Feral Ones
A Tiefling Charges toward the goblin host with breathtaking speed, her horns glowing. She bashes into the lead goblin, throwing it back until it lands with a sickening crunch.
A human stands on a tree branch, looking down at the traveling army. Without a sound he leaps down into them, his fingers transforming into long bone claws
A halfling struggles against the ropes binding him, his animalistic howling growing with each strain. With a burst of strength, the rope snaps, and he jumps for the guards throat.
Animalistic Rage
Feral Ones are beings who, either through pacts with powerful animal spirits or complete lack of intelligent compatriots, gives in to their inner animal, gaining enormous power at the cost of losing their humanity.
Outcasts
Feral Ones are usually ostracized by those they come across. They often think of them as no more then animals. That is not entirely true. Most feral ones are still as intelligent as any other member of their race. The difference is entirely one of conscience. Feral Ones often lack empathy. They are often controlled by the law of tooth and club, kill or be killed. They make for irritating yet powerful allies or dangerous enemies.
Creating a Feral One
As you make a Feral, think about what made them so divergent. Was their an event in their life that disillusioned them with civilization? Were they literally raised by wolves? Feral Ones often are disgusted by the scum of humanity, but what if they are attracted by it, like a chimp is to the researcher?
Quick Build
You can make a Feral One quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Haunted One or Outlander background.
Class Features
As a Feral One you gain the following class features.
Hit Points
Hit Dice: 1d10 per Feral One level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
modifier per Feral One level after 1st.
Proficiencies
Armour: None
Weapons: None
Tools: Woodcarvers Kit,
One gaming set of your choice
Saving Throws: Dexterity, Constitution
Skills: Choose Three skills from Survival,
Animal Handling, Medicine, Perception, Intimidation,
Deception, or Nature.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A Gaming set or (b) Hunting Trap
- (a) A Woodcarvers Kit or (b) Navigator’s tools
Feral One
| Level | Proficiency Bonus |
Unarmed Damage | Features |
|---|---|---|---|
| 1st | +2 | 1d4 | Wild Skin, Feral Claws |
| 2nd | +2 | 1d4 | Feral Breaths |
| 3rd | +2 | 1d4 | Feral Instincts, Enrage |
| 4th | +2 | 1d4 | Ability Score Improvement, Feral Hunger |
| 5th | +3 | 1d6 | Extra Attack |
| 6th | +3 | 1d6 | Breath Benefit, Feral Frenzy |
| 7th | +3 | 1d6 | Blood Letting |
| 8th | +3 | 1d6 | Ability Score Improvement |
| 9th | +4 | 1d6 | Carrion Eater |
| 10th | +4 | 1d6 | Breath Benefit |
| 11th | +4 | 1d6 | Predator |
| 12th | +4 | 1d6 | Ability Score Improvement |
| 13th | +5 | 1d8 | Eye Of Hunger |
| 14th | +5 | 1d8 | Breath Benefit |
| 15th | +5 | 1d8 | Death Frenzy |
| 16th | +5 | 1d8 | Ability Score Improvement |
| 17th | +6 | 1d8 | Diseased One |
| 18th | +6 | 1d8 | Feeding Frenzy |
| 19th | +6 | 1d10 | Ability Score Improvement |
| 20th | +6 | 1d10 | The Rule Of Tooth and Claw |
Wild Skin
Your skin has grown callous and tough. Starting 1st Level, your AC is equal to 13 + your Dexterity Modifier when you are not wearing any armor. Using a Shield still confers the benefit.
Feral Claws
Your fingernails are long, hard and unkempt, only getting more dangerous with age. Your unarmed damage does slashing instead of bludgeoning damage. In addition, you use a 1d4 for your unarmed attacks, improving to a 1d6 at 5th level, a 1d8 at 13th level, and a 1d10 at 19th level.
Feral Breaths
Starting 2nd level, You draw upon your past as a Feral One. You can now pick one of the Feral Breaths.
Feral Instincts
Years alone in nature, without anyone to watch your back, has heightened your natural instincts. Beginning 3rd level, You have blindsight for 5 feet. In addition, if your race requires sleep, you only need to sleep for 4 hours every long rest. The rest of the time you can spend doing light activity, such as keeping watch or whittling.
Enrage
Starting 3rd level, your animalistic instincts allow you to react with blinding speed. You gain the following benefits:
- You have an extra reaction you can use each round.
