1 Unearthed Arcana: The Wilder A small band of adventurers stops to camp in the woods. As they roast some game over their campfire, they hear a low, guttoral growl from the dark woods encircling their camp, and see a pair of glowing eyes. Fearing a wolf, they reach for their spears, but relax a bit when a halfling slowly steps out of the shadows, wearing ragged scraps of clothing. Suddenly, the halfling snarls and springs at the nearest adventurer, going for the soft flesh of the neck, sharp canines piercing the flesh, just as a wolf might do. Minutes later, all the adventurers lay dead, while the halfling sits by the campfire, eating food that they had been preparing. An elf walks into a tavern. Inside, there is a group of halflings playing a strange and complicated game involving dice and bouncing balls. The barkeep notices her interest, chuckles, and says, "Don't pay any mind to them, mistress. Rintin is a halfling game; none but the little folk have the fingers for it." Undiscouraged, she watches intently for a few minutes, and then asks to join the game. The ball bounces, the dice are rolled and quickly re-rolled, and a few seconds later, the halflings are stunned. They've never known any elf to be able to play the game as this one just did. The elf collects her winnings and walks away, a smirk on her face. A teenage dragonborn walks along a dirt road, headed back to his parents' farm from town. He hears some rustling in the bushes and trees alongside the road, and suddenly 3 bandits leap out of the undergrowth, demanding money. "Please! Stop! This is all I have!" The young dragonborn starts to panic, but one of the bandits waves his hands, and suddenly the young boy can't move. The bandits grab the boy's coinpurse and head off down the road, chuckling to themselves at the ease of it all. A minute later, they hear the scuff of boots on the dirt behind them. They try to turn around to see who's approaching, but suddenly, they can't move. They feel the rough scratching of dragonborn scales against their skin as their bags are emptied. 'No, it can't be the boy? He must have been bait for a bounty hunter!' They prepare themselves to be cuffed and taken in, but nothing happens. The patter of feet scurrying away is the only sound as the dragonborn looks around, sees no one else on the road, and scampers off towards home. Wilders don't have much in common with most people. Often, a wilder's past is filled with solitude and exile, voluntary or otherwise. No matter their surroundings, a wilder learns to adapt, but often in unusual ways. They adapt to each situation by learning the abilities used against them and using those abilities for themselves. No matter the form of their power, a wilder can be a useful ally to have on your side, or a formidable opponent standing in your way. Wilder Focus Wilders use something called 'Focus' for their abilities. Most can't describe much about where they get this energy from, just that they can tap into it and make use of its power. A wilder's Focus points are restored during a long rest. The maximum number of Focus points that a wilder can use at once is their Focus Limit. When in initiative order, this is the maximum number that can be used in a turn. Although extremely rare, occasionally a gifted individual will walk the paths of the Wilder as well as the paths of the Mystic. In doing so, they have found that the Focus that Wilders tap into is actually the same as the Psi that is used by Mystics. Scholars theorize that the mind of the Wilder must play a large role in their ability to adapt and rapidly learn from their surroundings. Multiclassing When multiclassing a Wilder with a Mystic, use your total Wilder level plus your total Mystic level for purposes of determining your Focus/Psi Points and Focus/Psi Limit. You only have one pool of Focus/Psi points, and you may use them for either class's abilities as you see fit.

