The Ulfhednar
Protecting her comrades with her life, like a wolf mother shielding her cubs, stood a young orcish woman between a crowd of gnolls and her comrades. She did not care if she would make it out alive, the only thing that mattered to her was to keep her pack safe. She smirked after they were out of eminent danger, starting to transform. With her new bestial form, she turned the tides of battle to her favor and won.
A ferocious Beast, air condensing with every breath, faced against a hill giant. With every swing from its claw, the giant began to despair. Fear growing ever so large until the giant took its last breath. After the battle was over the beast turned into a human and continued his journey like nothing happened at all.
Knowing full well that the young dwarf could use some further help locating a person near and dear to him, he started calling for additional help. After a short while, four Wolves were summoned out of thin air. He commanded them to search for the person. With five sharp noses rather than one, the hunt was finished within a few minutes.
Bond of the Wolves
There is an inner beast inside every one of us, but only a certain few unleash their inner ferocity and rage. Drawing upon the strength of a beast of long forgotten legends the Ulfhednar are able to transform into them. Their connection to this beast is not limitless and they can only transform for a certain number of times in a day.
Taking every opportunity to take part in a hunt and further their skill the Ulfhednar are uncomfortable to just sit around and vegetate. Ulfhednar come alive in the midst of a hunt. They value their own strength and connection to nature the most and would never willingly harm a weaker creature unless provoked or needing to protect their companions. They thrive in nature; forests, swamps, or grasslands are their natural habitat and the places where they hunt the most.
Taking the pact
During an ulfhednar lives they become connected to one of the beasts of legends, either through their lifestyle or some feats they have accomplished. This beast’s value companionship, bloodlust, and strength more than anything, if one lives be these values, they become willing to form a bound and share their strength and experience with them.
After this connection is established, the line between their inner animal and conscience mind blends into a blurry mess and this deep ravenous desire to act upon those animalistic instincts becomes an everlasting companion. They can transform into a more primal state to resemble their benefactor and turn into an instinct driven warrior of legends. The longer their bond is established the more beastlike they become, drawing upon the characteristic of their inner beast.
Creating a Ulfhednar
When creating an ulfhednar character, think about where your character comes from and his or her place in a group. Talk with your DM about an appropriate origin for your ulfhednar. Did you grow up with likeminded people forming a pack, making you unaccustomed to a normal society? Consider why they became an adventurer. Why did they leave their home? What feat did they accomplish to let a legendary creature give them their power?
Quick Build
You can make a ulfhednar quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the outlander background from the Player's Handbook.
Optional Rule: Multiclassing
If your group uses the optional rule for multiclassing in the Player's Handbook, here's what you need to know if you choose the ulfhednar as one of your classes.
Ability Score Minimum. As a multiclass character, you must have at least a 13 in Strength to take a level in this class, or to take a level in another class if you are a ulfhednar.
Proficiencies Gained. If ulfhednar isn't your initial class, here are the proficiencies you gain when you take your first level as a ulfhednar: one skill from the ulfhednar skill list and light armor.
Class Features
As a ulfhednar, you gain the following class features
Hit Points
- Hit Dice: 1d12 per ulfhednar level
- Hit Points at 1st Level: 12 + your Constitution modifier
- Hit Points at Higher Levels: ld12 (or 7) + your Constitution modifier per ulfhednar level after 1st
Proficiencies
- Armor: Light armor, medium armor
- Weapons: Simple weapons
- Tools: None
- Saving Throws: Strength, Constitution
- Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a Greatclub or (b) any simple melee weapons
- (a) an explorer's pack
Beast Form
Calling upon your bestial ancestry you can transform yourself into a more primal form as a Bonus Action.
While you are in Beast Form you can’t use any simple or martial weapons. In addition, you cannot benefit from armor and you gain a new AC.
- Claw: In your Beast Form you gain Claws as Natural Weapons. These natural weapons replace your unarmed strikes. Your natural weapons deal 1d6 + your Strength modifier slashing damage. This die changes as you gain ulfhednar levels, as shown in the Claw column of the Ulfhednar table.
- Bite: You can make a powerful bite attack that you can use while you are in your Beast Form. This natural weapons deal 1d8 + your Strength modifier piercing damage. This die changes as you gain ulfhednar levels, as shown in the Bite column of the Ulfhednar table.
- When you attack with your claw using the Attack action, you can make one additional claw attack as part of the same action.
- Natural Armor: During your transformation, your whole body becomes covered in fur. Your Armor Class equals 13 + your Strength modifier.
- You have superior vision in dark and dim conditions. 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.
