Feral A tanned human lifts a glowing stone club to the sky, calling sun beams to heal his injury. Graceful as the currents, a wood-elf moves wielding a bone tipped spear - piercing through the neck of her hasty attacker. "I was lost, and I am mad - but don't think me lost in madness" X'hon of the Wind, Leader of the Kuany Dune Drifters A Life of Survival Usually self raised and abandoned, the ferals lived tough lives of survival, learning ways to salvage anything and value even the seemingly worthless. Living from a young age with danger hiding in every corner can push anyone slightly to the edge. Ferals grow up in tense environments and as such they sleep light, run fast and fight fiercely. Natural Respect Ferals are no friend to nature but see it as a worthy opponent, whithout whom they lose their very self. They commune with nature, argue with it and channel its energy as way to overcome its own circumstances. A feral will keep with them a small piece of their home wherever they go, if to show their bond to the natural habitat or display silent dominance over it - you may always find a pebble, a leaf or something of sorts in a feral's pocket. Creating a Feral When making a feral think about your relationship with nature. Did a sand storm reap you out of your parents arms? Did you get lost in the woods and fight for your food against the other animals? Did you leave society by choice, ready to embrace a nature who challanged you beyond measure? Consider the reason for your travels. Were you always on the run? Do you with to prove supperiority over the forces of nature or over a society who rejected you? Are you curious of the other chalanges this world has to offer? Quick Build You can make a feral quickly by following these suggestions. First, Strength should be your highest ability score, followed by Wisdom. Second, choose the outlander background. Class Features As a feral you gain the following class features. Hit Points Hit Dice: 1d10 per feral level

1d10 per feral level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per feral level after 1st Proficiencies Armor: Light armor, Medium armor

Light armor, Medium armor Weapons: Club, Dagger, Mace, Spear, Quarterstaff

Club, Dagger, Mace, Spear, Quarterstaff Tools: None

None Saving Throws: Strength, Wisdom

Strength, Wisdom Skills: Choose two from Animal Handling, Intimidation, Medicine, Nature, Perception, Stealth, and Survival Equipement You start with the following equipment, in addition to the equipment granted by your background: (a) A club and a dagger or (b) a mace

(a) An explorer's pack or (b) 10gp worth of trade goods

Leather armor Domri Rade MtG Art by Tyler Jacobson 1

Feral Level Proficiency Bonus Features 1st +2 Familiarity of Home 2nd +2 Ambitions, Salvager 3rd +2 Force of Nature 4th +2 Ability Score Improvement 5th +3 Master of Provisionality 6th +3 Ambitions, Force of Nature Feature 7th +3 Corosive Strikes 8th +3 Ability Score Improvement 9th +4 Hunter's Instincts 10th +4 Force of Nature Feature, Master of Provisionality 11th +4 Feral Drive 12th +4 Ability Score Improvement 13th +5 Nomad 14th +5 Feral Drive, Reuse 15th +5 Force of Nature Feature 16th +5 Ability Score Improvement 17th +6 Force of Nature Feature, Feral Drive 18th +6 Natural Disaster 19th +6 Ability Score Improvement 20th +6 Feral Drive, Cataclismic Familiarity of Home The feral has a special connection to the habitat they grew in. When picking the feral class pick a favorite terrain type (preferably where the character grew). While in favorite terrain: You have advantage on Wisdom (Survival) checks

You have advantage on Wisdom (Animal Handling) checks

You gain additional movement speed equal to 5 times your Wisdom modifier (minimum of 1) Ambitions Your aspirations and will to overcome challanges drive you forward. When reaching 2nd level you learn to channel those thoughts into acts. You have an amount of Ambition Points equal to your Wisdom modifier (minimum of 1). You can expend these points to utilize feats as decribed below. You regain all expended Ambition Points once you finish a long rest. Starting at 6th level you regain all expended Ambition Points once you finish a short or long rest. Art by Joan Pique Llorens Salvager Also at 2nd level, your sense of improvisation and defensive instincts let you wield anything to protect yourself. You are proficient with any improvised weapons. In addition, after rolling damage for a natural or improvised weapon you may spend 1 Ambition Point. If you do, replace the roll's outcome with the maximum damage possible for that weapon and add your Wisdom modifier (minimum of 1) to the damage dealt. An improvised weapon will break once you've dealt maximum damage with it by any means. Force of Nature At 3rd level you pick a force of nature you aspire to become. Choose one from the Forces detailed at the end of the class description. The Force you choose grants you features at 3rd level and again at 6th, 10th, 15th, and 17th level. Ability Score Improvement When you reach 4th level, and again at 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. Master of Provisionality Starting at 5th level, you may spend your time to make any simple weapon out of solid natural materials worth at least the weapon's cost and have at least it's mass. You are proficient with any weapon you made this way. You must succeed on a Wisdom (Survival) check or lose any materials used in the process. You have advantage on the roll if you spend twice as much time as required. Starting at 10th level you may also create martial weapons using Master of Provisionality. Materials' Rarity Weapon + Cost Hours DC Common / Uncommon 0 x1 8 12 Rare +1 x2 12 17 Very Rare +2 x4 16 22 Legendary / Mythical +3 x8 24 27 Corosive Strikes At 7th level the natural energy is part of you and your will part of it. When you deal damage using a natural or improvised weapon to a creature wearing non-natural armor you may spend 1 Ambition Point and reduce this creature's AC by 1 untill the start of your next turn. You may spend additional Ambition Points to reduce that creature's AC by an additional 1 for each point spent. 2

