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\pagebreakNum # Wildling Pushing through the blizzard, a heavyset goliath trudges through the snow, his white wolf all but invisible padding along behind him. Lying low in the foliage, a tabaxi and her panther companion creep forward, readying to strike out against an unsuspecting prey. A dark skinned human sits atop a giant lizard, squinting at the sandstorm ahead, judging its distance and trajectory. Each of these is a Wildling, forging a destiny alongside their faithful companion. Together they form a versatile team with their knowledge of traversing the wilderness, as well as the sheer amount havok they can wreak on the battlefield. Along with knowledge, a Wildling and their companion also bring a mystical connection to the land, usually thanks to the traditions passed down by their ancestors and other tribespeople in their community. ## Savage Dominion Wildlings live together away from civilization, forming a tribe. Due to the tribes' isolated lifestyle, cityfolk have spread many a myth about them, whether it be their strange customs, physical attributes, or behaviours. Each of these tribes can have large swaths of territories carved out for themselves, for which they fight over zealously. Wildlings and their companions are proficient guides, hunters and trackers able to operate over a multitude of terrains. ## A Lifelong Friendship A wildling and their animal companion have an unshakeable bond, so its important for your character and your animal friend to have an appropriately compelling backstory. How did you forge your relationship with your animal companion? Were they given to you when you came of age, to teach and encourage responsibility? Are you assigned together as a hunting party? Were you brought up together? No matter the reason, between the two of you there is a lasting companionship to pull you through any hardship. ## Creating a Wildling Wildlings usually live in isolation or with their tribes. Think about why your character set out to start adventuring. Are you the last survivor of your tribe, looking to rebuild and find new friends and family? Is your character sick of the constant harsh weather they are subjected to and would like to explore kinder terrain? Are you enticed by the comparitively exotic equipment and items your companions and their cultures use?
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##### The Wildling | Level | Proficiency Bonus | Features | Superiority Dice | |:---:|:---:|:---|:---:| | 1st | +2 | Wild Origin, Animal Companion | - | | 2nd | +2 | Wild Empathy, Instinctive Superiority (2) | d4 | | 3rd | +2 | Expertise, Flexible Maneuvers | d4 | | 4th | +2 | Ability Score Improvement | d4 | | 5th | +3 | Extra Attack | d4 | | 6th | +3 | Savage Strikes, Wild Origin Feature | d4 | | 7th | +3 | Instinctive Superiority (3) | d4 | | 8th | +3 | Ability Score Improvement | d4 | | 9th | +4 | Elevated Bond | d6 | | 10th | +4 | Expertise | d6 | | 11th | +4 | Instinctive Superiority (4) | d6 | | 12th | +4 | Ability Score Improvement | d6 | | 13th | +5 | Child of the Earth | d8 | | 14th | +5 | Wild Origin Feature | d8 | | 15th | +5 | Instinctive Superiority (5) | d8 | | 16th | +5 | Ability Score Improvement | d8 | | 17th | +6 | Bond of Retribution | d10 | | 18th | +6 | Wild Origin Feature | d10 | | 19th | +6 | Ability Score Improvement | d10 | | 20th | +6 | Instinctive Superiority (6) | d10 |
### Quick Build You can make a wildling quickly by following these suggestions. First, make Strength or Dexterity you highest ability score, followed by Wisdom. Second, choose the outlander background. ## Class Features As a wildling, you gain the following class features. #### Hit Points ___ - **Hit Dice:** 1d12 per wildling level - **Hit Points at 1st Level:** 12 + your Constitution modifier - **Hit Points at Higher Levels:** 1d12 (or 7) + your Constitution modifier per wildling level after 1st #### Proficiencies ___ - **Armor:** Light armour, medium armour, shields (wildlings and their animal companions will not wear armour or use shields made of metal) - **Weapons:** Simple weapons, tridents, blowguns, nets - **Tools:** Choose one from woodcarver's tools, weaver's tools, and leatherworker's tools ___ - **Saving Throws:** Strength, Dexterity - **Skills:** Choose two from Athletics, Acrobatics, Stealth, Nature, Animal Handling, Insight, Medicine, Perception, and Survival #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* any two simple weapons *(b)* one martial weapon (if proficient) - *(a)* leather armour or *(b)* hide armour - *(a)* a shortbow and 20 arrows or *(b)* five javelins - one dagger, an explorer's pack and a shield ### Wild Origin Starting at 1st level, choose your wild origin, which describes how you were brought up in the wilderness. Choose Cavelord, Deep Diver, Forestwalker, Highland Stalker, Beastheart, Desert Wayfarer, or Inuk, all detailed at the end of the class description. The origin you choose grants you features at 1st level and again at 6th, 14th, and 18th level. ### Animal Companion Beginning at 1st level, you have a powerful bond with a creature of the natural world. Some time in the past you have bonded with an animal from the wilderness that now serves as your faithful companion. You can choose either a beast no larger than Large with a challenge rating of 1/4 or lower, or a beast no larger than Medium with a challenge rating of 1/2 or lower. 