2 The Wilder Level Proficiency Bonus Features Focus Points Focus Limit 1st +2 Wilder Expression Feature 4 2 2nd +2 Focused Defense, Memorize, Recall 6 2 3rd +2 Focus on the Moment, Anticipation 14 3 4th +2 Ability Score Improvement 17 3 5th +3 Wilder Expression Feature 27 3 6th +3 Vigilant, Quick Learner 32 5 7th +3 Long-Term Memory 38 5 8th +3 Ability Score Improvement 44 6 9th +4 Instant Recall 57 6 10th +4 Wilder Expression Feature 64 7 11th +4 Improved Long-Term Memory 64 7 12th +4 Ability Score Improvement 64 7 13th +5 Instant Recall Improvement 64 7 14th +5 Vigilant Improvement 64 7 15th +5 Wilder Expression Feature 64 7 16th +5 Ability Score Improvement 64 7 17th +6 Instant Mastery 64 7 18th +6 Critical Focus 71 7 19th +6 Ability Score Improvement 71 7 20th +6 Wilder Expression Feature 71 7 Creating a Wilder When creating a Wilder, consider the relationships they might have with others. The abilities of a wilder may make them outcast in some societies, but they do still need to live near other living things in order to make use of their abilities. This can create strain between people, and help to create interesting characters. Quick Build You can make a wilder quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the hermit or outlander backgrounds. Class Features As a wilder, you gain the following class features. Hit Points Hit Dice: 1d8 per wilder level

1d8 per wilder level Hit Points at 1st Level: 8 + your Constitution modifier modifier

8 + your Constitution modifier modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per wilder level after 1st Proficiencies Armor: Light armor

Light armor Weapons: Quarterstaves, Daggers, Whips, Darts, Slings

Quarterstaves, Daggers, Whips, Darts, Slings Tools: Cartographer's Tools

Cartographer's Tools Saving Throws: Constitution, Intelligence

Constitution, Intelligence Skills: Choose two from Arcana, History, Insight, Investigation, Nature, Perception, Persuasion, Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a quarterstaff or (b) a whip and a dagger

(a) a sling and 20 stones or (b) 20 darts

leather armor

(a) an explorer's pack or (b) a scholar's pack Wilder Expression At 1st level, choose your Wilder Expression: Beast Walker, Otherworldly Prodigy, or Channeler, all of which are detailed at the end of the class description. Your choice determines the situations and opponents you're best able to adapt to, and grants you features at 1st level and again at 5th, 10th, 15th, and 20th level.

3 Focused Defense At 2nd level, you can focus your mind on the situation and prepare to better defend yourself against attacks. As a bonus action, you can use 1 Focus point to increase your AC by a value equal to your Intelligence Modifier until the end of your next turn. Memorize Also starting at 2nd level, you can use your reaction to memorize the attacks of others when you see another humanoid make a weapon or unarmed attack. When you do so, make an investigation check. The DC is 5 plus the level or Challenge Rating of your target. If you succeed, you Memorize that attack. You may have a number of Memorized abilities equal to your int mod (minimum 1). You lose all memorized abilities when you complete a long rest or fall unconscious. If you go to memorize a new ability while already at your maximum, you choose which to forget. Recall At 2nd level, you can replicate an attack you have Memorized from any Humanoid creature and use it as your own. If you are using a Memorized weapon attack, you need to have a weapon that does the same type of damage currently equipped (note that your fists do bludgeoning damage). Through your intellect and creativity, you can manipulate similar weapons to emulate the effects of attacks that you have Memorized. When using a Memorized attack, you spend 1 Focus point for each damage die you want to use, up to the normal damage for that attack. So if you Memorize an attack that normally does 4d8 + 6 damage, you may use between 1-4 Focus points on the attack, and you roll that many d8s for damage. You always roll 1d20 + your int mod + proficiency bonus to hit with a Memorized attack. Memorized Abilities For any memorized ability, record as much information as you feel comfortable with. Most of the time, you'll probably need to know the damage, type, and range of the attack or spell. For example, an attack might do 4d8 + 6 piercing damage at 5 foot range.

It's also a good idea to record the name of the creature. If you don't know the creature's name, include a brief description, for example: 'Female Halfling Gladiator with large axe', or 'Large, floating eyeball-creature'.

