Wild Man (5e Race)

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Wild Man[edit]

Watch out!! It's a Bigfoot! Wait... what is that??

Green Men[edit]

Leshy_%281906%29.jpg
An illustration of Leshy from 1906, by Н. Н. Брут, Magazine

Wild men look as one may think when they hear that name. They are humanoids that are always male, with shrubbery and plants growing wildly on their bodies. The plants often intertwine with their body hair, which usually takes the shape of long beards and pubic hair. These hairs are oddly fibrous and feel almost like thin, supple branches of a tree. Wild men have sometimes been seen with flowers, acorns or pinecones that additionally adorn them. Some even have wooden branches stick out of their heads like horns. Unlike a typical human, wild men have grown hair that covers a majority of their lower body and legs, making them look a bit like hirsute satyrs. They often are seen with "wild eyes" like that of a scared animal and their eyes are often described to have yellow sclera rather than white. Some wild men take on different features of animals that dwell in their locale, like bears, snakes and so forth. A wild man in a jungle with serpents may have scaly patterned skin and different pupils whilst one who lived in an aerial forest may have some feathers and a hooked nose.

Sages Or Madmen?[edit]

Wild men are of peculiar creation, due to them rarely ever being born. It is possible for a human woman and a satyr sometimes to birth a wild man. In this case, the baby is often taken by the satyr to be raised within nature's boundaries. The child often, therefore, takes after the wild side of itself, acting out like a beast more than a man. They are known to sneak into villages and steal food or attempt to steal livestock. Wild men usually return to abduct the newborn to raise as a new addition to their race. If the woman can conceal her birth, however, usually the baby will be killed, as it tends to have the most haunting cries and feral behavior that no human can tame.

Not every wild man is born, however. The earliest wild men were believed to be a mix of human and satyr offspring and wise men. Wise men who slaved away studying religion and philosophy often came to adopt an ascetic lifestyle. Amidst that, they sometimes report of hearing the voice of nature telling them to "return." Shortly after, they abandon society wholly and run away to live in the wilderness. Knights that have gone searching for these men have reported seeing them vaguely, but they no longer resemble humans and act more like beasts. It is unknown exactly what this "enlightenment" may be that is exclusive to men and causes them to undergo such a bodily change. Some have theorized that it is actually a virulent madness that overcomes the male psyche, against which the female has some immunity.

Due to the wild man's proximity to nature, they have often been mistaken by wild animals by laymen. However, there are circles which see this transformation as part of an enlightening return to nature and thereby revere the wild men as a symbol of it. Druidic circles are known to be able to call on wild men when in need. Wild men are seen sometimes as people called to a duty of protecting nature. Given their stalking amongst the overgrown forests and woodlands, it certainly is believable they are the warden to their home.

Tree-Huggers[edit]

Wild men live away from civilization and usually stalk the woods they call home as a solitary creature. They are said to be an indicator of the health of the forests which they inhabit. When the forest is undergoing blight, for example, the wild men may be encumbered by a similar illness. Interactions with them are rare, as wild men are shy as does and prefer running to confrontation. However, some have been known to kindle a friendship with a wild man they may have saved or been saved by. Their knowledge of nature is very useful for herbal medicines, which wild men are known to be very secretive of. They may give a potent poultice to cure someone they trust of an affliction. However, they remain skeptical of all that is modernity and civilization. Their caution is often proven right as wild men, like many beasts, are sometimes caught and displayed in demeaning shows like exotic specimens.

Wild men have been sighted sometimes migrating in small groups. When a forest undergoes a great change, be it death or winter, they may choose to move on to greener trees rather than stay, though some do hibernate. Wild men often party with dryads and other forest creatures, which is when they can get ridiculously rowdy. Alcohol is very enticing to wild men and is sometimes said to throw them into a fit of borderline violence. In general, wild men would not display ferocity towards travelers, but some have said they glimpsed wild men feasting on bodies of lumberjacks and such. Wild men, outside the forests, are viewed as roadside inconveniences, trash diggers, and even dangers or game. They can frighten the bejesus out of nighttime travelers or the local midwife while digging through her scraps like a raccoon. Sometimes hunters are sent by kingdoms to hunt wild men for being a nuisance. Other times, hunters may be inclined to hunt wild men due to their being more beast than human. Regardless, when a wild man dies, its death potentially takes a toll on the health of the forest it inhabited.

