Feral Creature

Feral creatures were once civilized, but have now sunk into a primitive, barbarous state. Though they are generally found deep in the harsh wilderness, feral creatures occasionally wander into more civilized areas. Some eventually adapt, but most consider "civilization" too confining.

Feral creatures appear larger, tougher, and meaner than their more sophisticated cousins. Their feral nature tends to be obvious from their pronounced fangs and claws. They speak the same languages as the base creatures from which they were derived.

The feral creature subrace can be applied to any race that has a subrace, and replaces that race's existing subrace options. Alternatively, you can apply this new subrace to a race without subrace options, using the modification options provided in the sidebar.

Ability Score Increase. Your Strength score increases by 1.

Fast Healing. Your body recovers much faster from injury. Once every ten minutes, you may spend a hit die to heal without requiring a short rest.

Natural Armament. Your fingers are tipped with sharp claws. You can roll a 1d4 in place of the normal damage of your unarmed strike, and you are considered proficient with these natural weapons. You can do slashing or bludgeoning damage with your claws.

Feral Stamina. When you roll a hit die to regain hit points, you may reroll any result of 1 or 2. You must keep the new result.