Wild Master (5e Class)
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- 1 Wild Master
- 1.1 Unparalleled Survivalists
- 1.2 Creating a Wild Master
- 1.3 Class Features
- 1.3.1 Table: The Wild Master
- 1.3.2 Favored Enemy
- 1.3.3 Natural Explorer
- 1.3.4 Fighting Style
- 1.3.5 Danger Sense
- 1.3.6 Wild Master Archetype
- 1.3.7 Ability Score Increase
- 1.3.8 Extra Attack
- 1.3.9 Greater Favored Enemy
- 1.3.10 Fleet of Foot
- 1.3.11 Hide in Plain Sight
- 1.3.12 Vanish
- 1.3.13 Wild Resilience
- 1.3.14 Feral Senses
- 1.3.15 Foe Slayer
- 1.4 Beast Commander
- 1.5 Polearm Champion
- 1.6 Shadow Spirit
- 1.7 Elemental Render
- 1.8 Ranger
- 1.9 Spirit Warrior
- 1.10 Blink Master
- 1.11 Multiclassing
I'm not going to write this little snippet just because you want me to.
Basically it's a combination of the Barbarian and the Ranger class, without spellcasting. That's it.
Creating a Wild Master
- Quick Build
You can make a Wild Master quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Outlander background.
As a Wild Master you gain the following class features.
- Hit Points
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Saving Throws: Strength, Dexterity
Skills: Choose three from Acrobatics, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armor
- (a) a greatsword or (b) any martial melee weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
- A longbow and a quiver of 20 arrows
- If you are using starting wealth, you have 5d4x10 gp in funds.
|1st||+2||Favored Enemy, Natural Explorer|
|2nd||+2||Fighting Style, Danger Sense|
|3rd||+2||Wild Master Archetype|
|4th||+2||Ability Score Improvement|
|6th||+3||Greater Favored Enemy|
|7th||+3||Wild Master Archetype|
|8th||+3||Ability Score Improvement|
|9th||+4||Fleet of Foot|
|10th||+4||Hide in Plain Sight|
|12th||+4||Ability Score Improvement|
|14th||+5||Wild Master Archetype|
|16th||+5||Ability Score Improvement|
|17th||+6||Wild Master Archetype|
|19th||+6||Ability Score Improvement|
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.
Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.
You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
- You ignore difficult terrain.
- You have advantage on initiative rolls.
- On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
- You may choose one of the following benfits:
- Wilderness Explorer
You gain the following benefits when traveling for an hour or more:
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area
Choose one skill: Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You gain proficiency in the chosen skill if you don't already have it, and you can add double your proficiency bonus to ability checks using that skill.
In addition, thanks to your extensive wandering, you are able to speak, read, and write two languages of your choice.
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.
As an action, you can give yourself a number of temporary hit points equal to 1d10 + your Wisdom modifier. You can use this special action a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.
In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
You gain a +2 bonus to attack rolls you make with ranged weapons.
Being unable to see a creature doesn't impose disadvantage on your attack rolls against it, provided the creature isn't hidden from you.
Close Quarters Shooter
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
While you are wearing armor, you gain a +1 bonus to AC.
You learn two cantrips of your choice from the druid spell list. They count as druid spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.
As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.
When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
Also at 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Wild Master Archetype
At 3rd level, you chose an archetype to exemplify. Choose between Beast Commander, Polearm Champion, Shadow Spirit, Elemental Render, Ranger, Spirit Warrior, and Blink Master, all detailed at the end of the class description. Your choice grants you features at 7th, 14th, and 17th level.
Ability Score Increase
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class.
Greater Favored Enemy
At 6th level, while fighting a creature, youcan examine its weaknesses. When you do, you treat creatures of its type as you favored enemy for1 hour. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy. Your bonus to damage rolls against all your favored enemies increases to +4. You must finish a short or long rest before you use this feature again.
Additionally, you have advantage on saving throws against the spells and abilities used by your favored enemies.