Hunter's Instincts When reaching 9th level your keen mind and reflexes channel your environment through you in order to deliver a swift kill. Whenever an enemy provokes an attack of opportunity against you or another ally within half your walking speed, as a reaction you may spent 1 Ambition Point to move up to your speed to that enemy and make an unarmed strike against them. On a successful hit you deal bonus damage equal to your Wisdom modifier (minimum of 1) + your Feral level. Feral Drive Starting at 11th level, when you spend at least 1 Ambition Point to activate a feature that lets you deal damage, you may spend 1 aditional point to empower it with your Feral Drive. Empowered features let you, as part of the first damage roll, deal additional 1d6 damage for each Ambition Point spent on that feature beyond the 1st. The damage dealt using this feature grows at 14th level (1d8) and again at 17th (1d10) and 20th (1d12). You may use Feral Drive no more than once a turn. Nomad Starting at 13th level the feral uses their adaptive ways and accumulated wisdom to feel comfortable wherever they go. After spending 24 hours within a certain terrain you may attune to it and have it become you new favorite terrain. Eat or be Eaten Also starting at 13th level, you can make a bite attack against creature dealling piercing damage equals to 2d6 + your Strength modifier. On success you may spend 1 Ambition Point to regain as much hitpoint as you've dealt. Natural Disaster Starting at 18th level, melee attacks you make with natural or improvised weapons are 10 feet cone attacks. You may spend 1 Ambition Point when you attack to avoid hitting certain targets. If you do, you may empower that attack using Feral Drive. Cataclismic At 20th level you are an earthbreaking power. Enemies who end their turn within 10 feet of you must make a Constitution save. On a failed save they take 3d12 fire damage and are knocked prone. If they end their in Cataclismic range while already prone they automaticaly fail the save and take aditional 1d12 bludgeoning damage. Force of Nature Wild energy and primal forces swirl along with the feral's sense of survival and grant them understanding of the powers of the environment. The ferals respect these forces and with a sense of ambition follow them in their path. Force of the Tide The sea is fickle but you've learn to predict its patterns. Flowing with the water's movement you know when to push and when to let go. Drift Starting when you choose this path at 3rd level, when a creature within 5 feet of you makes a melee atack against you, you may use your reaction to attempt a grapple against the attacking creature. You gain advantage on this roll, and on a successful grapple you both move 5 feet in the direction of the attack without provoking an attack of opportunity on your behalf. Crushing Wave When reaching 5th level you learn the sway of the waves and walk in their pattern. You may, as a bonus action spend 1 Ambition Point to ready a melee attack for when an enemy enters melee range. You have advantage on the attack. Drown Starting at 10th level, when landing a melee attack on a creature using a natural or improvised weapon you may use 1 ambition point to create water aroud their body and breathing organs to cause them to drown. At the start of their they must succeed on a DC 15 Constitution save or end their turn, still drowning. Creatures who don't need to breath or can breath under water are immune to the effects of this feature. You may use this feature only once per short or long rest. Whirlpool When reaching 15th level you can utlitize the push and pull of forces around you. As an action you may spend 1 Ambtion Point to create a whirlpool around where you stand. Large and smaller creatures standing within 20 feet of of the whirlpool's center must succeed on a DC 15 Constitution save or be pulled 10 feet towards the center of the whirlpool. On a roll of 5 or less they also fall prone. Creatures whoe enter or start their turn in the whirlpool must make the same save and suffer the same results upon failure. The whirlpool lasts until the start of your next turn, counts as rough terrain and does not follow you. Tsunami At 17th level your calm preperation and plain force roots dread in any whitnesses. As an action on your turn you may pay 1 Ambition Point to start the ebb. For each of your next turns up to a max of you Wisdom modifier (minimum of 1) you may spend your bonus action to maintain the ebb. As an action on any of these turns you may, you may release the force of the tsunami You must do so when you can no longer maintain the ebb. When you do, you force creatures in a 60 feet cone in front of you make a DC 17 Dexterity save. On a failed save they fall prone and take 2d12 bludgeoning damage for each turn maintaining the ebb including the first. They take half as much on success. Creatures damaged by the tsunami must also pass a DC 17 Wisdom save or become frightened of you untill the start of your next turn. You may spend 1 Ambition Point when releasing the tsunami to avoid hitting certain creatures. 3