Base Class: Ranger
The Wildbound is a masterful hunter who uses live ammunition to subdue prey and survive in the harshest wilds. They are resourceful, resilient, and relentless in their pursuits.
Tools of the Hunt
3rd-level Wildbound feature
You have mastered the art of hunting and capturing small creatures to use as live ammunition in your specialized crossbow. These unique projectiles allow you to manipulate the battlefield and control your enemies in creative ways.
Crossbow Efficiency
At 3rd level, you can expertise in crossbows as they're required to use your Live Ammunition.
Live Ammunition
At 3rd level, you gain access to the following live ammunition types:
- Chippunks: Taunt and distract enemies with incessant noise.
- Zapflies: Shock and stun enemies; interact with mechanisms and environments.
- Bolamites: Restrain enemies with sticky webbing.
You carry up to 10 pieces of live ammunition at a time. At 15th level, this increases to 15 pieces.
Capturing Ammunition
Instead of crafting, you capture your ammunition from the environment using your Survival skill. Different types of ammunition are found in specific terrains. When exploring or during downtime, you can search for and capture these creatures.
How to Capture Ammunition:
- Time Required: Searching for live ammunition takes 1 hour and requires a Survival check.
- Success: On a successful check, you capture 1d4 pieces of the chosen ammunition type.
- Failure: On a failed check, you do not capture any creatures but can try again after a short rest.
- Critical Success: On a natural 20, you capture 2d4 pieces of the chosen ammunition type.
Live Ammunition Table
Ammo Type | Terrains | Survival DC | Description |
---|---|---|---|
Chippunks | Forests, grasslands, hills, urban areas | 10 | Noisy critters that hide in trees, burrows, or urban nooks. |
Zapflies | Forests, swamps, hills, mountains, deserts | 12 | Glowing insects often found near water, buzzing in the air, or in dry climates. |
Bolamites | Forests, caves, dark forests, urban ruins | 14 | Spider-like creatures that thrive in damp, shadowy, or abandoned areas. |
Example: To capture Bolamites in a forest, roll a Survival check against DC 14. On success, you collect 1d4 Bolamites for use in your crossbow.
Using Ammunition
Captured ammunition is used as projectiles in your specialized crossbow. Each piece is expended when fired, and you must search for more creatures to replenish your supply.
Live Ammunition Effects and Terrain Table
Ammunition | Base Effect (Level 3 or 7) | Upgrade (Level 7) | Upgrade (Level 15) | Terrains Found | Survival DC |
---|---|---|---|---|---|
Chippunks | Taunt a target: Target must succeed on a Wisdom saving throw (DC = 8 + proficiency bonus + Dex modifier) or be taunted for 1 minute. Taunted targets are compelled to move toward the Chippunk and cannot take reactions. | Taunted targets provoke opportunity attacks when moving toward the Chippunk. | Attacks against taunted targets have advantage. | Forests, grasslands, hills, urban areas | 10 |
Zapflies | Deal 1d6 lightning damage and stun the target until the end of your next turn. Can interact with mechanisms or shock water. | Damage increases to 2d6. You can fire a second Zapfly as part of the same attack action if you have Extra Attack. | Stun duration increases to 2 turns. Zapfly arcs to a second creature within 10 feet, dealing half damage. | Forests, swamps, hills, mountains, deserts | 12 |
Bolamites | On a hit, the target is restrained by sticky webbing. The target can make a Strength saving throw at the end of its turns to free itself. | Restrained targets also have disadvantage on attack rolls and Dexterity saving throws. | Webbing now covers a 10-foot radius. All creatures in the area must succeed on a Strength saving throw or be restrained. | Forests, caves, dark forests, urban ruins | 14 |
Thudslugs | Deal 1d8 bludgeoning damage and knock the target back 10 feet. If the target collides with a solid object, it takes an additional 1d8 bludgeoning damage. | Knockback distance increases to 15 feet. Additional damage increases to 2d8. | Targets are stunned until the end of their next turn if they collide with a solid object. | Rocky terrain, mountains, forests, beaches | 14 |
Fuzzles | Fire this ammo at a location. When a creature moves within 5 feet of the Fuzzle, it springs to life and grapples the target (escape DC = 8 + proficiency bonus + Dex modifier). Grappled targets take 1d8 piercing damage at the start of their turns. | Grappled targets also have disadvantage on Strength and Dexterity saving throws. | Fuzzles can grapple Large creatures. If the first target escapes, the Fuzzle leaps to another target within 10 feet. | Forests, grasslands, swamps, urban areas | 12 |
Stunks | On a hit, the target and all creatures within 5 feet must succeed on a Constitution saving throw (DC = 8 + proficiency bonus + Dex modifier) or be blinded and poisoned until the end of their next turn. | Effects last for 1 minute. Affected creatures can repeat the saving throw at the end of their turns. | Affected creatures take 2d6 poison damage at the start of their turns. | Swamps, forests, caves, ruins | 15 |
Boombats | On a hit, the target and all creatures within 5 feet take 2d6 fire damage. | Explosion radius increases to 10 feet. Damage increases to 3d6. | Creatures that fail a Strength saving throw are knocked prone by the explosion. | Mountains, cliffs, forests, canyons | 16 |
Scavenger's Grit
3rd-level Wildbound feature
Your survival instincts and resilience allow you to endure even the harshest environments. You gain the following benefits:
- Survival Mastery: You gain proficiency in the Survival skill. If you are already proficient, you gain expertise, allowing you to add double your proficiency bonus to Survival checks.
- Endurance: You gain proficiency in Constitution saving throws.
- Push Through the Pain: When you make a Constitution saving throw to avoid exhaustion or maintain concentration on a spell, you can reroll the result. You must use the new roll and can use this ability once per short or long rest.
Hunter’s Arsenal
7th-level Wildbound feature
Your hunting skills and ammunition become more advanced, allowing you to take on greater challenges. You gain the following benefits:
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New Ammunition Types: You unlock two additional live ammunition types:
- Thudslugs: Heavy slug-like creatures that knock enemies back with great force.
- Fuzzles: Spiky creatures that spring to life when disturbed, grappling enemies.
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Marked Quarry: When you hit a creature with a piece of live ammunition, you can mark it as your quarry with Hunter's Mark, so long as you have an available spell slot.
Master of the Wilds
Wildbound’s Wrath
15th-level Wildbound feature
Your ammunition reaches its full potential, and you master the art of resourceful hunting in the wild. You gain the following benefits:
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Primal Convergence: All live ammunition types gain their 15th-level upgrades (see Tools of the Hunt for details).
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Dual Ammunition Storage: You can store and prepare two types of ammunition in your crossbow at the same time. When attacking, you can switch between these types without using a bonus action.
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Battlefield Replenishment: At the start of combat, you regain 2 pieces of expended live ammunition, chosen randomly from your available options.

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