You can stay in your Beast Form for up to 1 hour. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
Once you have used your Beast Form the number of times shown for your ulfhednar level in the Beast Form column of the Ulfhednar table, you must finish a long rest before you can transform again
Ulfhednar
| Level | Proficiency Bonus | Features | Beast Form | Claws | Bite |
|---|---|---|---|---|---|
| 1st | +2 | Beast Form, Natural Senses | 2 | 1d6 | 1d8 |
| 2nd | +2 | Hunting Urge | 2 | 1d6 | 1d8 |
| 3rd | +2 | Beast Lineage | 3 | 1d6 | 1d8 |
| 4th | +2 | Ability Score Improvement | 3 | 1d6 | 1d8 |
| 5th | +3 | Extra Attack | 3 | 1d8 | 1d10 |
| 6th | +3 | Hateful Strikes | 4 | 1d8 | 1d10 |
| 7th | +3 | Beast Lineage feature | 4 | 1d8 | 1d10 |
| 8th | +3 | Ability Score Improvement | 4 | 1d8 | 1d10 |
| 9th | +4 | Thick Hide | 5 | 1d8 | 1d10 |
| 10th | +4 | Focused Hunt | 4 | 1d8 | 1d10 |
| 11th | +4 | Bleeding Strike | 4 | 1d10 | 1d12 |
| 12th | +4 | Ability Score Improvement | 5 | 1d10 | 1d12 |
| 13th | +5 | Beast Lineage feature | 5 | 1d10 | 1d12 |
| 14th | +5 | Blood Rush | 5 | 1d10 | 1d12 |
| 15th | +5 | Devouring Maw | 5 | 1d10 | 1d12 |
| 16th | +5 | Ability Score Improvement | 5 | 1d10 | 1d12 |
| 17th | +6 | Beast Lineage feature | 6 | 2d6 | 2d6 |
| 18th | +6 | Animal Vigor | 6 | 2d6 | 2d6 |
| 19th | +6 | Ability Score Improvement | 6 | 2d6 | 2d6 |
| 20th | +6 | Inner Beast | 6 | 2d8 | 4d6 |
Natural Senses
At 1st level, your connection with a legendary beast allows you to experience the world through its eyes, hears and nose. You have advantage on Wisdom (Perception) checks that rely on hearing or smell and dim light doesn't impose disadvantage on perception checks. Additionally you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
Hunting Urge
By 2nd level, your inner beast longs for a good hunts and takes every opportunity to take part in them. When a creature ends its turn within your walking speed, you can use your reaction to move up to half your speed to a space closer to the creature. This movement doesn't provoke opportunity attacks.
Beast Lineage
Starting at 3rd level, you have become a descendant of one of the legendary Wolves that rule the unknown, such as the Descendant of Fenrir. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level.
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.
Extra Attack
Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
Hateful Strikes
Starting at 6th level, your attacks in Beast Form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Thick Hide
Upon reaching 9th level, while you are transformed your thick hides shields you from some of the basic attacks targeted at you. You have resistance to bludgeoning, piercing, and slashing damage.
Focused Hunt
A focused hunter is a successful Hunter, you ignore any other distraction what would stop you form keeping your eye on the prey. Starting at 10th level, you can’t be charmed or frightened.
Bleeding Strike
Beginning at 11th level, when you hit a creature with your claw attack, you can attempt to create a wound as a bonus action. The target must make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier. If the creature fails its saving throw, it takes 1d4 necrotic damage at the start of each of its turns due to a gashing wound. This damage cannot be reduced or prevented in any way. This features stacks to a maximum of half of your proficiency modifier, rounded down.
Any creature can take an action to stanch all wounds with a successful Wisdom (Medicine) check with a DC equal to 8 + your proficiency bonus + your Strength modifier. The wounds also closes if the target receives magical healing.
Blood Rush
Starting at 14th level, the smell of a fresh wound gets your senses tingling. Whenever a hostile creature within 10 feet of you is attacked you can use a reaction to marked it. You gain advantage on marked creatures on your next attack roll made against them. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest
Devouring Maw
Beginning at 15th level, you can use your feral abilities to heal yourself. Your mouth transforms into a vicious maw. Once on each of your turns when you damage a creature with your bite, you regain a number of hit points equal to half of the damage dealt. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest
Animal Vigor
Upon reaching 18th level, all your attack rolls count as a critical hit on a rolled 19 and 20.
Additionally when you roll initiative and have no uses of your Beast Form left, you regain one use.
Inner Beast
At 20th level, your connection with your primal soul gets even stronger allowing you to inherit their true strength. Your Strength score increases by 4. Your maximum for this score is now 24.
Beast Lineage
At 3rd level, a Ulfhednar gains the Beast Lineage feature. The following Beast Lineages are available to a ulfhednar: Descendant of Fenrir, Descendant of Hati, Descendant of Sköll, or Descendant of Garmr. Your Beast Lineages grants you features at 3rd, 7th, 13th, and 17th level.