Fleet of Foot
Beginning at 9th level, you can use the Dash action as a bonus action on your turn.
Hide in Plain Sight
Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
Starting at 13th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.
By 15th level, your will is unbreakable. You gain proficiency in Wisdom saving throws.
At 18th level, you gain preternatural senses that help you fight creatures you can’t see. You gain blindsight out to 30 feet, which decreases to 10 feet while you are deafened or unable to smell, and you can't use this blindsight while both deafened and unable to smell.
At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
The beast commander is a champion of animals and plants, able to wield them with limited magic.
- Magic Commander
At 3rd level, you learn the Thorn Whip cantrip. In addition, you can cast the Animal Friendship and Beast Bond spells as 1st-level spells once with this trait and regain the ability to do so when you finish a long rest. When you reach 7th level, you can cast the Beast Sense, Locate Animal and Plants, and Spike Growth spells as 2nd-level spells once with this trait and regain the ability to do so when you finish a long rest. At 14th level, you can cast the Conjure Animalls, Plant Growth, and Speak with Plants spells as 3rd-level spells once with this trait and regain the ability to do so when you finish a long rest.
- Animal Companion
Also at 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world.
With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select you companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area.
At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time.
If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.
If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.
Your animal companion gains a variety of benefits while it is linked to you.
The animal companion loses its Multiattack action, if it has one.
The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.
When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.
Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.
Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.
For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.
Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
Your companion shares your alignment.
Your animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features.
- Beast's Defense
At 7th level, while your companion can see you, it has advantage on all saving throws.
- Superior Beast's Defense
At 14th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.
- Control Beasts
At 17th level, you can cast Dominate Beast as a 4th-level spell once with this feature. If it fails the saving throw, it gains the features of your Animal Companion and serves you as a second Animal Companion. You regain the ability to use this feature when you finish a long rest.
Polearm champions are really good at fighting with glaives, halberds, quarterstaffs, pikes, and spears.
- Polearm Training
At 3rd level, when you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage. In addition, while you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter your reach and when you attack with a glaive, halberd, quarterstaff, pike, or spear, you can jump up to 10 feet without provoking opportunity attacks as part of the same action.
- Polearm Blitz
At 7th level, you attack with remarkable speed. When you make an attack with the opposite end of your polearm, you can make a second attack as part of the same bonus action.
- Viscious Polearm
At 14th level, you score a critical with a glaive, halberd, quarterstaff, pike, or spear on a roll of 19 or 20.
- Destructive Reach
At 17th level, the reach of all your glaives, halberds, quarterstaffs, pikes, or spears increases by 5 feet, and when you attack a creature with an opportunity attack using a glaive, halberd, quarterstaff, pike, or spear, its speed drops to 0 for the current turn.
The Shadow spirits blend with the darkness, ready to leap out and destroy any foe foolish enough to try and fight them.
- Shadow Blend
At 3rd level, you gain proficiency in the Stealth skill, and you have advantage on Dexterity (Stealth) checks while in dim light or darkness. In addition, you gain darkvision out to 120 feet.
- Shadow Surprise
Also at 3rd level, when you hit a creature with an attack while hidden, the creature must succeed on a Constitution saving throw or be stunned until the start of your next turn. The DC for this saving throw is 8 + your proficiency bonus + your Dexterity modifier.
- Darkness Wielder
At 7th level, you can cast Darkness, Invisibility, and Shadow Weapon each once with this feature, and you regain the ability to do so when you finish a long rest. Wisdom is your spellcasting modifier for these spells.
- Spell Stealth
At 14th level, you can cast Meld into Stone once, and regain the ability to do so when you finish a long rest. It doesn't impose disadvantage on your Wisdom (Perception) checks when you do.
- Gloom Ambush
At 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw. The DC is equal to 8 + your Dexterity modifier + your proficiency bonus. On a failed save, double the damage of your attack against the creature.
