Base Class: Ranger
Description: What happens to children who wander into the wilderness and are never recovered? Or worse, children who are abandoned by their families, left in the woods to fend for themselves? Sadly, most of them eventually succumb to the dangers of the wild. But a fortunate few are taken in by animals, raised as part of a lion's brood or a wolf's litter. Cut off from civilization, they gradually take on the characteristics of the creatures who adopted them. In the process, they become Feralans, beings who combine the savagery of a beast with the intellect of a man.
The Feralan may look like a human, but for the most part, they act like a wild animal. They speak the language of animals and live in their lairs. Lead them on hunts, defend them against predators, and considers them family. Yet, the Feralan retains vestiges of their own race, characterized by their agile mind and an unshakable curiosity about human civilization. Many Feralans have picked up enough human language to communicate with them, albeit on a limited basis. Despite their bestial tendencies, the Feralan's moral principles are not so different from other rangers. They value the well-being of their friends, avoids needless killing and considers themself the nemesis of hunters who stalk game for sport. Greed and jealously are as unknown to the Feralan as they are to the creatures of the forest.
Familial Species: At the beginning of their career, the player should choose a familial species, representing the type of animal that raised them. A Feralan can have only a single familial species, which never changes. The familial species must share the Feralan's primary terrain and is subject to the DM's approval. Animals suitable as familial species include wild dogs, bears (any), wolves, great cats (any), and primates (any). Familial species cannot be human, demihuman, humanoid, or of magical or supernatural origin.
Level 3: Improvised Equipment
in the wild the feralan can use natural resources to make improvised armour and weapons from natural materials the equivalent of leather or hide armour and a club or bone dagger.
Level 3: Speak with animals
you may comminicate effectively at will with animals of your familial species. You have advantage on animal handling checks involving them.
Level 3: Feral Rage
the first time that you injure an opponent in battle, you can choose to fly into a rage focusing in on that one and only foe. Their attacks against you are at disadvantage and your attacks against them inflict additional damage equal to your proficiency bonus. However, attacks from any other creature have advantage against you. The rage ends when that foe is defeated or you choose to end it on your turn and until it ends you may only make attacks against that foe, no other. You cannot initiate this rage more than once against the same foe in the same battle.
Level 7: Feral Mind
you have proficiency in wisdom saving throws and your thoughts and dreams are so like your familial species that any attempt to read your thoughts or dreams will fail to provide information unless they can also speak with animals.
Level 11: Call of the wild
you may cast the conjure animals spell once per day without spending a spell slot. The number of beasts you summon are as if you used a spell slot two levels higher. If you lose concentration you may make a DC ( 10 + number of beasts ) animal handling check then and at the start of each subsequent turn. On a success the creatures remain, on a fail they leave though they will not stay in this fashion if combat is not actively occurring.
Level 15: Pack defence
you gain evasion and when this trait is used you may also use your reaction to grant this ability to any allies within 5' of you as you direct and protect them.
When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity 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.
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