Fighter
Base Class: Fighter

Primal magic is older than arcane spellcasting. While ancient druids shaped it through incantations and rites, certain warriors learned to commune with the wild spirits of the old ways, drawing on their primal power to heighten physical prowess, weapon mastery, and instincts forged in blood and soil.

Wildblood Fighters preserve those forgotten traditions. They study the movement, instincts, and fighting methods of nature’s fiercest creatures, developing martial forms that imitate them with extraordinary precision. Through ritual communion, a Wildblood can form a supernatural bond with an ancient primal spirit. This bonded spirit is known as an Anima.

An Anima does not replace a Wildblood’s martial skill—it magnifies it. A trained Stance becomes supernaturally potent, practiced techniques exceed mortal limitations, and the spirit itself radiates from the warrior as an aura of primal power.

As a Wildblood’s practice deepens, they learn to bond with additional Animae, master the combat techniques each spirit teaches, and eventually become capable of embodying multiple ancestral beasts at once.

Anima Anima Description & Playstyle
Bear Hold the Line. The Bear teaches the Wildblood to become an immovable defensive presence on the battlefield.
Spider Deny the Enemy. The Spider teaches the Wildblood to control the battlefield from unexpected angles.
Stag Charge the Ranks. The Stag teaches the Wildblood to turn Speed into force.
Thunderbird Break the Horde. The Thunderbird teaches the Wildblood to fight with the speed and violence of a storm.
Wolf Focus the Kill. The Wolf teaches the Wildblood to hunt as part of a pack.

Level 3: Level 3: Anima Channeling

Through disciplined training and communion with primal spirits, you learn to form a bond with an Anima and embody its fighting style.

Animae Known. At Level 3, you learn one Anima of your choice from five spirit options: Bear, Spider, Stag, Thunderbird, or Wolf. Each Anima is described in greater detail later in this subclass. You learn additional Animae as shown in the Animae Known column of the Wildblood Progression table.

Whenever you gain a Fighter level, you can replace one Anima you know with another Anima of your choice. As a Bonus Action, you can invoke one Anima you know. The Anima remains invoked until you invoke a different Anima, until you end it (no action required), or until you have the Incapacitated condition.

While an Anima is invoked, you gain the benefits of its Stance and can use the signature combat techniques it grants you. Additionally, its primal aura radiates from you in a 10-foot Anima Emanation, centered on you and moving with you for as long as the Anima remains invoked. Certain Wildblood features affect creatures within your Anima Emanation, as described in those features. You can have only one Anima invoked at a time unless a Wildblood feature states otherwise.

The Level 3 Anima features granted by each Anima are described in the Animae section.

Anima Dice. Your bond with the primal spirits is represented by Anima Dice, which fuel many of your Wildblood features. You have the number and size of Anima Dice shown in the Wildblood Progression table below. Any features in this subclass that use an Anima Die use only the dice from this subclass. Some of your features expend an Anima Die, as specified in the feature’s description, and you can’t use a feature if it requires you to use a die when all your Anima Dice are expended.

You regain one of your expended Anima Dice when you finish a Short Rest, and you regain all of them when you finish a Long Rest.

Wildblood Progression

Fighter Level

Animae Known

Anima Die Size

Anima Dice

3

1

d6

4

7

2

d6

6

10

2

d8

6

15

3

d8

8

18

3

d10

8

 

Anima Save DC. Some of your Wildblood features require a creature to make a saving throw.

Anima Save DC = 8 + your Proficiency Bonus + your Strength or Dexterity modifier (whichever is higher)

Anima of the Bear

Hold the Line. The Bear teaches the Wildblood to become an immovable defensive presence on the battlefield. Wildbloods who channel it thrive when surrounded, batter enemies to the ground with crushing force, draw attacks away from their allies, and eventually claim the space around them as their own.

Anima of the Spider

Deny the Enemy. The Spider teaches the Wildblood to control the battlefield from unexpected angles, ensnaring enemies at range, cloaking nearby allies in spectral webbing, and eventually binding prey so completely that escape becomes nearly impossible.

Anima of the Stag

Charge the Ranks. The Stag teaches the Wildblood to turn Speed into force, breaking enemy lines through powerful charges while creating openings for allies to move safely across the battlefield.

Anima of the Thunderbird

Break the Horde. The Thunderbird teaches the Wildblood to fight with the speed and violence of a storm, extending its reach through primal lightning, riding its own weapon across the battlefield, and tearing through groups of enemies before they can recover.

Anima of the Wolf

Focus the Kill. The Wolf teaches the Wildblood to hunt as part of a pack, surrounding prey, striking harder when allies close in, and coordinating sudden bursts of violence against a single target.