The Elemental Renders hold the energies of the wild in their hands, harnessing to destroy their foes.
- Wield Energy
When you gain this Archetype at 3rd level, you choose a damage type: Acid, Cold, Fire, Lightning, or Poison. Your unarmed strikes become natural weapons that you can use Strength or Dexterity for the Attack and Damage rolls of, and they deal 1d6 + your Strength or Dexterity modifier (your choice) of the chosen damage type on a hit. In addition, when you use the attack action with an unarmed strike on your turn, you can make another unarmed strike as a bonus action.
The damage of your unarmed strikes increases to 1d8 at 7th level, 1d10 at 14th level, and 2d6 at 17th level.
- Attuned Energy
At 7th level, you gain resistance to the chosen damage, and your unarmed strikes ignore resistance to the chosen damage.
- Rend the Field
At 14th level, you can use you action to make an unarmed strike against each creature within 5 feet of you, making a separate attack roll for each unarmed strike. If the attack hits, the target must succeed on a Strength saving throw or be knocked prone. The DC for this saving throw is 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). After you use this action, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.
- Unleash Energy
Starting at 17th level, when you hit a target with an unarmed strike, you can use this feature to unleash blasts of pure energy upon it. The target takes an additional 8d8 damage of the unarmed strike's type, and if the target is a creature, it is paralyzed until the start of your next turn.
Once you use this feature, you can't use it again until you finish a long rest.
Yeah, I just made the Ranger into a subclass. If you choose this one, your really good with Bows n' stuff.
- Bow Master
At 3rd level, the damage die of your longbow attacks increases to 1d10, and your attacks ignore half and three-quarters cover.
- Spring to Action
At 7th level, you dart into action without fear. You can add your proficiency bonus to initiative rolls.
- Empowered Bow
Starting at 14th level, the damage of your longbow attacks increases to 1d12.
- Close-Quarters Shooting
At 17th level, you learn to handle yourself in close combat. Making a ranged attack roll while within 5 feet of an enemy doesn’t impose disadvantage on your roll.
In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn, that creature must succeed on a Constitution saving throw or be stunned until the start of your next turn. The DC for this saving throw is 8 + your Dexterity modifier + your proficiency bonus.
The Spirit warriors fight with the power of animals and the fury of the wilderness.
- Spirit Form
At third level, you fight with animal enhancements. On your turn, you can enter a Spirit Form as a bonus action. When you enter your spirit form, you can select one of the following benefits.
Crab: When you hit a target with an attack while within 5 feet of it, you can use your bonus action to grapple the target.
Hawk: You have advantage on attack rolls against creatures smaller than you
Quipper: You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Snake: When you hit a creature with an attack, it must succeed on a Constitution saving throw or take 1d6 poison damage. the Dc for this saving throw is * + your Wisdom modifier + your proficiency bonus.
Spider: You can use your action to cast Web while your spirit form is active. The spell ends when your spirit form ends.
Weasel: You have advantage on attack rolls against a creature at least one size larger than you.
Wolf: Your allies have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you.
Once you have used your Spirit Forms a number of times equal to your Wisdom modifier, you must finish a long rest before you can use it again.
- Spirit Might
Additionally at 3rd level, you gain a lingering benefit that you can change when you finish a long rest. You can choose the same animal or a different one.
Crab: You can breathe air and water.
Hawk: You gain Darkvision out to 120 feet.
Quipper: You gain a swimming speed equal to your current walking speed.
Snake: You gain a burrowing speed of 5 feet.
Spider: You gain a climbing speed equal to your current walking speed.
Weasel: Your standing jump distance increase to your walking speed and your standing jump height increases to 10 feet.
Wolf: Your speed, as well as any climbing or swimming speeds you might have, increase by 10 feet.
- Spirit Defense
At 7th level, when you enter your Spirit Form, you select another benefit when you enter your spirit form. You can choose the same animal that you chose at 3rd level or a different one.