Descendant of Fenrir
As a descendant of Fenrir, you take your power form one of the most daunting creatures who ever existed. Fear and Strength are your main domains. With each attack and move you strike doubt and fear into your enemies. As you enter battle, Fenrir’s ever growing size allows you to become even more powerful.
Daunting Presence
Beginning at 3rd level, you have advantage on Intimidation checks. Additionally, if you are attacked, you can use your reaction to try to frightened the attacker. The creature within 5 feet must succeed on a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier or be frightened of you for l minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this feature a number of times equal to half your proficiency bonus rounded down, and you regain all expended uses when you finish a long rest.
Monstrous Growth
Starting at 3rd level, you have the ability to grow to an monstrous size to fight your enemies. You can use a bonus action to gain the following benefits for one minute:
- Your size doubles in all dimensions, and your weight is multiplied by eight.
- Your size increases by one category.
- You have advantage on Strength checks and Strength saving throws.
- Your natural weapons grow to match your new size. While your claws and fangs are enlarged, you deal 1d4 extra damage when you make weapon attacks with them.
If there isn’t enough room for you to double in size, you attain the maximum possible size in the space available. You can use this feature twice per long rest. You can also return to your normal height on your turn as a bonus action
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Gleipnirs Binding
From 7th level on, you can forgo your movement to make another action on your turn. Gleipnirs Binding must be declared at the start of your turn. You can't use this feature again until you finish a long rest.
Dreadful Scream
Upon reaching 13th level, while you are in Beast Form you can release a devastating howl as an action.
Up to three creatures you choose within a 20-foot radius must succeed on a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier. If the creature fails its saving throw, it must take 6d4 psychic damage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest
Ragnarök Form
At 17th level, you can use a bonus action to expend two uses of Monstrous Growth, instead of one, to grow even larger. While you are in this form, you gain the following benefits in place of the Monstrous Growth feature's benefits:
- Your normal size quadruples in all dimensions, and your weight is multiplied by sixty four.
- Your size increases by two categories of your original.
- You have advantage on Strength checks and Strength saving throws and can add 1d4 to those roles.
- Your natural weapons also grow to match your new size. While your claws and fangs are enlarged, you deal 2d4 extra damage when you make weapon attacks with them.
- Your fur grows even thicker, you gain a +1 bonus to AC.
Descendant of Hati
As a descendant of Hati, the pack is you and you are the pack. Family and Companionship are your main domains. To protect your friends is your main purpose in life. Even if you are outnumbered you can turn the battle in your favor with the summoning of canine allies. Every canine has a deep connection to the moon and Hati is the own, who is every chasing the moon.
Like Minded
At 3rd level, Ulfhednar can now think like canines and can pick up on the subtle body language and cues they use to communicate. You gain advantage on Animal Handling and Persuasion when attempting an animal handling check on a canine. This applies to all dog like creatures including demonic and magical. It does not apply to any other type of animal.
Pack Tactics
At 3rd level, you gain advantage on attack rolls against a creature if at least one of the your allies is within 5 ft. of the creature and the ally isn't incapacitated. Furthermore, you gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you gain expertise.
Tie Breaker
Beginning at 7th level, your speed increases by 10ft. Once per turn, you can deal an extra 1d4 of damage to one creature you hit with an attack for every hostile create within 10ft. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest
Pack Howl
Starting at 13th level, you can call the Wolves for help. You can howl to the skies and call forth wolves. You must howl for 1 minute, and roll a d8, to see what creatures you have summoned:
| d8 | Creatures |
|---|---|
| 1-5 | 5 Wolves |
| 6-7 | 3 Dire Wolves |
| 8 | 2 Winter Wolves |
The creature remain by your side for 8 hour. The summoned wolves are friendly to you and your companions. Roll initiative for the summoned wolves as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
You can use this feature once per long rest. At 13th level you regain all your expended uses of this feature when you finish a short or long rest. Upon reaching 17th level you can use this feature twice per short or long rest.
Alpha Leader
Starting at 17th level, you can choose a number of other willing creatures you can see within half your speed of you equal to your Constitution modifier (minimum of one creature). You gain d6 temporary hit points for each creature that accepts this feature, the chosen creatures gain half of the temporary hit points rolled. Additionally your strong presence give your companions hope, chosen creatures can not be frightened or charmed.
You can use this feature only once per battle. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Descendant of Sköll
As a descendant of Sköll, the shadow and betrayal are your main domians. Lurking in the shadow awaiting the perfect chance to attack the prey is your typical strategy. Living in darkness and using it to your advantage is your true calling. Sköll is destined to shallow the sun and bring darkness upon this lands.