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. 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. Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. For each wildling level after 1st, 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 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. \pagebreakNum
If your animal companion is slain, while in the wilderness, you can spend 8 hours and 50 gp worth of rare herbs and fine food to bond with another beast that isn't hostile towards you. The new companion must be the same type of beast as before, and it has the same statistics. You can have only one animal companion at a time. Your companion shares your alignment, and has a personality trait and flaw that you can roll for or select from the table below. Your companion shares your ideal, and its bond is always, "The wildling who travels with me is a beloved companion for whom I would gladly give my life." | d6 | Trait | |:----:|:-------------| | 1 | I’m dauntless in the face of adversity. | | 2 | Threaten my friends, threaten me. | | 3 | I stay on alert so others can rest | | 4 | People see an animal and underestimate me. I use that to my advantage. | | 5 | I put my friends' need before my own in all things. | | d6 | Flaw | |:----:|:-------------| | 1 | If there's food left unattended, I'll eat it. | | 2 | I growl at strangers, and all people except my wildling are strangers to me. | | 3 | Any time is a good time for a belly rub. | | 4 | I'm deathly afraid of water. | | 5 | My idea of hello is a flurry of licks to the face. | | 6 | I jump on creatures to tell them how much I love them. |
### Wild Empathy From 2nd level onwards, you can understand beasts, as well as communicate with them through sounds and gestures. ### Instinctive Superiority At 2nd level, you and your companion learn maneuvers that are fueled by special dice called superiority dice. **Maneuvers.** You and your companion each learn two maneuvers of your choice. Many maneuvers enhance an attack in some way. You and your animal companion can use only one maneuver per attack. You and your companion each learn one additional maneuver of your choice at 7th, 11th, 15th, and 20th level. Each time either you or your companion learns a new maneuver, they can also replace one maneuver they know with a different one. **Superiority Dice.** You and you animal companion each have a number of superiority dice, equal to 1 + your Wisdom modifier (to a minimum of 1) which are d4s. A superiority die is expended when you or your companion uses it. You regain all of your expended superiority dice when you finish a long rest. Your companion regains all of their superiority dice when they finish a long rest. The superiority dice increases as you gain levels in this class, as shown in the Superiority Dice column of the Wildling table. **Saving Throws.** Some maneuvers require the target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows: ___ **Maneuver save DC =** 8 + your proficiency bonus + your Wisdom modifier ___
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At 20th level, you and your animal companion can use a maneuver each of you know without expending a superiority dice, rolling a d4 instead of the dice listed in the Superiority Dice column of the Wildling table. ### Expertise At 3rd level, choose two of your skill proficiencies, or one of your skill proficiencies and one of your animal companion's skill proficiencies. Your proficiency bonus is doubled for any ability check that uses a proficiency chosen for you. Your animal companion's proficiency bonus is doubled for any ability check that uses a proficiency chosen for it. At 10th level, you can choose two more of your proficiencies (or one of your proficiencies and one of your companion's) to gain this benefit. ### Flexible Maneuvers Beginning when you reach 3rd level, you regain all of your expended uses of superiority dice when you finish a short or long rest. Your companion regains all of their superiority dice when they finish a short or long rest. When you or your companion finishes a long rest, either of you can replace one maneuver you know with a different one. ### 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. Whenever