Crab: You gain resistance to non-magical bludgeoning, piercing, and slashing damage.
Hawk: Opportunity attacks against you have disadvantage, and you have resistance to damage from opportunity attacks.
Quipper: When you are hit with an attack, you can add your proficiency bonus to your armor class as a reaction, potentially causing the attack to miss.
Snake: You can't be grappled, restrained, or knocked prone while not incapacitated.
Spider: While you are climbing, attack rolls against you have disadvantage.
Weasel: During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.
Wolf: You have advantage on all saving throws while there is an ally within 30 feet of you that you can see.
- Spirit Aspect
At 14th level, you gain a magical benefit of your choice. You can change what benefit you gain after you finish a long rest. You can choose the same animal that you chose at 3rd or 7th level or a different one.
Crab: You gain blindsight out to 30 feet.
Hawk: You can see up to 1 mile away with no difficulty and you are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
Quipper: You have advantage on Wisdom (Perception) checks that require smelling. In addition, you can use your action to detect creatures nearby. If there are any creatures below half their hit point maximum within 1 mile of you, you sense their presence. You know the type of any being whose presence you sense, but not its identity.
Snake: You have advantage on Charisma (Intimidation) checks.
Spider: If you have a climbing speed, you can climb across difficult surfaces, including across ceilings, without needing to make an ability check. In addition, you ignore movement restrictions caused by webbing.
Weasel: You can't be surprised while conscious.
Wolf: You have advantage on saving throws against exhaustion, and you can move twice the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march.
- Spirit Attack
At 17th level, when you enter your Spirit Form, you select another benefit when you enter your spirit form. You can choose the same animal that you chose at 3rd, 7th, or 14th level, or a different one.
Crab: You have advantage on attack rolls against targets you are grappling, and at the start of each of your turns, you deal 1d10 bludgeoning damage to a creature you are grappling.
Hawk: You gain a flying speed of 60 feet.
Quipper: You have advantage on all attack rolls. If you would have originally had disadvantage, you still have advantage. If you would have originally had advantage, your attacks deal an additional 1d6 damage on a hit.
Snake: When you deal poison damage to a creature, it deals an additional 1d6 poison damage, and the target gains vulnerability to poison damage until the end of your next turn.
Spider: If you surprise a creature and hit it with an attack in the first round of combat, the attack counts as a critical hit.
Weasel: Your attacks score a critical on an 18, 19, or 20.
Wolf: You can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with a melee weapon attack.
Blink Masters teleport. It's what they do. If it calls for a saving throw, the DC equals 8 + your proficiency bonus + your Wisdom modifier.
At 3rd level, you can use a bonus action to can magically teleport, along with any equipment you are wearing or carrying, up to your current walking speed to an unoccupied space you can see.
At 7th level, when you take damage from any source, you can use your reaction to Teleport up to your speed, halving the damage. Once you use this feature, you can't use it again until you finish a short or long rest.
Starting at 14th level, when you use your teleport, you can leave behind an illusory duplicate where you left, or you can use your Teleport to create an illusory duplicate in an unoccupied space you can see within range of your Teleport. As a bonus action on your turns, you can direct the duplicate to move up to your speed. Physical interaction with the duplicate reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the duplicate, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your Blink Master save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. The duplicate shares all your stats, but its AC is equal 10 + your Dexterity modifier, and if it takes any damage it disappears.
Once you use this feature, you can;t use it again until you finish a long rest.
- Thunderous Teleport
At 17th level, when you use your Teleport, all creatures within 10 feet of the space you left must succeed on a Constitution saving throw or take 2d10 thunder damage.
Prerequisites. To qualify for multiclassing into the Wild Master class, you must meet these prerequisites: Dexterity 13
Proficiencies. When you multiclass into the Wild Master class, you gain the following proficiencies: Light Armor, Medium Armor, Shield, Simple Weapons, Martial Weapons, One skill from the classes skill list.