44.95
Product Blurb:
Heroes Tempered by Nature

From within verdant forests, among nomadic caravans, or atop soaring cliffsides, courageous adventurers arise from the people known as the races of the wild: elves, halflings, and raptorans. Living in harmony with the natural world, these noble individuals embark on grand adventures that become fireside tales for generations to come.

This supplement for the D&D game provides detailed information on the psychology, society, culture, behavior, religion, folklore, and other aspects of the races of the wild, including raptorans -- a new race presented here. In addition to new humanoids and monster races playable as characters, Races of the Wild also provides new prestige classes, feats, spells, magic items, equipment, and guidelines for crafting adventures and campaigns within the communities of these tenacious folk.

This text is quoted from promotion material. Text and images are copyrighted by the original publisher.


Name Page Description
Elves 5 Elves are short and willowy in comparison to humans. Their height ranges from 4-1/2 feet to 5-1/2 feet, and they generally weigh between 95 and 135 pounds. Males and females are usually equal in height, though the males tend to be slightly more muscular. Elves’ lithe bodies are perfectly proportioned, and their movements are almost supernaturally graceful. Most high elves have pale skin and dark hair, though lighter shades of hair are known in many societies. Neither gender sports any facial hair, and elves’ features are well defined and elegant, though somewhat more angular than those of humans. Their almond-shaped eyes are usually green, though they can also be blue, gold, silver, or lavender. Their ears sweep upward to pointed ends—a factor that many claim contributes to their acute hearing.
Halflings 37 Halflings are short and wiry, standing about 3 feet tall and weighing between 30 and 35 pounds. Females are slightly shorter than males, but no less strong. Their bodies are well proportioned, though their heads are somewhat elongated compared with those of humans. They are longer-lived than humans are, reaching maturity at 20 years of age and often living well past the age of 100. Most halflings have ruddy skin, dark eyes, and straight black hair, though lighter shades of hair are known in many societies. Males often wear sideburns, though they almost never grow beards or mustaches. All halflings prefer to wear their hair long, often braided or styled in some distinctive way. Their features are more delicate than those of humans, and their ears are elongated and slightly pointed.
Raptorans 65 Feathered wings are a raptoran’s singular identifying feature. When fully outstretched, they span 10 to 12 feet, although raptorans (when not flying) are more comfortable with them folded behind their backs. An interlocking series of ligaments allows raptorans to lock their wings in the outstretched position, enabling them to glide for long periods without tiring. The wing feathers are ordinarily white, with black-tipped feathers appearing more often as a raptoran ages. Raptorans tend to be thinner and slightly taller than humans, with most of their extra height in their legs; their arms are likewise somewhat longer. They average just over 6 feet tall and weigh around 150 pounds. Their legs end in bony talons that aren’t particularly sharp but have tremendous gripping strength. Raptoran hands are much like human hands, but each finger ends in a thick, almost claw-like fingernail. The race does not have facial hair, but downy feathers on a raptoran’s scalp can resemble hair when viewed at a distance. Some female raptorans have a row of more substantial feathers running from earlobe to earlobe across the back of the head and neck. Females can fan out this neck ruff to display it; male raptorans consider a well-groomed neck ruff to be attractive.
Catfolk 92 The great tribes of the catfolk roam where they will, putting passion into every day of their varied lives. Catfolk nomads roam the grassy plains, living in tribes segregated by their visual differences. Catfolk tribes range from friendly to hostile; encounters with catfolk depend more on an individual catfolk’s mood and the circumstance more than any tribal mind-set. Quick in movement and thought, the catfolk rely on short bursts of energy to accomplish nearly every task, making the other races seem plodding and dedicated in comparison. Catfolk resemble a cross between a large predatory cat and a human, with a sleekly muscled humanoid body and the head and mane of a feline. Most male catfolk wear their thick hair in braids, while females keep theirs short and sleek. The most common catfolk have feline characteristics reminiscent of lions, including thick manes for the males. Other groups have the characteristic markings and appearance of leopards, tigers, or cheetahs. Catfolk have thicker nails than other humanoids, but not the powerful claws of their feline counterparts, and they make unarmed attacks just like humans. Many catfolk favor the use of charms and totems that they braid into their hair for luck in battle, success on the hunt, and good fortune in other such endeavors.
