Ulfhednar: Ulfhednar Ulfhednar Ulfhednar Ulfhednar

Download as pdf or txt
Download as pdf or txt
You are on page 1of 9

Ulfhednar


 

Protecting their comrades with her life, like a wolf mother  

shielding her cubs, stood a young orcish woman between a  

crowd of gnolls and her comrades. She did not care if she
 
would make it out alive, the only thing that mattered to her
 
was to keep her pack safe. She smirked after they were out of
 
eminent danger, starting to transform. With her new bestial

form, she turned the tides of battle to her favor and won.  

A ferocious Beast, air condensing with every breath, faced  

against a hill giant. With every swing from its claw, the giant  
began to despair. Fear growing ever so large until the giant
 
took its last breath. After the battle was over the beast turned
 
into a human and continued his journey like nothing

happened at all.  

Knowing full well that the young dwarf could use some  

further help locating a person near and dear to him, he  

started calling for additional help. After a short while, four


 
Wolves were summoned out of thin air. He commanded them
 
to search for the person. With five sharp noses rather than
 
one, the hunt was finished within a few minutes.

  

There is an inner beast inside every one of us, but only a  

certain few unleash their inner ferocity and rage. Drawing  

upon the strength of a beast of long forgotten legends the  


ulfhednar are capable to transform into them. Their
 
connection to this beast is not limitless and they can only
 
transform for a certain number of times in a day.
 
Taking every opportunity to take part in a hunt and

furthering their skill the ulfhednar are uncomfortable to just  

sit around and vegetate. Ulfhednar come alive in the midst of  

a hunt. They value their own strength and connection to

nature the most and would never willing harm a weaker 
creature unleased provoked or needing to protect their
When creating an ulfhednar character, think about where
companions. They thrive in nature: forests, swamps, or
your character comes from and his or her place in a group.
grasslands are their natural habitat and the places where
Talk with your DM about an appropriate origin for your
they hunt the most.
ulfhednar. Did you grow up with likeminded people forming a

 pack, making you unaccustomed to a normal society?

Consider why they became an adventurer. Why did they leave

During a ulfhednar lives they become connected to one of the their home? What feat did they accomplish to let a legendary

beasts of legends, either through their lifestyle or some feats creature give them, their power?

they have accomplished. This beast’s value companionship,

bloodlust, and strength more than anything, if one lives be



these values, they become willing to form a bound and share You can make a ulfhednar quickly by following these

their strength and experience with them. suggestions. First, put your highest ability score in Strength,

followed by Constitution. Second, choose the outlander


After this connection is established, the line between their
background from the Player's Handbook.
inner animal and conscience mind blends into a blurry mess

and this deep ravenous desire to act upon those animalistic

instinct becomes an everlasting companion. They can



If your group uses the optional rule for multiclassing in the
transform into a more primal state to resemble their
Player's Handbook, here's what you need to know if you
benefactor and turn into an instinct driven warrior of legends.
choose the ulfhednar as one of your classes.
The longer their bond is established the more beastlike they

become, drawing upon the characteristic of their inner beast. Ability Score Minimum. As a multiclass character, you

must have at least a 13 in Strength to take a level in this

class, or to take a level in another class if you are a ulfhednar.

Proficiencies Gained. If ulfhednar isn't your initial class,

here are the proficiencies you gain when you take your first

level as a savant: one skill from the ulfhednar skill list and

light armor.