you take the Attack action on your turn, you can choose to forgo one of your attacks. If you do so, until the start of your next turn, your animal companion can make one additional action listed in its stat block on its turn. \columnbreak ### Savage Strikes Starting at 6th level, your animal companion's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. ### Elevated Bond At 9th level, you and your animal companion always know where each other are as long as the two of you are on the same plane of existence. You and your animal companion have advantage on saving throws against being charmed or frightened as long you are within 30 feet of one another and can see or hear each other. ### Child of the Earth At 13th level, you count as a druid for the purpose of class requirements on the use of magic items. Your spellcasting ability when using a magic item is Wisdom and your spell save DC is 8 + your Proficiency bonus + your Wisdom modifier. ### Bond of Retribution At 17th level, if you are reduced to 0 hit points, for the next minute, your animal companion can make one additional action listed in its stat block on its turn, deals twice as much damage with its attacks and is resistant to all damage. If your animal companion is reduced to 0 hit points, for the next minute, you deal twice as much damage with your attacks and are resistant to all damage. Once you or your animal companion uses this feature, it can't be used again until you finish a long rest. ### Cavelord Calling tunnels and caverns their home, the cavelords are a hardy and strong people unparalleled in navigating the underground. \pagebreakNum
#### Subterranean Navigators From 1st level onwards, when you choose this Wild Origin, you and your animal companion have darkvision out to a range of 60 feet. If either of you already have darkvision, the range you can see with it increases by 60 feet. In addition, you always know which way is north and the number of hours left before the next sunrise or sunset. #### Heavy Calluses Also at 1st level, you can add your Constitution modifier, instead of your Dexterity modifier, to determine your armour class when you aren't wearing heavy armour. If there is a maximum Dexterity modifier that can be added to your armour class, it limits your Constitution modifier as well. #### Strength of Stone From 6th level onwards, whenever you hit a creature with a weapon that deals bludgeoning damage, the creature takes an extra 1d4 damage. Greatclubs you wield have the heavy property. #### Blindsense Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you. \columnbreak #### Tunnelrunners At 18th level, you and your animal companion suffer none of the drawbacks while squeezing through a space, and are immune to being grappled or restrained. ### Deep Diver Hunting and foraging along the coastlines, deep divers are experts at traversing underwater environments. #### Diving Reflexes Beginning at 1st level when you choose this Wild Origin, you and your animal companion gain a swim speed of 30 feet. If either of you already have a swim speed, it increases by 30 feet. In addition, you and your animal companion can hold your breath for up to 10 minutes. If either of you can already hold your breath for at least that long, it increases by 10 minutes. #### Lithe Form Also at 1st level, tridents and spear your wield have the finesse property, and attacking at long range or being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with a net. #### Peer Through the Depths From 6th level onwards, you and your animal companion have darkvision out to a range of 60 feet. If either of you already have darkvision, the range you can see with it increases by 60 feet. You gain proficiency in your choice of either the Perception or Investigation skill. In addition, being in a lightly obscured area underwater does not impose disadvantage on Wisdom (Perception) checks for you and your animal companion. #### Impaler Starting at 14th level, your attacks with a weapon that deals piercing damage score a critical hit on a roll of 19-20. You can roll two additional weapon damage dice when determining the extra damage for a critical hit with an attack made with a weapon that deals piercing damage. #### Thalassophiles At 18th level, You and your animal companion ignore any of the drawbacks caused by a deep, underwater environment. Also, you and your animal companion have resistance to cold damage and advantage on saving throws against being pushed, pulled, or knocked prone. ### Forestwalker Forestwalkers are agile and relentless protectors of their fellow tribespeople and the animals that live within their territory. #### Bonus Proficiencies Beginning at 1st level when you choose this Wild Origin, you gain proficiency in the herbalism kit and the poisoner's kit.