Level 3: Level 3: Invoke Anima

Choose one Anima you know to invoke. As a Bonus Action, you can invoke one Anima you know. The Anima remains invoked until you end it (no action required), invoke another Anima, or until you have the Incapacitated condition. Select the corresponding option below to display and apply that Anima’s abilities. At later levels, you can change the option when your invoked Anima changes.

Anima of the Bear

Level 3: Ursine Stance

While the Anima of the Bear is invoked, you assume the Ursine Stance and gain the following benefits:

Level 3: Earthshaker

While the Anima of the Bear is invoked, when you hit a creature within your Anima Emanation with an melee weapon attack, you can expend one Anima Die to unleash a concussive burst of primal force through the impact.

The target and up to two other creatures of your choice within 5 feet of it and within the Anima Emanation must make a Constitution saving throw against your Anima Save DC. Roll the Anima Die once for all creatures affected. On a failed save, a creature takes damage equal to the number rolled and has the Prone condition. On a successful save, the creature takes half as much damage and doesn’t have the Prone condition.

Level 7: Primal Challenge

While the Anima of the Bear is invoked, you can use a Bonus Action to unleash the overwhelming presence of the Bear.

Until the start of your next turn:

  • Hostile creatures within your Anima Emanation have Disadvantage on attack rolls against creatures other than you.
  • A creature that takes damage from your Earthshaker during this turn can’t willingly move to a space outside your Anima Emanation.

Once you use Primal Challenge, you can’t use it again until you finish a Short Rest or Long Rest, unless you expend one Anima Die (no action required) to restore your use of it.

Level 7: Bestial Might

You have Advantage on Strength (Athletics) checks made to break objects, smash doors, or force open stuck barriers. You also count as one size larger when determining your carrying capacity.

Level 10: Ursine Dominion

Your mastery of the Bear allows you to seize control of the ground around you.

When a creature takes damage from your Earthshaker on your current turn, you can make an Unarmed Strike as a Bonus Action against the target if you use the Grapple option of your Unarmed Strike. The target has Disadvantage on the saving throw against the Grappled condition. While you are Grappling a creature, you can wield a two-handed weapon in one hand when making attacks with that weapon against the creature you are Grappling.

Anima of the Spider

Level 3: Arachnid Stance

While the Anima of the Spider is invoked, you assume the Arachnid Stance and gain the following benefits:

  • You can use Strength instead of Dexterity for the attack and damage rolls of ranged weapons.
  • You gain a Climb Speed equal to your Speed and can move across vertical surfaces and ceilings while leaving your hands free.

Level 3: Silken Snare

While the Anima of the Spider is invoked, when you hit a creature with a ranged weapon attack, you can expend one Anima Die to ensnare it in spectral webbing. The creature must make a Dexterity saving throw against your Anima Save DC.

Roll the Anima Die. On a failed save, the creature takes additional damage equal to the number rolled, and its Speed becomes 0 until the start of your next turn. On a successful save, it takes half as much damage and its Speed is reduced by 10 feet until the start of your next turn.

Level 7: Web Shroud

While the Anima of the Spider is invoked, you can use a Bonus Action to release dense spectral webbing in your Anima Emanation until the start of your next turn.

The area is Heavily Obscured to hostile creatures, while you and willing allies within your Anima Emanation can see through the webbing normally. When a hostile creature enters your Anima Emanation for the first time on a turn, it must make a Dexterity saving throw against your Anima Save DC. On a failed save, its Speed becomes 0 until the start of its next turn.

Once you use Web Shroud, you can’t use it again until you finish a Short or Long Rest, unless you expend one Anima Die (no action required) to restore your use of it.

Level 7: Weaver’s Strand

You can perform a 10-minute ritual to produce a 50-foot rope. The rope can appear as a physical or spectral form (your choice) but otherwise functions as a normal silk rope. It persists until you finish a Long Rest, create another rope, or dismiss it as a bonus action, after which it vanishes.

Level 10: Cocoon

Your mastery of the Spider allows you to bind prey completely.

When a creature fails its saving throw against your Silken Snare, it has the Restrained condition until the start of your next turn instead of its Speed becoming 0.

Anima of the Stag

Level 3: Cervine Stance

While the Anima of the Stag is invoked, you assume the Cervine Stance and gain the following benefits:

  • Your Speed increases by 10 feet.
  • Opportunity Attacks against you and willing allies within your Anima Emanation are made with Disadvantage.

Level 3: Goring Charge

While the Anima of the Stag is invoked, when you move at least 20 feet in a straight line toward a creature and hit it with a melee weapon attack on the same turn, you can expend one Anima Die.

Roll the Anima Die and add the number rolled to the attack’s damage. You can then push the creature up to 10 feet directly away from you and immediately move up to 10 feet to an unoccupied space within 5 feet of it.

This movement doesn’t expend your movement and doesn’t provoke Opportunity Attacks.