Wild Man Names[edit]

Wild men are only males. They sometimes respond to a name they held prior transforming, or to a new, unknown name which enlightenment bestowed them.

Names: Leshy, Wodwos, Pilosi, Salvang

Wild Man Traits[edit]

Humanoids attuned to their natural side a bit too much.
Ability Score Increase. Your Constitution score increases by 2.
Age. Wild men have shed their mortal lives and gained a longer lifespan living by nature's accordance. They can live as old as 130 years old.
Alignment. Wild men are rarely partisan in conflict but are brash as well. Usually, they have chaotic or neutral alignments.
Size. Wild men range from 5 to seven feet tall and often weigh around 200 pounds. Your size is Medium.
Speed. You have a base walking speed of 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.
Natureborne. Born of nature, or attuned to its voice, you know the patterns and throes of the natural world around you well. You are proficient in the Nature skill.
Nature's Bounty. You know a good deal about the fecund bounty nature bears and where it is hidden. You have advantage in Wisdom (Survival) checks when in a forest environment.
Nature's Commune. You know the speak with animals spell and can cast it once, without any components. You can use this spell via this trait a number of times equal to your proficiency bonus, regaining all use after you finish a long rest.
Fear of Civilization. It is said man split from nature upon learning to harness fire. When you take fire damage, you become frightened until the end of your next turn.
Languages. You can understand Common but you cannot read or write and you can speak Sylvan. When you speak Common, your words are garbled like a newborn and simple in structure (e.g., "I am Groot").
Subrace. Choose one from the Hawk, Bear and Snake subraces.

Hawk[edit]

You hail from forests where the avians rule. You learned to mimic their cries, though you may never fly yourself. Like a bird of prey, you swoop in undetected.

Ability Score Increase. Your Dexterity score increases by 1.
Muffled Landing. If you fall from a height of 30 feet or less, you take no damage from falling and make no sound upon landing.

Bear[edit]

You come from mountainous regions where trees serve to be climbed and streams are to be fished. Drawing from the ursine strength of the bear, you yourself become like them.

Ability Score Increase. Your Strength score increases by 1.
Fisher. Bears have great swimming ability to catch prey like fish and seals. You have a swim speed of 20 feet.

Snake[edit]

You found your home within warm and hot jungles where serpents of all kinds slithered. Learning from their crafty venomous capabilities and constriction arts greatly enhances your own abilities.

Ability Score Increase. Your Intelligence score increases by 1.
Snake Venom. You are accustomed to and have naturalized toxins natural to the snake within yourself. You have advantage on saving throws against being poisoned.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 2'' +2d8 175 lb. × (1d8) lb.

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

Suggested Characteristics[edit]

When creating a wild man 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.
Wild men may not always speak their feelings, sometimes because they cannot. However, they have ways to be known and may share words with those they consider close friends.

d8 Personality Trait
1 Forest is home. Never leave.
2 Other people bad. Me scared.
3 Loud noise, loud noise!!
4 Animals are friends. Be like them.
5 ...... (silent)
6 Fast things, color things, make me MAD!!!
7 Calm. We alright.
8 Must be slow. Enjoy.
d6 Ideal
1 Protect forest! Protect trees!
2 Kill cutters! No cut trees!
3 They, with fire, no good. Must bring and show right way.
4 Nature mother give mission.
5 Everyone be one again. Give up cloths and run away to trees. I show way.
6 Live away from all. Is best.
d6 Bond
1 Me need none, only trees.
2 Party with spirits tonight!
3 Not all people bad. Some good. Have known.
4 People of fire never learn!
5 Forest is life for all animals, plants.
6 People nice to me, I nice back.
d6 Flaw
1 I cannot look in eye. Am shy.
2 Hate hate hate fire!!!
3 Not want to go out to meet or do new thing.
4 No like move. Sit and eat and sleep.
5 Me break stuff at party mood.
6 I ... talk.... slow.
5.00
(one vote)

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