Centaur 95 Far stronger and faster than other humanoid races, centaurs rule huge swathes of the wild. They build peaceful, idyllic communities, hunting what and where they wish. Centaurs inhabit the plains and forests in tribes of varying size. Even though they build permanent shelters and live in one place for many years at a time, centaurs roam from their homes on a regular basis, ranging over great distances in relatively short amounts of time. Centaurs regard such excursions as essential to understanding the world around their homes, and they greatly enjoy such activity for its own sake. Although their crafts have not reached the level of some of the humanoid races, it is only because centaurs prefer to venture from their homes often rather than to stay in one place and ply a single trade. With the lower body of a large horse and the upper torso and arms of a human, centaurs combine speed and strength in their powerful forms. A centaur is as big and heavy as a horse, standing about 7 feet high and weighing about 2,100 pounds. Brown dominates most of a centaur’s coloring, the long hair on the top of the head and the glossy fur of the horse-like body ranging from a light tan to a deep, dark brown. A centaur’s humanlike torso has a swarthy, earthy complexion. In some isolated tribes and rare individuals, other colorings emerge, such as white, gray, or black, but these are extremely uncommon.
Gnoll 99 While most of their people remain mired in the cruelty of their demon prince, a few tribes of gnolls seek to pull themselves out of savagery. These tribes walk with weapons in hand, knowing that the civilized races hate and fear their people and that other tribes of evil gnolls already seek to strike them down. Fueled by their own bestial strength and the cruel will of the demon prince Yeenoghu, most gnolls roam the wild in search of sentient prey. These savages know little of mercy and honor, and nothing of kindness or compassion. The exceptions to this rule, who have banded together in rough tribes that roam the plains and forests, have begun to learn the value of personal honor. Some even approach the harsh but ultimately fair codes that tribes of barbaric humans often adopt. Geared more toward survival than the cruelty of their kin, these gnolls stand at a critical juncture: Either they will succeed in allying with the civilized races and pull some of their people away from the cruel worship of Yeenoghu—or they will fail, and their tribes will slip back into evil and brutality. Gnolls have hyenalike heads, and their long limbs possess a lean strength. Gnolls are covered in coarse yellow or reddish-brown fur, and their feet and legs are structured more like a hyena’s hind legs than those of other humanoids. Despite the somewhat awkward appearance of their legs and feet, gnolls walk as bipeds and are as agile and speedy as a normal human. The wild gnolls who prey on the civilized races use patchwork armor and rusted weapons that they’ve stolen from past kills. Tribes that have found some level of personal honor favor hide or leather armor similar to the barbarian tribes of humans.
Killoren 102 A newly risen race of powerful fey, the killoren blend nature’s patience and power with the ambition and aggression of the humanoid races. The ancient places of the world stir with a power of their own. From this power, the killoren have sprung in answer to the growing might of the humanoid races. Whether the work of some great nature deity or the spontaneous creation of the wild power of nature itself, killoren are at once young and eternal, newly brought to the world but with unknowably ancient ties to the heart of nature. As fey, killoren have a tie to nature unmatched by the humanoid races, but unlike other fey, killoren are not content to wait in the dark recesses of the dwindling forests. Killoren are aggressive, ambitious manifestations of nature’s presence and power, and they walk through the cities of man as easily as they meditate in the glades of a verdant forest. There are as yet few killoren in the world compared to the population of humans and other humanoid races, but their numbers are quickly growing. So far, these adaptable fey have only come into isolated conflict with evil powers bent on despoiling nature, but it is obvious that they are destined for more. The killoren have begun to make known their presence in the world, and a few far-seeing and learned sages wonder at the implications of their growing power and numbers. Killoren resemble half-elves, and males and females alike average about 5-1/2 feet in height. They mature quickly, being full-grown by the age of 10, and live very long lives, hardly changing at all in appearance for their first century. Killoren have green or tan skin the texture of a soft, young leaf, and their limbs are unusually long and slender when compared with those of the humanoid races. An individual killoren’s hair and eye color depends on which aspect of nature the killoren is currently manifesting.