As a ulfhednar, you gain the following class features Ulfhednar
 Proficiency Beast
Hit Dice: 1d12 per ulfhednar level
Level Bonus Features Form Claws Bite
Hit Points at 1st Level: 12 + your Constitution modifier Beast Form,
1st +2 2 1d6 1d8
Hit Points at Higher Levels: ld12 (or 7) + your Constitution Natural Senses
modifier per ulfhednar level after 1st
2nd +2 Hunting Urge 2 1d6 1d8
 3rd +2 Beast Lineage 3 1d6 1d8
Armor: Light armor, medium armor
Ability Score
Weapons: Simple weapons, martial weapons 4th +2 3 1d6 1d8
Tools: None
Improvement
Saving Throws: Strength, Constitution 5th +3 Extra Attack 3 1d8 1d10
Skills: Choose two from Animal Handling, Athletics
6th +3 Hateful Strikes 4 1d8 1d10
Intimidation, Nature, Perception and Survival

Beast Lineage
 7th +3
feature
4 1d8 1d10
You start with the following equipment, in addition to the
Ability Score
equipment granted by your background: 8th +3 4 1d8 1d10
Improvement
(a) a Greatsword or (b) any martial melee weapon
9th +4 Thick Hide 5 1d8 1d10
(a) a Greatclub or (b) any simple melee weapons

(a) an explorer's pack 10th +4 Focused Hunt 4 1d8 1d10


11th +4 Bleeding Strike 4 1d10 1d12

Ability Score
12th +4 5 1d10 1d12
Calling upon your bestial ancestry you can transform yourself
Improvement
into a more primal form as a Bonus Action.
Beast Lineage
While you are in Beast Form you can’t use any simple or 13th +5 5 1d10 1d12
martial weapons. In addition, your armor can’t keep up and
feature
you gain a new AC. 14th +5 Blood Rush 5 1d10 1d12
Claw: In your Beast Form you gain Claws as a Natural 15th +5 Devouring Maw 5 1d10 1d12
Weapons. These natural weapons replace your unarmed
Ability Score
16th +5 5 1d10 1d12
strikes. Your natural weapons deal 1d6 + your Strength
Improvement
modifier slashing damage. At 5th level the damage
Beast Lineage
increases to a 1d8, 1d10 at 11th level, 1d12 at 17th level
17th +6 6 1d12 2d6
and 2d6 at 20th level.
feature
Bite: In addition, you can make a powerful bite attack, that 18th +6 Animal Vigor 6 1d12 2d6
you can use while you are on your Beast Form. Your
Ability Score
natural weapons deal 1d8 + your Strength modifier 19th +6 6 1d12 2d6
piercing damage. At 5th level the damage increases to a
Improvement
1d10, 1d12 at 11th level, 2d6 at 17th level and 4d6 at 20th 20th +6 Inner Beast 6 2d6 4d6
level.

When you attack with your claw using the Attack action,

you can make one additional claw attack as part of the

same action.

Natural Armor: During your transformation, your whole



body becomes covered in fur, your Armor Class equals 13

+ your Strength modifier. At 1st level, your connection with a legendary beast allows

You have superior vision in dark and dim conditions. You you to experience the world through its eyes, hears and nose.

can see in dim light within 60 feet of you as if it were You have advantage on Wisdom (Perception) checks that rely

bright light, and in darkness as if it were dim light. You on hearing or smell. Furthermore you gain proficiency in the

can’t discern color in darkness, only shades of gray. Perception skill. If you are already proficient in the skill, you

gain expertise and have advantage on Perception checks at


Your Beast Form lasts your Ulfhednar Level in minutes. It night.
ends early if you are knocked Unconscious. You can also end

your Beast Form on Your Turn as a Bonus Action.

Once you have used your Beast Form the maximum

number of times for your Ulfhednar level, you must finish a

Long Rest before you can use Beast Form again. You may

transform 3 times at 1st level, 4 at 5th level, 5 at 9th level, 6 at

13th level and 7 at 17th level.


   

   

   

   

   

   

   

   

   

   

   

   

   

   

 
By 2nd level, your inner beast longs for a good hunts and Beginning at 11th level, when you hit a creature with your

takes every opportunity to take part in them. When a creature claw attack, the target must make a Constitution saving

ends its turn within your walking speed, you can use your throw with a DC equal to 8 + your proficiency bonus + your

reaction to move up to half your speed to a space closer to the Strength modifier. If the creature fails its saving throw, it

creature. This movement doesn't provoke opportunity must take 1d6 necrotic damage at the start of each of its

attacks. turns due to a gashing wound. This damage cannot be

reduced or prevented in any way. This features stacks to a

 maximum of half proficiency modifier, rounded down.