Level 7: Majestic Defiance

While the Anima of the Stag is invoked, you can use a Bonus Action to manifest the imposing presence of the Stag. Each hostile creature within your Anima Emanation must make a Wisdom saving throw against your Anima Save DC.

On a failed save, the creature has the Frightened condition and can’t take Reactions until the start of your next turn.

Once you use Majestic Defiance, you can’t use it again until you finish a Short or Long Rest, unless you expend one Anima Die (no action required) to restore your use of it.

Level 7: Boundless Leap

You can cast the Jump spell on yourself without expending a spell slot or material components. Once you cast the spell with this feature, you can’t do so again until you finish a Long Rest, unless you expend one Anima Die (no action required) to restore your use of it.

Level 10: Trampling Charge

Your mastery of the Stag turns a successful charge into a brutal trampling assault.

When a creature takes the additional damage from your Goring Charge, it must succeed on a Strength saving throw against your Anima Save DC or have the Prone condition.

If the creature has the Prone condition as a result of this feature, you can use a Bonus Action to make one weapon attack against it.

Anima of the Thunderbird

Level 3: Storm Wing Stance

While the Anima of the Thunderbird is invoked, you assume the Storm Wing Stance and gain the following benefits:

  • Hostile creatures that start their turns within your Anima Emanation take 1d4 Lightning damage.
  • Your reach with melee weapon attacks increases by 5 feet. When you deal damage with a melee weapon attack, you can have the attack deal Lightning damage instead of its normal damage type.

Level 3: Lightning Step

While the Anima of the Thunderbird is invoked, when you make an attack with a melee weapon you are wielding, you can expend one Anima Die to hurl the weapon in a flash of lightning at a creature you can see within 20 feet of you. Make a ranged attack using the ability modifier you normally use for attacks with that weapon.

On a hit, roll the Anima Die and add the number rolled to the attack’s damage as Lightning damage. You can then teleport to an unoccupied space you can see within 10 feet of the target.

Immediately after the attack, whether it hits or misses, the weapon returns to your hand in a flash of lightning.

Level 7: Stormfall

While the Anima of the Thunderbird is invoked, you can use a Bonus Action to unleash a burst of lightning through your Anima Emanation. Each hostile creature of your choice within the Emanation must make a Dexterity saving throw against your Anima Save DC.

On a failed save, a creature takes 4d6 Lightning damage, or half as much damage on a successful save.

Once you use Stormfall, you can’t use it again until you finish a Short or Long Rest, unless you expend one Anima Die (no action required) to restore your use of it.

Level 7: Galeborn

You can cast the Feather Fall spell on yourself without expending a spell slot or material components. Once you cast the spell with this feature, you can’t do so again until you finish a Long Rest, unless you expend one Anima Die (no action required) to restore your use of it.

Level 10: Tempest Rush

When you hit a creature with Lightning Step, you can use Lightning Step up to two additional times on subsequent attacks you make this turn without expending another Anima Die, provided each use targets a different creature.

Each successful Lightning Step attack deals the same additional Lightning damage rolled for the original Anima Die.

Anima of the Wolf

Level 3: Lupine Stance

While the Anima of the Wolf is invoked, you assume the Lupine Stance and gain the following benefits:

  • Allies within your Anima Emanation gain a +1 bonus to attack rolls against hostile creatures that are also within your Anima Emanation.
  • You have Advantage on Opportunity Attacks against hostile creatures within your Anima Emanation.

Level 3: Pack Rend

While the Anima of the Wolf is invoked, when you hit a creature within your Anima Emanation with a weapon attack, you can expend one Anima Die to deal additional damage equal to one roll of the die.

If one ally is within your Anima Emanation, roll the Anima Die twice instead. If two or more allies are within it, roll the Anima Die three times instead.

Level 7: Call of the Hunt

While the Anima of the Wolf is invoked, you can use a Bonus Action to coordinate a pack attack. Choose one hostile creature within your Anima Emanation. Then choose up to three willing allies you can see within 30 feet of you.

Each chosen ally can use its Reaction to move up to half its Speed toward the chosen creature. If the ally ends this movement within 5 feet of the creature, it can make one melee weapon attack against it.

Once you use Call of the Hunt, you can’t use it again until you finish a Short or Long Rest, unless you expend one Anima Die (no action required) to restore your use of it.

Level 7: Keen Senses

You gain proficiency in the Survival skill. If you already have proficiency in it, you gain proficiency in another skill of your choice from the Fighter skill list. In addition, you have Advantage on Wisdom (Perception) checks that rely on hearing or smell.

Level 10: Tear the Wound

When a creature takes additional damage from your Pack Rend, it must make a Dexterity saving throw against your Anima Save DC.

On a failed save, your weapon attacks against that creature score a Critical Hit on a roll of 19 or 20 until the start of your next turn, provided the creature is within your Anima Emanation.

