Wilden (5e Race)

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Comen, thou foul aberrant horrors! Faceth us, nature's hunters, destroyers and keepers of ancients!

Nature Embodied[edit]

Wilden are fey creatures born of wood. Plant matter makes up their skin and bones. Their bark-like skin and natural cloak of leaves help them blend naturally with the surroundings of nature. The heads of wilden often resemble a split branch, giving them the appearance of wooden horns. While they have normal hands, their legs are jointed like that of a beasts, with clawed digits.

Each wilden contains the will and power of nature from within and they manifest it in three different ways that exemplify their versatility. These appear as physical forms altered onto their bodies called aspects. When channeling the aspect of the ancients, the wilden's eyes and leaves turn white. The aspect of the destroyer makes the branches on their bodies jagged spurs and turns their eyes black. The hunter's aspect enhances their natural camouflage with green and brown patterns.

Wilden age like the nature of seasons and usually live longer than a century. While young, their bodies are supple and green like plants in the springtime. In their older age, their body turns tan but their leaves retain their green color like that of a forest in summer. As they grow older still, their body darkens and their leaves turn to autumnal colors of red, browns, yellows and orange. When their bodies grow thin and the leaves fall, they have reached the end of their life, withering like a tree in winter.

Defense Of The Wild[edit]

The wilden emerged from the unspoiled reaches of nature; from the ancient bogs, untouched forests, and primeval wilderness of the Feywild. Their awakening was not a coincidence, but rather a cosmic act due to the scourge of aberrant powers that threatened the natural world. Thus they were a race made to combat the evil corruption that threatens the land. Similar to the shardmind, they are in opposition to the influences of the Far Realm. In their epic battle, man have chased their quarry into the Material Realm where the battle continues to preserve their home.

United Sentinels[edit]

The wilden are a relatively new race that recently awoke. They lack much experience with other races and are thus curious about other cultures. Being rather impressionable, many take values from other races and implement them on their own. No matter how much they absorb in culture, however, they never forget their main purpose to drive away aberrant influences and protect the Feywild and Material Realm. They also honor primal and nature spirits like Corellon, Melora and Sehanine. Due to their benevolent relationship with Corellon, they also have good relations with elven societies and often are found within their cities and armed forces.

They have no kingdoms or cities, regarding all of nature as their home. To best stave off any encroaching invasion, any wilden who gather do so in communities situated where the barriers between the Material Realm and the Feywild is thinnest, allowing for monitoring of trespassers. Since they live in harmony with nature, these communities do not have establishments which stand out like civilization. It is often hard to distinguish nature from the village.

Shifting Natures[edit]

Wilden have a fierce sense of cohesion among themselves and those they consider allies. Individuality has no place in their lives, as they see themselves as parts of a greater whole. When speaking in a reflexive form, they use "we" instead of "I." As the keepers of nature, the wilden have three roles which play into the aspects and even their personalities. Those of the voyagers, or ancients, are stewards who protect nature against defilement and corruption. Destroyers are incarnates of nature's wrath, embodiments of natural powers like storms and earthquakes. The hunters are relentless watchers that seek and eradicate. The wilden who embody these aspects take on the traits accordingly, with voyagers being contemplative, destroyers being aggressive, and hunters being secretive.

Wilden Names[edit]

Wilden names rarely have below three syllables. They have a mix of Sylvan and Elvish influences.