- If an creature attacks you with a melee attack within 5 feet of you, you can make a unarmed attack against that creature without using a reaction. You can only do this once per round.
Ability Score Improvement
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.
Feral Hunger
Weeks going without food has desensitized you to consuming the flesh of living creatures. Starting 4th level, when You make an unarmed attack, You can instead make a bite attack. If you hit, you gain hit points equal to your unarmed damage. You cannot use this again until you make a short or long rest.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the action on your turn.
Feral Frenzy
Starting at 6th level, your animalistic rage allows you to lash out at anyone around you. When you make a hit against a creature, you can make a free unarmed attack against any other creature within your reach. You cannot use this feature again until after you finished a long rest.
Blood Letting
Beginning at 7th level, You enter into a frenzy at the smell of blood. Whenever an ally within 10 feet of you makes a nonmagical attack, you can move 15 feet as a reaction. You are immune to opportunity attacks while moving this way.
Carrion Eater
Starting at 9th level, You consume the flesh off a dead creature. Using a action, you can feed of a dead creature, gaining 1d6 hit points. You cannot feed of dead constructs, and when you eat the flesh of undead you must make a Constitution saving throw or be poisoned until the end of your next turn. In addition, all creatures within 30 feet of you that can see you must make a Wisdom saving throw of DC 15 or be frightened of you until the end of your next turn. You cannot use this feature again until after you have finished a long rest.
Predator
Starting at 11th level, you release a low, feral growl, targeting a creature within 20 feet of you. For 1 minute you always know where the targeted creature is as long as it is within 150 feet of you. In addition, You can use a bonus action to gain advantage on unarmed attack rolls on that creature. If it hits, you deal an extra 1d4 damage of the same type as the attack. You cannot use this feature until you finish a short or long rest.
Eye of Hunger
Beginning at 13th level, Your eyes carry the hunger for flesh. As a bonus action, you can target a creature within 10 feet of you. If you do, a bite attack against that creature heals you twice as much. You cannot use this feature until after a short or long rest.
Death Frenzy
Starting at 15th level, if you are lowered to zero hit points, you can automatically take a turn, overriding the current creature's turn. Any damage you take counts as a failed death save, same as normal. When your turn ends, if you still have zero hit points left, you fall unconscious or die. You cannot use this feature until after you finish a long rest.
Diseased one
Starting at 17th level, your time without medicine has naturally fortified your immune system. In addition, the eating of raw meat has poisoned your claws and fangs. You gain the following benefits:
- You are immune to Disease and resistant to poison.
- Your unarmed attacks now deals an extra 1d6 poison damage.
Feeding Frenzy
Starting at 18th level, Whenever you make a bite attack using Feral Hunger or use the Carrion Eater You can make use Feral Hunger for free if another enemy creature is within 15 feet of you. When traveling to the creature you do not activate opportunity attacks.
The Rule Of Tooth And Claw
Starting at 20th level, you can call out a creature within 30 feet of you, awakening it's primal instinct. The creature must make a Wisdom saving throw. On a fail, they cannot use weapons, shields or spells until the end of your next turn. However, they become proficient in unarmed attacks.
Breaths
The Breaths are what turned you from your humanity and made you embrace the call of the wild.
Spirit breath
Sometimes, mortals entering the wild encounter something... strange. An ancient animal spirit, a god of the wild, giving you great power in return for your humanity. These beings are often wild fey, and often delight in making deals with mortals.
Beast Speak
Starting when you choose this Breath at 2nd level, you learn the Speak With Animals spell and can cast it as a ritual without requiring any components. You cannot use this ability again until after you have completed a short or long rest.
One With Nature
Beginning at 6th level, you can cast Commune With Nature for free, but only as a ritual. You cannot use this feature again until after you have finished a short or long rest.
Ancient Claws
Starting at 10th level, you can transform your fingers into bone claws as an action. These Claws last for an hour, deals an extra 1d4 slashing damage when you use an unarmed attack, and counts as magic for the purpose of ignoring enemy defences. You cannot use this ability again until after you have finished a long rest.
Beast Cloak
Beginning at 14th level, your Spirit Patron cloaks you in it's aura. As a action, you can take on the aspects of your Spirit Patron. For one minute you gain the following benefits:
- Your movement speed is doubled
- As a bonus action, you can target any creature within 30 feet of you. They then must make a Wisdom Saving Throw or be frightened of you until Beast Cloak wears off. They can reroll the throw at the start of their turn or whenever they take damage.