4 Focus on the Moment At 3rd level, you can focus your mind on the present, trading a bit of your mental strength for the ability to maintain focus for longer. As an action, you may temporarily reduce your Focus Limit by 1, and regain focus points equal to your Wilder level. This reduction lasts until your next long rest. Anticipation Also at 3rd level, when you are hit by an attack that you have memorized, you may use your reaction and 1 Focus point to dodge, reducing the damage by half. The attack needs to be made by the same type of creature as you have memorized, although your DM may rule that two creatures are close enough for your Anticipation ability to work. The bite of a wolf and the bite of a snake are very different things, but a wolf and a mastiff are quite similar. Most humanoids likely attack with the same kind of weapon in a very similar fashion. Ability Score Improvement When you reach 4th, 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. Vigilant At level 6, you gain the ability to make a second reaction during each round of combat. Your reactions are replenished at the beginning of your turn, as normal. At level 14, this increases to a total of 3 reactions per round. Quick Learner Also at level 6, you've become so practiced at copying others, you only need to see something done once before you can repeat the process easily. As a reaction when you see another creature succeed in a saving throw or ability check, you can use 2 Focus points to gain proficiency in that saving throw or ability for 1 minute. Long-Term Memory At level 7, you gain the ability to maintain your focus on abilities. When you finish a long rest or fall unconscious, you may choose 1 Memorized ability to not forget. Spells of 4th lvl and higher are too complex to be remembered this way. At level 11 this increases to 2 Memorized abilities. Instant Recall At 9th level, your mind has grown so flexible and quick that when another creature provokes an attack of opportunity, you may use a Memorized ability in place of a normal attack. You may use a maximum of 1 Focus point to make this attack. At 13th level, this increases to 2 Focus points per attack. Instant Mastery At 17th level, you’ve spent so much time watching different creatures, that you can anticipate what they will do before they even do it. You may use your Memorize ability at any time you can see another creature, without having to wait for them to make an attack. If the creature has multiple attacks, the DM decides which one you learn. Critical Focus At 18th level, you learn to study your opponents’ movements to such an extent that you can duplicate their successes at will. When you or an ally you can see is critically hit by a spell or attack, you may use your reaction to make an Investigation check, DC 20. If you succeed, until the end of your next turn, you can spend 3 Focus points to replace one of your own attack rolls with a natural 20.

5 Wilder Expressions A Wilder's talents can express themselves in one of three different ways. They are often linked to your background - a Wilder who spends a lot of time around beasts may be more likely to take on the Beast Walker expression. Of course, that is not always the case. A Wilder's talents may also be hidden, practiced in secret, until they happen to get in a situation where they suddenly become useful. Beast Walkers are especially adept at duplicating the actions of beasts, developing unusual animalistic qualities while still remaining humainoid. Otherworldly Prodigies are extrordinarily talented at copying the actions of other humanoids. Finally, Channelers are adept at duplicating magical effects that they see others cast. Beast Walker The Beast Walker is often pictured as a feral orphan, left alone in the wild, who survives by living like the wild animals nearby. This is only sometimes true. Whether a small child or not, it takes a flexible mind and a great deal of intellect to be able to study the movements of beasts and train yourself to be like them. Hardy Lifestyle At 1st level, you gain proficiency in Nature, and your hit die for the Wilder class becomes a d10 (this applies to both your maximum HP calculation, as well as your hit dice for healing during a short rest). Feral Instincts Also at 1st level, you develop the instincts of an animal to respond to danger. As a bonus action, you may use 1 Focus point to activate this ability to raise your awareness and prepare to flee if necessary. Until the end of your next turn, if a hostile creature moves next to you, you may use a reaction to move up to half your movement speed without provoking opportunity attacks from that creature. Bestial Aggression At 5th level, you find that you can focus your feral instincts to emulate the attacks of wild animals. You can use your Recall ability to make attacks that you have Memorized from beasts as well as humanoids. Additionally, if you did not already have the ability to do so, you can use your teeth to make piercing attacks and your nails to make slashing attacks, as a part of the Recall ability. Immersive Memory At level 10, you learn to temporarily shift your form to that of the creatures you are imitating. Your attack mimics any secondary effects of the creature's original attack, such as knocking your target prone, or applying a poison. Also, when you use your Memorize ability, if the target made multiple attacks as a part of the same action, you may Memorize any or all of them, as long as you have enough room for that many Memorized actions. Keep track of which attacks can be used together. Then, when you use your Recall action on your turn, you may use multiple attacks as a part of the same action if the original attacks had that property. Unnatural Instincts At 15th level, you expand your capabilities to be able to replicate any creature. You may use your Recall to perform any Memorized weapon or unarmed attack, whether it came from a beast, humanoid, or any other type of creature. Spontaneous Evolution At 20th level, you've spent so much time adapting to all sorts of different creatures, your body is now capable of adapting instantly to recreate the most powerful abilities of those creatures. You can use your Memorize ability to attempt to learn any ability that you see being used, not just weapon attacks. You may use a non-weapon ability as an action on your turn by spending 7 Focus points. If the ability has any special restrictions, such as a dragon's breath weapon having a chance to recharge, those restrictions apply to you as well. This ability cannot be used to recreate spell effects, only innate abilities.