Male: Banmarden, Fiddenmar, Durmindin, Kenenbar, Midnorten, Rodmennar, Vennerzad

Female: Dannamai, Ennimbcl, Kalkennash, Nemcntah, Shallahai, Tellorda, Zazenna

Wilden Traits[edit]

Beings embodying nature's ability to right its own course
Ability Score Increase. Your Wisdom score increases by 2.
Age. Wilden usually live over a century.
Alignment. The wilden were formed in response to an aberrant threat and so are against those evil creatures with all their being. They tend to be curious about other races and do right by them, believing themselves on the same side.
Size. Wilden are about five and a half to six feet tall usually, and usually under 180 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Fey Ancestry. As a creature of the wild, given breath from nature's power, you are considered a fey instead of humanoid. You have advantage in saving throws against being charmed and magic cannot put you to sleep.
Nature's Aspect. As a bonus action, you can assume an aspect of nature's power. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. You also gain benefits that depend on your wilden subrace, described below. Once you use this trait, you cannot do so again until you finish a short or long rest
Languages. You can speak, read, and write Common and either Sylvan or Elvish.
Subrace. Choose either the voyager, destroyer or hunter subrace.


Ability Score Increase. Your Wisdom score increases by 1. As normal, you can't increase an ability score above 20 using this feature.
Aspect of the Ancients. Your attacks bewilder enemies and leave them sitting ducks. Whenever you assume an aspect, you may mark one creature that you successfully attacked as a reaction. Creatures friendly to you have advantage in attack rolls against the marked creature until the end of your next turn.
Ancient Secrets. As a guardian of the natural world, you are privy to its secrets. You are proficient in the Nature skill.


Ability Score Increase. Your Constitution score increases by 1.
Aspect of the Destroyer. With the force of nature behind you, you smite down its enemies. While you are assuming nature's aspect, you may add your Constitution modifier to your damage rolls. Additionally, you can move up to 10 feet as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
Stout Will. As an extension of nature's wrath, you will not be dazed by anything. You have advantage in saving throws against being stunned.


Ability Score Increase. Your Dexterity score increases by 1.
Aspect of the Hunter. Enemies cannot get away from you. While you are assuming nature's aspect, you have advantage in opportunity attack rolls and creatures cannot benefit from half cover from your attacks.
Hunting Sense. Prey cannot hide from your supreme senses as a hunter. You have advantage in Wisdom (Survival) checks to track creatures.

Random Height and Weight[edit]

5′ 6'' +1d6 140 lb. × (1d6) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Suggested Characteristics[edit]

When creating a wilden character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.

Wilden are a young race set on an arduous task. This can sometime bring ill tidings to their impressionable minds. They try to do right by nature, but sometimes this means disregarding the needs of others.

d8 Personality Trait
1 I sit and listen for long periods in the wilderness.
2 My responses to questions take a long wait to process.
3 I act and speak through my actions.
4 People find my way of speaking strange and foreign, as well as my mannerisms.
5 I honor all life, even that of my quarry.
6 Once set on something, I will not be dissuaded.
7 I am often agitated due to unresolved hatred within.
8 The signs of nature are what guide me, not my own reason.
d6 Ideal
1 I dedicate myself to a day when we will have closed the Far Realm's gate forever and live in peace. (Good)
2 Nature must be protected before anything else. (Neutral)
3 I will massacre all aberrations for they are filth. (Chaotic)
4 We cannot be tied down to any one thing, for nature itself changes and so must we. (Chaotic)
5 I have a hidden lust for the power which is offered by the aberrations which thirsts for fulfillment. (Evil)
6 Nature's laws must be upheld regardless what I think. (Lawful)
d6 Bond
1 Those who will protect nature alongside me are my allies.
2 I will fight alongside anyone who hates aberrations.
3 Far Realm corruption destroyed my home and so I long for vengeance.
4 I am being hunted by dark forces and so I fear for those who stay near me.
5 My will to protect nature extends to its inhabitants. I will not lose anyone else to the foul forces encroaching upon the land.
6 We are all one body in war against a pestilence that is the Far Realm.
d6 Flaw
1 I cannot spare anyone who even sympathizes with aberrations.
2 My hatred causes me to lose my judgment at times.
3 I will go to save a burning forest before a burning house.
4 I am easily led by lies.
5 Too much of my time is spent in rumination rather than action.
6 I act without thinking at all a lot.
(0 votes)

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