Prestige Classes[edit]

Name Page Description
Arcane Hierophant 108 Arcane hierophants wield a blending of arcane magic and divine magic with a heavy emphasis on nature and the elements. Though they possess the learning and discipline commonly associated with wizards, they also have practical knowledge of the natural world commonly associated with druids. Like druids, they can change shape into animal and elemental forms, but they also can wield powerful arcane spells.
Champion of Corellon Larethian 113 Many evil warriors believe that elves, while dangerous in ranged combat, have no stomach for melee. They expect that elves would fall like leaves in an autumn windstorm once the battle becomes the work of sword and axe rather than arrow and spell. These warriors have never encountered a champion of Corellon Larethian. The champion of Corellon is a noble elf fighter, an elf knight or lord who can stand up to any orc or human warrior. All elves admire the grace, discipline, and skill necessary to become a swordmaster, and the champion of Corellon is the very paragon of elven swordsmanship. Clad in shining elven mail or plate, the champion relies on quickness, agility, and an almost scholarly study of the most difficult and advanced techniques of swordplay instead of brute power. As the name suggests, a champion of Corellon Larethian holds a special place in elf society. Large temples of Corellon Larethian often host groups of champions who serve as elite temple guards, advisors and bodyguards to elf rulers, and questing knights in the service of the whole elf race.
Luckstealer 118 As a luckstealer, you’re part spellcaster, part professional gambler—and 100% mischief-maker. You’re the halfling who fleeces local card sharps out of their hard-earned gold, then disappears in a puff of smoke when the swords come out. Not that you flee, of course—you’re just moving to the perfect ambush spot and signaling the rest of your caravan to rob the town treasury while the locals are busy fighting you.
Ruathar 122 Also known as “elf-friend” or “star-friend,” a ruathar is a person of some other race who has earned the special friendship of the elven folk. While many individuals who render the elf people some notable service are known as elf-friends, a ruathar is truly blessed—the recipient of a powerful magical ritual that infuses him with the real and lasting blessing of the elf race. The elves extend the invitation to become ruathars to very few individuals indeed, but those so honored have a home among the elf people for the rest of their days if they so desire. Elves can become ruathars, but such characters are somewhat unusual. An elf becomes a ruathar when he renders a great service to an elf realm that is not his homeland, or when one or more of his nonelf companions receive the honor in recognition for a deed he also shared in. When an individual elf is singled out for this kind of recognition in his homeland, he is usually called “star-friend” rather than “elf-friend.”
Skypledged 126 The skypledged represent a mystical tradition among the raptorans that hearkens back to an ancient pact with powerful lords of the Elemental Plane of Air. The sky pledged are a tangible manifestation of that pact, exchanging divine power with one another and with powerful air elementals.
Stormtalon 131 The stormtalons are consummate aerial warriors, using both their weapons and their razor-sharp foot talons to dive on their hapless foes. They are elite protectors of the raptoran race, sent by the high chieftain whenever a raptoran flock is in trouble.
Whisperknife 135 Many halflings are rogues; everyone knows that. Some towns are careful to befriend halfling caravans, offering honest work and a fair deal in the expectation that halflings won’t steal from friends. Other settlements are standoffish and suspicious, relying on vigilance and harsh laws to discourage any larcenous intent. Still other places greet halflings with violence, cruelty, and scorn, sheltering brigands and thieves who feel free to murder and rob those who are smaller and less numerous than they are. Halfling caravans avoid such settlements from then on—but the halfling whisperknife seeks them out, repaying murder, theft, or humiliation in the same coin.
Wildrunner 139 Wildrunners give themselves almost wholly to nature, seeking to return to their untamed roots and eventually become fey creatures. Though seemingly barbaric, wildrunners retain their civilized learning and judgment while tapping into the primal forces within themselves and within the land. Some wildrunners choose to live after the fashion of untamed animals, unfettered and beholden to nothing but their own desires and their fundamental needs. Most, however, become guardians of the land and of the communities that gave them birth.


