wildling
Using the wild world around them as their guides, Wildlings connect spiritually with the natural world, following the teachings of animal spirits to guide them and gain their powers. These powers might include enhanced senses resembling those of the animal spirits, such as heightened sight, smell, or hearing, or the ability to tap into the physical attributes of these animals, allowing them to possess stamina, strength, or agility during critical moments. Wildlings often find themselves outside the edges of civilisation, living a nomadic life with like-minded kin. They embody the rage of their guiding animal when the world needs its vengeance heard.
Many Wildlings mark themselves with signs of the animal aspects they follow, be it claw-scratches etched into their skin, feathers braided into hair, or bones that adorn their attire. They often do this to narrow the rift between themselves and the spirits they follow.
Words of Nature
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts, allowing you to cast the Beast Sense and Speak with Animals spells, but only as rituals.
Wild Aspect
As a Wildling, you draw upon the lessons of the natural world, embodying the instincts and strengths of a single spirit animal. At the end of each long rest, you attune yourself to one of these animals, granting its associated boons for the day.
Vessel of the Aspect
Becoming the vessel of one of the Primal Aspects grants you certain benefits, dependent on your active aspect, you gain the following benefits:
- Bear. While Raging, you have resistance to all damage except psychic damage.
- Eagle. While you're Raging and aren't wearing heavy armor, other creatures have disadvantage on any attack roll against you that is caused by an Attack of Opportunity; Additionally, you can use the Dash action as a bonus action on your turn.
- Elk. While you're Raging and aren't wearing heavy armor, your walking speed increases by 15 feet.
- Tiger. While Raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance.
- While you're , your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you.
Breath of the Spirit
While you are empowered by an animal aspect, your stamina is greatly increased, allowing you to gain a benefit based on the chosen aspect:
- Bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
- Eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, you gain Low-Light Vision for this range if you don't have it already.
- Elk. Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated.
- Tiger. You gain expertise in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival.
Spirit Guidance
You can cast the Commune with Nature spell, but only as a ritual. When you do so, the spiritual version of one the animal you chose for your Wild Aspect appears to you to convey the information you seek.
Aspected Soul
The animal you have become attuned to as a Wildling fully merges with you when you choose your aspect, granting you the full might they provide:
- Bear. While you're Raging, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be Frightened.
- Eagle. While Raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
- Elk. While Raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked Prone and take bludgeoning damage equal to 1d12 + your Strength modifier.
- Tiger. While you're Raging, if you move at least 20 feet in a straight line toward a creature that is up to 1 size category larger than you, right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.