Base Class: Fighter
The Wild Man
The Wild Men are an ancient, forgotten civilization of survivors. While they share a deep, spiritual bond with the druids—believing above all else that the balance of nature must be put first—their methods are entirely their own. Where a druid seeks harmony, a Wild Man knows that nature is red in tooth and claw. They do not cower behind steel shields or heavy plate armor; they defend the wild with the devastating ferocity of a dragon and the calculating cunning of a great owl.
Origins of the Civilization
Centuries ago, during the Great Cleansing, a fractured alliance of tribes fled the suffocating stone walls of early empires. Realizing that civilization sought to pave over the breathing earth, they forged a pact with the wild itself. They shed their forged steel, learned to speak the language of the canopy, and bound their lifelines to the untamed corners of the world. Over generations, they evolved from mere refugees into a highly advanced, hidden civilization of apex protectors, scattered across deep forests and untamed peaks.
The Primal Pantheon & Blessings
The Wild Men do not worship distant gods in stained-glass temples; they worship the living elements around them through trials of blood and survival.
- The Great Deity — Ouros, The Blood-Teeth: The apex god of ferocious predators, hunting, and raw survival. Ouros demands that his followers never show fear and always defend their territory with the wrath of a dragon.
- The Lesser Deities — The Animists: These are the living spirits of the landscape: Sylanus(The Whispering Canopy), Kragor (The Iron Mountain), Vael (The Deep Caverns), and Rhea (The Rushing Streams).
Receiving Blessings: A Wild Man does not pray for a blessing; they earn it. To receive the blessing of a deity, a warrior must perform a physical rite of passage—such as scaling Kragor without ropes, meditating in Vael's dark depths for three days, or defeating a great beast in single combat under the gaze of Ouros. Once earned, these blessings physically alter the warrior, granting them unarmored resilience, tracking instincts, and bestial speed.
The Rank of Nature
In the belief system of the Wild Men, societal titles like "King," "Lord," or "General" mean absolutely nothing. Instead, rank is strictly dictated by a creature's connection to the primal order:
- The Earth & Elements: The land itself holds the highest authority. Mountains, rivers, and forests dictate where the civilization moves and how it survives.
- The Apex Predators: Dragons, great owls, and massive beasts are viewed as sacred executioners of the earth's will, holding a rank far above any humanoid.
- The Sentient Protectors: The Wild Men and Druids who actively maintain the balance.
- The Civilized World: Those who build stone cities are viewed as the lowest tier—weak, disconnected, and a blight upon the natural ranking system.
Subclass Skills Overview
By walking this path, a Fighter trades heavy armor for unmatched physical superiority. At early levels, you gain Unarmored Defense and Feral Agility, mimicking the reflexes of the great owl to slip through danger. As you grow closer to Ororus, you unlock Tooth and Nail to turn your bare hands into lethal claws, culminating in Bestial Fury—a terrifying roar that channels the absolute ferocity of a dragon to break the resolve of your enemies.
Level 3: Spellcasting
You have learned to draw upon the ancient, primal magic of the civilization's animist deities. You use the Druid spell list to cast spells. Wisdom is your spellcasting ability for these spells.
Level 3: Primal Insticts
You have adapted to survive in the harshest environments. You gain proficiency in one of the following skills of your choice: Survival, Nature, or Animal Handling.Additionally, you gain a climbing speed equal to your walking speed, and you have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Level 3: Born Wild
Your time in the wilderness has made you exceptionally tough and nimble. While you are wearing light armor or no armor, you gain the following benefits:* Unarmored Defense: Your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.* Feral Agility: Your walking speed increases by 5 feet. When you take the Dash action, difficult terrain does not cost you extra movement for that turn.
Level 7: Tooth and Nail
You fight like a cornered beast when disarmed. Your unarmed strikes can deal slashing or piercing damage (your choice) instead of bludgeoning damage, and their damage die becomes a d6.Additionally, your rugged constitution protects you from natural hazards. You have advantage on saving throws against being Poisoned or Frightened, and you have resistance to poison damage.Level 10: Bestial Fury
You can channel the terrifying aura of an apex predator. Once per Long Rest, when you use your Action Surge, you can unleash a bloodcurdling roar. Up to three creatures of your choice within 30 feet of you must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be Frightened of you until the end of your next turn.In addition, the adrenaline rush hardens your body, granting you temporary hit points equal to your Fighter level.
Level 15: Relentless Stride
No trap or terrain can hold you back. Your movement cannot be reduced by difficult terrain.Additionally, you can use a bonus action to instantly rip yourself free from restraints, ending the Grappled or Restrained condition on yourself. Once you use this bonus action, you cannot do so again until you finish a Short or Long Rest.Level 18: Apex Survivor
You have achieved ultimate physical resilience. At the start of each of your turns in combat, if you have no more than half of your hit points remaining, you automatically regain hit points equal to 5 + your Constitution modifier.You do not gain this benefit if you have 0 hit points, or if you are wearing heavy armor.Additionally, your spiritual bond with the land deepens. You gain a single 5th-level spell slot that can be used to cast a Druid spell. You regain this spent slot when you finish a Long Rest.
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