Any creature can take an action to stanch the wound with a


Starting at 3rd level, you have become a descent of one of the
successful Wisdom (Medicine) check with a DC equal to 8 +
legendary Wolves that rule the unknown, such as the Descent
your proficiency bonus + your Strength modifier. The wound
of Fenrir. Your choice grants you features at 3rd level and
also closes if the target receives magical healing.
again at 6th, 10th, and 14th level.

 
Starting at 14th level, the smell of a fresh wound gets your
When you reach 4th level, and again at 8th, 12th, 16th, and
senses tingling. Whenever a creature within 10 feet of you is
19th level, you can increase one ability score of your choice
attacked it becomes marked. You gain advantage on marked
by 2, or you can increase two ability scores of your choice by
creatures on your next attack roll made against them. After
1. As normal, you can't increase an ability score above 20
you attacked the creature it loses it's mark. You can mark half
using this feature.
your proficiency modifier creatures simultaneously.

 
Beginning at 5th Level, you can Attack twice, instead of once,
Beginning at 15th level, you can use your feral abilities to heal
whenever you take the Attack action on Your Turn.
yourself. Your mouth transforms into a vicious maw. Once on

 each of your turns when you damage a creature with your

bite, you regain a number of hit points equal to half of the

Starting at 6th level, your attacks in Beast Form count as damage dealt. You can use this feature a number of times

magical for the purpose of overcoming resistance and equal to your proficiency bonus, and you regain all expended

immunity to nonmagical attacks and damage. uses when you finish a long rest

 
Upon reaching 9th level, while you are transformed your thick Upon reaching 18th level, all your attack rolls count as a

hides shields you from some of the basic attacks targeted at critical hit on a rolled 19 and 20.

you. You have resistance to bludgeoning, piercing, and Additionally when you roll initiative and have no uses of

slashing damage. your Beast Form left, you regain one use.

 
A focused Hunter is a successful Hunter, you ignore any other At 20th level, your connection with your primal soul gets even

distraction what would stop you form keeping your eye on the stronger allowing you to inherit their true strength. Your

prey. Starting at 10th level, you can’t be charmed or Strength scores increases by 4. Your maximum for this score

frightened. is now 24.



 

At 3rd level, a Ulfhednar gains the Beast Lineage feature. The  

following Beast Lineages are available to a savant: Descent of  

Fenrir or Descent of Hati. Your Beast Lineages grants you


 
features at 3rd, 7th, 13th, and 17th level.
 

  

 
As a decent of Fenrir, you take your power form one of the
 
most daunting creatures who ever existed. Fear and Strength
 
are your main domains. With each attack and move you strike

doubt and fear into your enemies. As you enter battle, Fenrir’s  

ever growing size allows you to become even more powerful.  

  

 
Beginning at 3rd level, you have advantage on Intimidation

checks. Additionally, if you are attacked, you can use your  

reaction to try to frightened the attacker. The creature within  

must succeed on a Wisdom saving throw with a DC equal to  


8 + your proficiency bonus + your Strength modifier or be
 
frightened of you for l minute. The frightened creature can
 
repeat the saving throw at the end of each of its turns, ending

the effect on itself on a success.  

  
Starting at 3rd level, you have the ability to grow to an
 
monstrous size to fight your enemies. You can use a bonus
 
action to gain the following benefits for one minute:
 

Your size doubles in all dimensions, and your weight is


 
multiplied by eight.
 
Your size increases by one category. If you were Small,
 
now you are Medium. If you were Medium, now you are

Large.  

You have advantage on Strength checks and Strength  

saving throws.
 
Your natural weapons also grow to match your new size.
 