\pagebreakNum #### Envenomed Weapons Also at 1st level, while you have a poisoner's kit in on your person, as a bonus action, you can prepare and apply an extremely short lived poison to one weapon or three pieces of ammunition within 5 feet of you. A creature hit by a poisoned weapon or ammunition takes an additional 1d6 poison damage. Once applied, the poison retains potency until the start of your next turn before drying. #### Land's Stride Starting at 6th level, moving through nonmagical difficult terrain costs you and your companion no extra movement. You and your companion can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you and your companion have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the *entangle* spell. #### Ritual Consumption At 14th level, you can consume a piece of a corpse and be bestowed a fraction of the creature's knowledge. You must spend 10 minutes to properly prepare the corpse and feed upon it, maintaining concentration during that time, as if you were casting a spell. You learn the creature's name, if it had one, and are able to ask three questions. You learn the answers to any of the questions that the corpse knew in life. You can't use this feature more than once on the same corpse. #### Refined Toxins Starting at 18th level, whenever a creature takes poison damage from your Envenomed Weapons feature, they must succeed on a Constitution saving throw versus your maneuver save DC or be poisoned until the start of your next turn. Your proficiency bonus is doubled for any ability check that uses the poisoner's kit. ### Highland Stalker Hailing from the mountains, highlanders are renowned hunters and raiders. They look forward to every fight, and when the battle is over they fade into the mists leaving no trace. #### Bonus Proficiencies Beginning at 1st level when you choose this Wild Origin, you gain proficiency with martial weapons. #### Heavy Calluses Also at 1st level, you can add your Constitution modifier, instead of your Dexterity modifier, to determine your armour class when you aren't wearing heavy armour. If there is a maximum Dexterity modifier that can be added to your armour class, it limits your Constitution modifier as well.
\pagebreakNum #### Highlanders From 6th level onwards, you and your animal companion are acclimated to high altitude, including elevations above 20,000 feet. Also, you and your animal companion are resistant to cold damage. #### Vanish Starting at 14th level, you can use the hide action as a bonus action on your turn. Also, you and your animal companion can't be tracked by nonmagical means, unless either of you choose to leave a trail. #### High-Spirited At 18th level, your ability scores and maximum hit points can't be reduced, magic can't put you to sleep, and you can't be knocked unconscious while you have at least 1 hit point. ### Beastheart Beasthearts shun civilized manners and let their base instincts take over, relying on their own cunning and savagery to defeat their enemies. #### Feral Coordination Beginning at 1st level when you choose this Wild Origin, you gain the following benefits while you are unarmed. - You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes. - You can roll a d6 in place of the normal damage of your unarmed strike, and it deals slashing damage instead of bludgeoning damage. #### Unarmoured Defence Also at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. #### Ferocious Strikes From 6th level onwards, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. #### Rend At 14th level, if you would hit the same creature with two unarmed strikes in a single turn, the target immediately takes 1d8 slashing damage and becomes wounded. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a Constitution saving throw versus your maneuver save DC, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a Wisdom (Medicine) check versus your maneuver save DC, ending the effect of such wounds on it on a success. #### Bestial Form Starting at 18th level, you gain two of the following features of your choice. \columnbreak
**Keen Sight.** You have advantage on Wisdom (perception) checks that rely on sight. **Keen Hearing.** You have advantage on Wisdom (perception) checks that rely on hearing. **Keen Smell.** You have advantage on Wisdom (perception) checks that rely on smell. In addition, you count as a beast instead of a humanoid. ### Desert Wayfarer Desert Wafarers are capable guides and hunters. They are well adapted to the harsh environments in the wastelands, and in combat they nimbly swap between attack and defence with their unique two-weapon combinations. #### Heat Endurance Beginning at 1st level when you choose this Wild Origin, you and your animal companinion are naturally adapted to hot climates, and suffer none of the drawbacks caused by extreme heat. #### Bonus Proficiencies Also at 1st level, you are proficient with longswords, rapiers, scimitars, shortswords, longbows and whips. #### Khamsin Blades From 6th level onwards, when you engage in two-weapon fighting, you can add 1d6 to the damage of the second attack. You and your animal companion have advantage on saving throws against being blinded. You also gain proficiency in the Performance skill.