6 Otherworldly Prodigy A Prodigy is a student of people. They watch, listen, and learn. The most talented people in the world spend years developing their various talents, if not longer, but the Prodigy uses their hard work to her advantage. Spend your lifetime learning the greataxe, and you'll be a master of the greataxe. Spend your lifetime learning how to imitate people, and you're a master of everything. Insightful At 1st level, you gain proficiency in Insight. Tunnel Vision Also at 1st level, you gain the ability to focus on your current task at the expense of attentiveness. As a bonus action, you may spend 1 Focus point to activate this ability. Until the end of your next turn you have -2 to your Armor Class and passive Perception, but you gain advantage on your next Investigation check or attack roll. Comprehensive Absorbtion At 5th level, you can become proficient with a weapon just by remembering how it was used. As a bonus action, you may spend 2 Focus points to gain proficiency with one weapon used in an attack that you currently have Memorized. This proficiency lasts for 1 min. Strategic Fighting Also at 5th level, you learn to plan your strikes to take advantage of holes in your opponent's defenses with intelligence, rather than quickness or brute force. You may add your Intelligence modifier to attack and damage rolls with unarmed, ranged, finesse weapons, or a quarterstaff instead of Strength or Dexterity. Expansive Memory At 10th level, you learn to keep track of even more abilities. Your limit of Memorized actions is now equal to twice your Intelligence modifier. You also gain 1 more use of Long Term Memory, allowing you to retain more knowledge after long rests or falling unconscious. Skilled Mind Also at 10th level, when you see another person successfully use a gaming set, musical instrument, tool, or vehicle, you may use a reaction and spend 4 Focus points to Memorize that action. You have proficiency in all objects Memorized in this way. Practiced Combatant By 15th level, your knowledge of the movements of combat is so extensive that you can call on that experience to ensure that each strike draws as much blood as possible. When you hit with a weapon attack, you may use 3 Focus points to add an additional damage die of the same type for that weapon. Intonation Mimicry Also at 15th level, you gain the ability to reproduce speech and language by watching and listening to it. If you encounter someone speaking a language you don't know, at any point, you may use 2 Focus points to make an Investigation check. The DC is 20 minus the number of minutes you've spent listening to this language. If you succeed, you may Memorize this language. You can speak and understand any languages you've Memorized. If you fail the Investigation check, you may not try again until after your next long rest. Transference At 20th level you have found a way to go further than just Memorizing people's actions. With the right inputs, and willing minds, you have discovered precise speech patterns and intonations that can convey physical actions directly to your allies' minds. As an action, you can use 7 Focus points and select one of your Memorized attacks or abilities. Until the end of your next turn, any number of your allies within 60 feet of you can use that attack or have proficiency in that ability. They follow the same rules as you with regards to needing a weapon that does the same type of damage.