Name Page Description
Able Sniper 148 You are accomplished at remaining unseen when you're sniping with a ranged weapon.
Aerial Reflexes 148 Your aerial agility allows you to avoid dangerous effects while airborne.
Aerial Superiority 148 You can use your flying ability to gain an advantage against landbound foes or airborne foes that you can outmaneuver.
Agile Athlete 148 You rely on your agility to perform athletic feats, rather than brute strength.
Battle Casting 148 You have a knack for staying out of harm's way when casting spells.
Born Flyer 148 You can fly as though born to do it.
Catfolk Pounce 148 You can rush unaware foes and deliver several attacks before they have a chance to respond.
Centaur Trample 148 You have trained to use your large body and unique physiology against your foes. You have learned how to knock down opponents and ride over them in combat.
Confound the Big Folk 153 You excel when battling foes bigger than you are.
Coordinated Strike 149 You and your animal companion or special mount can coordinate your melee attacks to gain an advantage in combat.
Dallah Thaun's Luck 149 You can rely on a good dose of luck to get you through almost any scrape.
Defensive Archery 150 You can avoid attacks of opportunity when making ranged attacks while threatened.
Diving Charge 150 You can dive down at a target to deal a devastating strike.
Elf Dilettante 150 Throughout the long years of your life, you have developed a talent for doing just about anything.
Expeditious Dodge 150 You're good at avoiding attacks while moving quickly.
Flick of the Wrist 150 You're good at avoiding attacks while moving quickly.
Focused Mind 151 When you have the opportunity to concentrate on a task, you usually do very well at it.
Gnoll Ferocity 151 You embody the savage ferocity of your people. When you fly into a berserk rage, you can bite opponents with your powerful jaws.
Improved Flight 151 You have gained greater maneuverability when flying than you would normally have.
Killoren Ancient 151 You favor the killoren aspect of the ancient.
Killoren Destroyer 151 You favor the killoren aspect of the destroyer.
Killoren Hunter 151 You favor the killoren aspect of the hunter.
Lightfeet 151 You have an incredibly soft step, making it difficult to track or hear you.
Magic of the Land 152 Your intimate understanding of the natural world allows you to imbue your spells with life-giving magical power from the land itself.
Plunging Shot 152 You can use the force of gravity to make your ranged attacks deal extra damage if your target is below you.
Shared Fury 152 Your fearsome rage spurs your animal companion to greater heights.
Underfoot Combat 152 You can enter the space that a foe at least two size categories bigger than you occupies.
Winged Warrior 153 You use your wings for more than just flying.
Wolfpack 153 You can gain an extra advantage when you and your allies can gang up on a foe.
Woodland Archer 154 You have honed your archery ability in the wilds of the forest.
Yondalla's Sense 152 You display a shrewd perception of danger. Other halflings say the blessing of Yondalla is upon you.


Page Class Level Name Description
173 Assassin 2nd Returning Weapon Thrown weapon returns to thrower.
173 Cleric 4th Dust to Dust Disintegrate undead with your ray attack.
174 Druid 1st Raptor’s Sight Gain +5 on Spot checks; range increment penalty halved.
174 Druid 2nd Summon Dire Hawk Summons dire hawk to serve you.
174 Druid 2nd Woodland Veil Blend unobtrusively into natural surroundings, along with your friends.
174 Ranger 1st Raptor’s Sight Gain +5 on Spot checks; range increment penalty halved.
174 Ranger 2nd Woodland Veil Blend unobtrusively into natural

surroundings, along with your friends.

174 Sorcerer/Wizard 2nd Returning Weapon Thrown weapon returns to thrower.
174 Sorcerer/Wizard 4th Aerial Alacrity +30 ft. fly speed, +1 AC and Reflex saves while flying, maneuverability improves by one category.
174 Enduring Flight 4th Trance of the Verdant Domain Carry medium loads at full fly speed; flight duration doubles.


Page Class Level Name Description
176 Psion/Wilder 3rd Contrarian Urge Forces its target to do the opposite of its general intent for a few seconds.
176 Psychic Warrior 5th Living Arrow Give a semblance of life to the projectiles you shoot at your foes (often arrows fired from a bow, but crossbow bolts, sling stones, and other projectile weapons are also subject to this power).
176 Kineticist/Psychic Warrior 3rd Telekinetic Boomerang You can imbue an object with an unusually fast-acting version of the returning weapon special ability, so that it returns to you an instant after its attack resolves.

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