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#### Khamsin Wheel At 14th level, when you engage in two-weapon fighting, at the end of your turn, each hostile creature within your reach must succeed on a Dexterity saving throw versus your maneuver save DC or take 1d4 slashing damage and be blinded until the start of your next turn. On a successful saving throw, the creature is immune to being blinded by this feature for 24 hours. #### Elusive Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated. ### Inuk Isolated to the coldest regions of the world, Inuks forge a careful relationship with the few animals that share a home with them. They are predominantly carnivorous, and over the years there have been many myths and legends surrounding them of their size and savagery. #### Fatty Tissue Beginning at 1st level when you choose this Wild Origin, you and your animal companinion have resistance to cold damage. \columnbreak
#### Throw Your Weight Around Also at 1st level, when you attack with a melee weapon, you can use your Constitution modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. #### Ice Climbers From 6th level onwards, climbing no longer costs you or your animal companion extra movement. In addition, you and your animal companion have advantage on saving throws against being knocked prone as well as Strength (Athletics) checks to climb a vertical surface. #### Carried by the Northern Lights At 14th level, you can cast *plane shift* without expending a spell slot, with a casting time of 10 minutes instead of an action. You can only use this feature between the hours of dusk and dawn, and you can't use this feature if you are underground or indoors. Wisdom is your spellcasting ability for this spell. You can't do so again until you finish a long rest. #### Survivor At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
\pagebreakNum #### Wildling Maneuvers The maneuvers are presented in alphabetical order. **Ambush.** When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll. **Brace for Impact.** As a bonus action, you can expend one superiority dice and gain temporary hit points equal to the superiority die roll + your Constitution modifier. **Disarming Attack.** When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. **Distracting Strike.** When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. **Goading Attack.** When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. **Menacing Attack.** When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. **Pushing Attack.** When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you. **Shrug It Off.** When you make a saving throw, you can use your reaction and expend one superiority dice to add it to the roll. You can use this maneuver after you make your roll, but before the DM determines whether the saving throw succeeds or fails. **Sweeping Attack.** When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack. **Trip Attack.** When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a strength saving throw. On a failed save, you knock the target prone. **Wilderness Knowledge.** When you make an Intelligence (Nature), Wisdom (Animal Handling), or Wisdom (Survival) check, you can expend one superiority die and add the die to the roll. #### Animal Companion Maneuvers The maneuvers are presented in alphabetical order. **Ambush.** When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll. **Curl Up.** When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Constitution modifier. **Distracting Strike.** When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. **Lash Out.** When a creature enters your reach, you can use your reaction and spend one superiority die to make one weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll. **Lick Wounds.** As a bonus action, you can expend one superiority die and regain a number of hit points equal to the superiority die roll + your Wisdom modifier. **Menacing Attack.** When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. **Scamper.** As a bonus action, you can expend one superiority die and move up to half your speed without provoking opportunity attacks. **Shrug It Off.** When you make a saving throw, you can use your reaction and expend one superiority dice to add it to the roll. You can use this maneuver after you make your roll, but before the DM determines whether the saving throw succeeds or fails. **Spotter.** Whenever you or a friendly creature within 30 feet of you that can see or hear you would make a Wisdom (Perception) or Intelligence (Investigation) check, you can use your reaction and expend one superiority die to add it to the roll. **Sweeping Attack.** When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack. **Trip Attack.** When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a strength saving throw. On a failed save, you knock the target prone. \pagebreakNum
##### Starting Wealth by Class | Class | Starting Gold | |:----:|:-------------| | Wildling | 5d4 | ##### Multiclassing Prerequisites | Class | Ability Score Minimum | |:----:|:-------------| | Wildling | Strength 13 or Dexterity 13, and Wisdom 13 |
ART CREDIT
In order of Appearance: "Prehistoric Funeral" by Joseph Meehan
"5" by Iga Oliwiak
"Warlock Rider" by Alvaro Ramirez
"Goblin Rider" by Alvaro Ramirez
"Wild White" by Iga Oliwiak
"Jungle Book (2016) Disney" by Karl Lindberg
"Canyon Pass" by Blake Rottinger
"Shiya: The Snow Village" by Ricky Ho