When you score a Critical Hit against the creature during this time, roll one Anima Die twice and add the total to the attack’s damage.

Level 7: Level 7: Primal Communion

Your bond with the ancestral spirits deepens, allowing you to bond with a second Anima and call forth more powerful expressions of your known Animae.

At Level 7, you learn one additional Anima of your choice. Each Anima you know also grants you a Primal Communion technique representing a powerful expression of that spirit’s fighting style, as well as a utility feature reflecting the instincts and capabilities of its associated beast.

Once you use one of these Primal Communion techniques, you can’t use that technique again until you finish a Short or Long Rest unless you expend one Anima Die (no action required) to restore your use of it.

Bestial Might

You have Advantage on Strength (Athletics) checks made to break objects, smash doors, or force open stuck barriers. You also count as one size larger when determining your carrying capacity.

Boundless Leap

You can cast the Jump spell on yourself without expending a spell slot or material components. Once you cast the spell with this feature, you can’t do so again until you finish a Long Rest, unless you expend one Anima Die (no action required) to restore your use of it.

Galeborn

You can cast the Feather Fall spell on yourself without expending a spell slot or material components. Once you cast the spell with this feature, you can’t do so again until you finish a Long Rest, unless you expend one Anima Die (no action required) to restore your use of it.

Keen Senses

You gain proficiency in the Survival skill. If you already have proficiency in it, you gain proficiency in another skill of your choice from the Fighter skill list. In addition, you have Advantage on Wisdom (Perception) checks that rely on hearing or smell.

Weaver's Strand

You can perform a 10-minute ritual to produce a 50-foot rope. The rope can appear as a physical or spectral form (your choice) but otherwise functions as a normal silk rope. It persists until you finish a Long Rest, create another rope, or dismiss it as a bonus action, after which it vanishes.

Level 7: Level 7: Primal Communion

At Level 7, you learn a utility feature reflecting the instincts and capabilities of its associated beast.

Bestial Might

You have Advantage on Strength (Athletics) checks made to break objects, smash doors, or force open stuck barriers. You also count as one size larger when determining your carrying capacity.

Boundless Leap

You can cast the Jump spell on yourself without expending a spell slot or material components. Once you cast the spell with this feature, you can’t do so again until you finish a Long Rest, unless you expend one Anima Die (no action required) to restore your use of it.

Galeborn

You can cast the Feather Fall spell on yourself without expending a spell slot or material components. Once you cast the spell with this feature, you can’t do so again until you finish a Long Rest, unless you expend one Anima Die (no action required) to restore your use of it.

Keen Senses

You gain proficiency in the Survival skill. If you already have proficiency in it, you gain proficiency in another skill of your choice from the Fighter skill list. In addition, you have Advantage on Wisdom (Perception) checks that rely on hearing or smell.

Weaver's Strand

You can perform a 10-minute ritual to produce a 50-foot rope. The rope can appear as a physical or spectral form (your choice) but otherwise functions as a normal silk rope. It persists until you finish a Long Rest, create another rope, or dismiss it as a bonus action, after which it vanishes.

Level 10: Level 10: Anima Mastery

Through continued practice, the techniques taught by your Animae become more refined, instinctive, and dangerous.

Each Anima you know enhances the signature technique it grants you at Level 3 with a unique mastery effect that improves or expands how that technique functions.

Level 15: Level 15: Primal Bond

Your capacity to commune with ancestral spirits expands, allowing you to form another lasting bond.

You learn one additional Anima of your choice.

Level 15: Level 15: Ancestral Form

Your communion with the Animae has deepened until you can assume the physical forms of the very beasts whose spirits you channel.

You can cast Polymorph on yourself without expending a spell slot. When you cast the spell with this feature, you can transform only into the Beast associated with an Anima you know, as shown in the Ancestral Forms table below. The form can appear natural or spectral (your choice), but its game statistics are unchanged.

Once you cast Polymorph with this feature, you can’t cast it again until you finish a Long Rest unless you expend one Anima Die (no action required) to restore your use of it.

Ancestral Forms

Anima

Beast Form

Challenge Rating

Bear

Black Bear

1/2

Spider

Giant Wolf Spider

1/4

Stag

Elk

1/4

Thunderbird

Blood Hawk

1/8

Wolf

Wolf

1/4

 

Level 18: Level 18: Anima Confluence

At the height of your training, you are no longer limited to embodying a single ancestral teaching. You can channel multiple Animae simultaneously, blending their fighting styles into a single, lethal primal expression.

When you invoke an Anima, you can invoke up to two Animae you know instead of one with the same Bonus Action.

While two Animae are invoked, you gain the benefits of both Stances and can use the techniques granted by either Anima. You have one 10-foot Anima Emanation, which counts as the Anima Emanation of both invoked Animae.

If you invoke another Anima while two Animae are already invoked, choose which of the currently invoked Animae ends.

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