While your claws and fangs are enlarged, you deal 1d4
 
extra damage when you make weapon attacks with them.

You can use this feature a number of times equal to your


If there isn’t enough room for you to double in size, you proficiency bonus, and you regain all expended uses when
attain the maximum possible size in the space available. This you finish a long rest
effect can not be counterspelled or dispelled. You can use this

feature twice per long rest. At 10th level you regain all your 
expended uses of this feature when you finish a short or long At 17th level, you can use a bonus action to consume two

rest. uses of Monstrous Growth, instead of one, to grow even

larger. While you are in this form, you gain the following
 benefits in place of the Monstrous Growth feature's benefits:

From 7th level on, you can forgo your movement to make

another action on your turn. Gleipnirs Binding must be Your normal size quadruples in all dimensions, and your

declared at the start of your turn. You can't use this feature weight is multiplied by sixty four.

again until you finish a long rest. Your size increases by two categories of your original. If

you were Small, now you are Large. If you were Medium,

 now you are Huge.

Upon reaching 13th level, while you are in Beast Form you You have advantage on Strength checks and Strength

can release a devastating howl as an action. Up to three saving throws.

creatures you choose within a 20-foot radius must succeed Your natural weapons also grow to match your new size.

on a Wisdom saving throw with a DC equal to 8 + your While your claws and fangs are enlarged, you deal 2d4

proficiency bonus + your Strength modifier. If the creature extra damage when you make weapon attacks with them.

fails its saving throw, it must take 6d4 psychic damage. Your fur grows even thicker, you gain a +1 bonus to AC.

 
 
Starting at 17th level, you can choose a number of other
As a decent of Hati, the pack is you and you are the pack. willing creatures you can see within half your speed of you
Family and Companionship are your main domains. To equal to your Constitution modifier (minimum of one
protect your friends is your main purpose in life. Even if you creature). You gain d6 temporary hit points for each creature
are outnumbered you can turn the battle in your favor with that accepts this feature, the chosen creatures gain half of the
the summoning of canine allies. Every canine has a deep temporary hit points rolled. Additionally your strong presence
connection to the moon and Hati is the own, who is every give your companions hope, chosen creatures can not be
chasing the moon. frightened or charmed.

You can use this feature only once per battle. You can use
 this feature a number of times equal to your proficiency
At 3rd level, Ulfhednar can now think like canines and can
bonus, and you regain all expended uses when you finish a
pick up on the subtle body language and cues they use to
long rest.
communicate. You gain advantage on Animal Handling and

Persuasion when attempting an animal handling check on a

canine. This applies to all dog like creatures including

demonic and magical. But it does not apply to any other type

of animal. Furthermore you gain proficiency in the Animal

Handling skill. If you are already proficient in the skill, you

gain expertise,


At 3rd level, you gain advantage on attack rolls against a

creature if at least one of the your allies is within 5 ft. of the

creature and the ally isn't incapacitated.


Beginning at 7th level, your speed increases by 10ft. Once per

turn, you can deal an extra 3d6 damage to one creature you

hit with an attack if there is more than one creature within

10ft.


Starting at 13th level, you can call the Wolves for help. You

can howl to the skies and call forth wolves. You must howl for

1 minute, and roll a d8, to see what creatures you have

summoned:

d8 Creatures
1-5 5 Wolves
6-7 3 Dire Wolves
8 2 Winter Wolves

The creature remain by your side for 2 hour. The

summoned wolves are friendly to you and your companions.

Roll initiative for the summoned wolves as a group, which

have their own turns. They obey any verbal commands that

you issue to them (no action required by you). If you don’t

issue any commands to them, they defend themselves from

hostile creatures, but otherwise take no actions.

You can use this feature once per long rest. At 10th level

you regain all your expended uses of this feature when you

finish a short or long rest. Upon reaching 13th level you can

use this feature twice per short or long rest.