Prowling Beast
The shadows of the night cover your movements and presence. At 3rd level you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
Unsuspecting Prey
At 3rd level, during your first turn, the ulfhednar has advantage on Attack rolls against any creature that hasn't taken a turn. Any hit the ulfhednar scores against a surprised creature is a critical hit.
Lunar Vanish
Starting at 7th level, you can us a bonus action to cloud yourself in darkness. Magical darkness spreads from you to fill a 15-foot-radius sphere for a duration of 1 minute. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Additionally, you can now see in darkness as if it were bright light, including magical darkness
Fleeting Presence
You can use the shadows to help you move past any obstacle. At 13th level the ulfhednar can move through a space as narrow as 1 inch wide without squeezing. When within an area of shadows or dim light, you can use the Hide action even if you are lightly obscured.
Intangible Form
Starting at 17th level, you can dodge in unforeseen ways, you become like a shadow nearly untouchable. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll. You can use this feature a number of times equal to half your proficiency bonus, and you regain all expended uses when you finish a long rest
Descendant of Garmr
Taunt
Starting at 3rd level, you can use a bonus action to taunt a creature of your choice. The chosen creature must make a Charisma saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier. On a failed save, the enemy has disadvantage against creatures which are not you with melee attacks for one minute. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Animalistic Vitality
Beginning at 3rd level, your hit point maximum increases by 2 points, and it increases by 1 every time you gain a ulfhednar level. At 13th level, your hit point maximum increases by an additional 13 points, and it now increases by 2 every time you gain a ulfhednar level.
Immovable Force
An imperfect offense will utterly fail to harm you. Beginning at 7th level, whenever you are subjected to an effect that allows you to make a saving throw to suffer half damage, you instead suffer no damage or effects on a successful save, or half damage on a failed save. Additionally you cannot be pushed or pulled by non-magical means
Unstoppable Charge
At 13th level, your become incredibly difficult to stop, or even slow down. You are unaffected by nonmagical difficult terrain, and you have advantage on ability checks and saving throws against spells and effects that would reduce your speed, and against the grappled, restrained, or paralyzed conditions. If an effect would reduce your speed by a specified amount, such as the spell ray of frost, the speed reduction is halved.
Backlash
At 17th level you can us a reaction, when you are hit by a melee attack, you lash out at your attacker, dealing force damage equal to your 3d8 + Strength Modifier. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Feats
Deepen your connection to nature, unleash your inner beast or strengthen the bond to your pack and the beast of legends with these feats.
Natural Weapon Master
You've learned to use your naturally given weapons to the utmost extent possible. You gain the following benefits:
- Increase your Strength or dexterity score by 1, to a maximum of 20.
- Before you make a melee attack with your natural weapon, you can choose to take a 2d4 penalty to the attack roll. If the attack hits, the damage dealt by your natural weapon increases by 1 die size
Veteran Tracker
Learning to use your nose and expertise as a natural hunter you can detect even the smallest change in the environment and track your prey.
- You gain a +2 bonus to Perception checks used to track and to Insight checks used to detect enemies hidden by disguise, illusion, or stealth. If the creatures is bloodied, this bonus increases to +5.
Impenetrable Hide
You've learned trained to master the defensive assets given by your bestial heritage, allowing you to better deflect otherwise lethal blows with your own tough skin.
- While you are using the AC provided by your natural armor, you gain a +1 bonus to your AC.
Wolfsbane
Being a part of nature itself you can discern some plants and have built a resilience against poisonous plants.
- You have a +5 bonus to your Wisdom (Nature) scores when trying to discern a plant. * When you are subjected to a poison effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Correction / Feedback / Suggestion
Thank you
I really appreciate all of your helpful feedback on my class. I am grateful to feedback in any way, shape, or kind. The Communities of /r/DnDHomebrew and /r/UnearthedArcana/ are amazing.
Credits
Special Thanks to those redditors which helped me to make the class to what it is.
Ulfhednar
A primal new class for the world's greatest roleplaying game. Dominate your foes and aid to your allies.
Version: 3.0
Created by: /u/LetsBigSnack
Artist Credits:
Cover: Anna Podedworna
Page 1: Bruno Biazotto
Page 3: Bogna Gawrońska
Page 4: Lorenzo Mastroianni
Page 5: Anna Podedworna
Page 6: Anna Podedworna
Page 7: Diego de Almeida Peres
Page 8: Marek Madej
Page 9: Bogna Gawrońska
Page 10:Marta Dettlaff
Page 11:Bartłomiej Gaweł
Back: Katarzyna Bekus
D&D Watercolor Stains: Jared Ondricek