Wendigo (5e Class)

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The Wendigo[edit]

The Wendigo was gaunt to the point of emaciation, its desiccated skin pulled tightly over its bones. Fur all over, damp and smelling of the swamps. With its bones pushing out against its skin, its complexion the ash-gray of death, and its eyes pushed back deep into their sockets, the Wendigo looked like a gaunt skeleton recently disinterred from the grave. What lips it had were tattered and bloody ... Unclean and suffering from suppuration of the flesh, the Wendigo gave off a strange and eerie odor of decay and decomposition, of death and corruption. It's animal-like skull was battered and beaten, it's eyesocket's glowing with the power of the spirits.
—Basil H. Johnston

This is how some people would describe you. But no longer! You have decided to change your image, and only appear this way to your enemies... Maybe only nibbling a little bit on the innocent.

Creating a Wendigo[edit]

Quick Build

You can make a Wendigo quickly by following these suggestions. First, Strength should be your highest ability score, followed by Intelligence. Second, choose a background that fit's the way you changed, I would highly suggest something tribal.

Class Features

As a Wendigo you gain the following class features.

Hit Points

Hit Dice: 1d12 per Wendigo level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Wendigo level after 1st


Armor: None
Weapons: Natural
Tools: 2 of your choice.
Saving Throws: Strength and Intelligence.
Skills: choose three from Athletics, History, Nature, and Acrobatics


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

  • A set of normal clothes, they are custom fit to your frame and could look however you'd like.
  • (a) 2 tools that you are proficient with. or (b) Padding for your clothes. (+1 AC)
  • If you are using starting wealth, you have 2d4 X 10 in funds.

Table: The Wendigo

Level Proficiency
1st +2 Call Of The Curse
2nd +2
3rd +2 Reinforced Strikes
4th +2 Ability Score Improvement, Spiritual Bond
5th +3
6th +3 Extra Attack
7th +3 Concentration
8th +3 Ability Score Improvement, Spiritual Bond Feature
9th +4
10th +4 Trained Instincts
11th +4
12th +4 Ability Score Improvement, Spiritual Bond Feature, Extra Attack
13th +5 Whiplash
14th +5 Seething Persistance
15th +5
16th +5 Ability Score Improvement, Spiritual Bond Feature
17th +6
18th +6 Extra Attack
19th +6 Ability Score Improvement
20th +6 As a Concept or Metaphor

Call Of The Curse[edit]

At first level, you must eat half a pound of meat in every meal or make a DC 12 intelligence saving throw. If you succeed, you don't have to roll until the next meal. If you fail, you attack the nearest source of meat. You must make a DC 13 intelligence check to escape your frenzy.

Additionally, you are immune to the effects of raw and rotten meat.

Finally, when eating a fresh corpse, you gain 2d4 hit points. If the body is not fresh, you gain half of the normal hit points.

Reinforced Strikes[edit]

At third level, your strikes become magical to overcome resistances.

Spiritual Bond[edit]

At fourth level, You have a choice between two Spiritual Bonds that are listed at the bottom of the page. You gain another feature for these bonds at 8th, 12th, and 16th level.

Extra Attack[edit]

At 6th level, you gain an extra attack. You gain more extra attacks at 12th and 18th level.


At 7th level, you have the ability to cause yourself to go into your frenzied state at will. However, instead of going for the nearest source of meat, you go for the nearest enemy source of meat. You attack precisely, giving you advantage on attacks and add your proficiency bonus to there damage. You can do this equal to half your Wendigo level rounded down. And this Concentrated Rage last's as long as the combat.

Trained Instincts[edit]

At 10th level, you have honed your animal-like instincts to be fine-tuned for your advantage. As such, you can no longer be surprised, you also gain advantage on any checks that deal with smell and or sight.


At 13th level, the spirits inside you try to protect you at all costs. Immediately after being attacked, you may take a reaction to deal half of that damage back through spiritual energy. Making it look like you did nothing but stand there. You cause this ability equal to half your Wendigo level rounded down.

Seething Persistance[edit]

At 14th level, you have the ability to drop to one hitpoint In a situation where you would usually drop to zero Hit Points. You can use this consecutively, meaning if you're already at 1 HP you'd stay there. And can use this equal to your Wendigo level rounded down.

As a Concept or Metaphor[edit]

At 20th level, you seem to have finally realized what you are (depending on the player this varies), and are going to use this however you can. Your new maximum for intelligence and strength is 24. You can also pass into the ethereal plane at will. You can see the ethereal plane from the material plane and the material from the ethereal. In the ethereal plane, you move twice as fast and can reappear whenever you'd like to. This ability can be used an infinite number of times.

In addition, your myth is spread throughout the lands, but no one know's if your real or not.

Spiritual Bond Choices[edit]

Tribal Warrior

At 4th level, you gain the ability to create improvised weapons, you also become proficient with these weapons. These are usually created through the bones of fallen foes and are just as sturdy as the ones made by metal. The damage is for the DM to decide.

At 8th level, you gain advantage on checks that deal with tracking. You also choose a favored enemy that you have advantage on attack rolls for.

At 12th level, you gain proficiency in light and medium armor, this armor costs 1.5x more due to your odd proportions. You cannot wear armor that is not custom fit without having disadvantage on every roll.

And finally, at 16th level, you Gain two more favored enemies, and can temporarily favor a singular being, you can do this twice a day and when using the second charge on a different enemy, the previous enemy loses the favored effects.

Spirit Walker

At 4th level, you can speak to the spirits inside you as if they were people. They can give ancient knowledge, or other things the DM seems good at the time.

At 8th level, you can boost your speed to twice its usual amount, and while in this state, enemies have disadvantage on attacking you. You can use this up to half your wendigo level, and it lasts for 1 round.

At 12th level, your connection to the spirits gives you the ability to shoot out spiritual energy as an action. This energy can reach out to 60ft, and does 2d6 typeless damage. It can be used equal to half your Wendigo level.

And finally, at 16th level, using your spiritual blast that was obtained at 12th level, is now a bonus action. You can also boost your speed up to triple instead of double your regular movement speed.

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