- You can make bite attacks without using your Feral Hunger ability. If you do, you regain hit points equal to half the damage you deal.
- You do not activate opportunity attacks.
You cannot use this ability again until after you finish a long rest.
Rearing Breath
When you were a child, you were abandoned in the woods. a beast found you, took you in, raised you. You now consider that beast a parent, and other members of that species as family.
Beast Family
When you choose this Breath at 2nd level, pick one of the following creatures to be the one that raised you. You gain benefits based of your choice:
- Bear: You have proficiency on Strength Checks. Your Strength is increased by 1.
- Wolf: You can use a bonus action to grant allies within 5 feet of you advantage on their next attack rolls.
- Panther: Your movement speed is increased by 15 feet whenever you are in dim light or darkness.
- Ram: When you make an unarmed attack after going 15 feet in a straight line, you headbutt the enemy, dealing bludgeoning damage and knocking them back 5 feet.
Familial Bond
Beginning at 6th level, any beasts that are part of your Beast Family will be friendly to you and neutral to your allies. In addition, you can communicate with beasts that are part of your beast family, similar to the Speak With Animals spell.
Animal gift
Starting at 10th level, You gain another ability based off your animal family:
- Bear: Your unarmed strikes now add your Strength modifier to attack and damage rolls.
- Wolf: Allies within 5 feet of you can make a opportunity attack whenever a enemy creature attacks a you once without using a reaction.
- Panther: You have advantage on stealth rolls in dim light or darkness.
- Ram: When you use the Ram's Beast Family Ability, you create a concussive sound wave in a 10 foot cone dealing 1d4 points of thunder damage to all creatures in the cone. In addition, the creatures must make a dexterity saving throw or are deaf until the beginning of your next turn.
Animal Heritage
Beginning at 14th level, You gain another ability based off your animal family:
- Bear: When no allies are within 10 feet of you, you deal an extra 1d4 damage to unarmed attacks.
- Wolf: Whenever a ally within 10 feet of you gains hit points, all other allies within 5 feet of you gain hit points equal to half of those hit points (rounded down). You cannot use this again until after a short or long rest
- Panther: You deal a bonus 2d4 damage when you use a unarmed attack against a surprised enemy in dim light or darkness.
- Ram: Whenever you use Dash as a action, you can use it again for free.
Wild Breath
Sometimes young children are abandoned in the woods, all alone. They are forced to live without human company, growing more and more wild, until they are almost indistinguishable from a animal.
Howl of Strength
When you choose this Breath at 2nd level, you can release a howl of rage. As an action, you can use this howl, giving you advantage on Strength saving throws and checks for 1 minute. Your mouth must be uncovered in order to preform this howl, and you cannot use this howl again until after you have finished a long rest.
Howl of Pain
Beginning 6th level, when you are hit by a melee attack, you can release a howl of pain as a reaction. If the creature attacking you can hear you, they must make a wisdom saving throw or be frightened of you until the end of your next turn and take 1d4 points of thunder damage. Your mouth must be uncovered in order to preform this howl, the creature must be able to hear you and you cannot use this howl again until after you have finished a long rest.
Howl of Fury
Starting at 10th level, when you make a attack, you can use a bonus action to howl. Until the end of your next turn, you can use a reaction to make a opportunity attack whenever a enemy gets within 10 feet of you. Your mouth must be uncovered in order to preform this howl, and you cannot use this howl again until after you have finished a long rest.
Howl of the Hunt
Beginning at 14th level, you can use a bonus action to target a creature within 30 feet of you. Until the end of your next turn, all allies within 30 feet of you that can hear you have advantage on attack rolls against the hunted creature and deal an extra 1d4 damage to that creature. Your mouth must be uncovered in order to preform this howl, and you cannot use this howl again until after you have finished a long rest.
Discover
The Secret
Ways...
Well, hello there young adventure! Allow me to introduce myself. I am Brahn, Alchemist Extraordinaire, keeper of the Tome of Forbidden Knowledge and Wielder of the Quill of Fate. In this modest treatise you will find many of my creations, open know to all mortals! You may discover the lost works of Etherium, or perhaps uncover the lost nomadic Ianos! There are many of my creations still to be uncovered, and I'm sure we will work quite well together...
Cover Art: Skiorh