 
  
  Starting at 7th level, you can us a bonus action to cloud

  yourself in darkness. Magical darkness spreads from you to

fill a 15-foot-radius sphere for a duration of 1 minute. The


 
darkness spreads around corners. A creature with darkvision
 
can't see through this darkness, and nonmagical light can't
  illuminate it. You can use this feature a number of times

  equal to your proficiency bonus, and you regain all expended

  uses when you finish a long rest.

Additionally, you can now see in darkness as if it were


 
bright light, including magical darkness
 

  
  You can use the shadows to help you move past any obstacle.

  At 13th level the ulfhednar can move through a space as

narrow as 1 inch wide without squeezing. When within an


 
area of shadows or dim light, you can use the Hide action
 
even if you are being observed.
 

  
  Starting at 17th level, you can dodge in unforeseen ways, you

become like a shadow nearly untouchable. Whenever a


 
creature makes an attack roll against you and doesn't have
 
advantage on the roll, you can use your reaction to impose
  disadvantage on it. You must use this feature before you

  know the outcome of the attack roll.


As a decent of Sk öll, the shadow and betrayal are your main
domians. Lurking in the shadow awaiting the perfect chance

to attack the prey is your typical strategy. Living in darkness

and using it to your advantage is your true calling. Sk öll you


is destined to shallow the sun and bring darkness upon this

lands. Starting at 9th level, you have advantage on a Dexterity

(Stealth) check if you move no more than half your speed on

the same turn.


The shadows of the night cover your movements and

presence. At 3rd level you have advantage on a Dexterity

(Stealth) check if you move no more than half your speed on

the same turn.


At 3rd level, during your first turn, the ulfhednar has

advantage on Attack rolls against any creature that hasn't

taken a turn. Any hit the ulfhednar scores against a surprised

creature is a critical hit.

 


Starting at 3rd level, you can use a bonus action to taunt a

creature of your choice. The chosen creature must make a

Charisma saving throw with a DC equal to 8 + your

proficiency bonus + your Constitution modifier. On a failed

save, the enemy has disadvantage against creatures which

are not you with melee attacks for one minute. You can use

this feature a number of times equal to your proficiency

bonus, and you regain all expended uses when you finish a

long rest.


Beginning at 3rd level, your hit point maximum increases by

2 points, and it increases by 1 every time you gain a ulfhednar

level. At 13th level, your hit point maximum increases by an

additional 13 points, and it now increases by 2 every time you

gain a ulfhednar level.


An imperfect offense will utterly fail to harm you. Beginning

at 7th level, whenever you are subjected to an effect that

allows you to make a saving throw to suffer half damage, you

instead suffer no damage or effects on a successful save, or

half damage on a failed save. Additionally creature cannot

push you push you make.


At 13th level, your become incredibly difficult to stop, or even

slow down. You are unaffected by nonmagical difficult terrain,

and you have advantage on ability checks and saving throws

against spells and effects that would reduce your speed, and

against the grappled, restrained, or paralyzed conditions. If an

effect would reduce your speed by a specified amount, such

as the spell ray of frost, the speed reduction is halved.


At 17th level you can us a reaction, when you are hit by a

melee attack, you lash out at your attacker, dealing force

damage equal to your 3d8 + Strength Modifier.


Ulfhednar
A primal new class for the world's greatest
roleplaying game. Dominate your foes and aid to
your allies.

Version: 1.0
Created by: /u/LetsBigSnack

Feedback | Suggestion
Folstag-Aryava
CosmicWolf14
Nintendo_Nerd_04
agenderarcee
Comrade-Blin
OblivinHunter

Artist Credits:
Cover: Anna Podedworna
Page 1: Bruno Biazotto
Page 3: Bogna Gawrońska
Page 4: Lorenzo Mastroianni
Page 5: Anna Podedworna
Page 6: Anna Podedworna
Page 7: Diego de Almeida Peres
Back: Katarzyna Bekus
D&D Watercolor Stains: Jared Ondricek

WWW.GMBINDER.COM

You might also like