Ulfhednar
The 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.
Bond of the Wolves
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 Creating a Ulfhednar
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?
Taking the pact 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 Quick Build
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,
After this connection is established, the line between their followed by Constitution. Second, choose the outlander
inner animal and conscience mind blends into a blurry mess background from the Player's Handbook.
and this deep ravenous desire to act upon those animalistic
instinct becomes an everlasting companion. They can Optional Rule: Multiclassing
transform into a more primal state to resemble their If your group uses the optional rule for multiclassing in the
benefactor and turn into an instinct driven warrior of legends. Player's Handbook, here's what you need to know if you
The longer their bond is established the more beastlike they choose the ulfhednar as one of your classes.
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.
Class Features
As a ulfhednar, you gain the following class features Ulfhednar
Hit Points Proficiency Beast
Hit Dice: 1d12 per ulfhednar level Level Bonus Features Form Claws Bite
Hit Points at 1st Level: 12 + your Constitution modifier 1st +2
Beast Form,
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
Proficiencies 3rd +2 Beast Lineage 3 1d6 1d8
Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons 4th +2
Ability Score
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
Equipment 7th +3
feature
4 1d8 1d10
You start with the following equipment, in addition to the
equipment granted by your background: 8th +3
Ability Score
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
Beast Form
Ability Score
Calling upon your bestial ancestry you can transform yourself 12th +4
Improvement
5 1d10 1d12
into a more primal form as a Bonus Action.
While you are in Beast Form you can’t use any simple or 13th +5
Beast Lineage
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
strikes. Your natural weapons deal 1d6 + your Strength 16th +5
Improvement
5 1d10 1d12
modifier slashing damage. At 5th level the damage
increases to a 1d8, 1d10 at 11th level, 1d12 at 17th level 17th +6
Beast Lineage
6 1d12 2d6
and 2d6 at 20th level. feature
Bite: In addition, you can make a powerful bite attack, 18th +6 Animal Vigor 6 1d12 2d6
that you can use while you are on your Beast Form. Your
natural weapons deal 1d8 + your Strength modifier 19th +6
Ability Score
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 Natural Senses
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.
Hunting Urge Bleeding Strike
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 Strength modifier. If the creature fails its saving throw, it
the 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
Beast Lineage maximum of half proficiency modifier, rounded down.
Starting at 3rd level, you have become a descent of one of the Any creature can take an action to stanch the wound with a
legendary Wolves that rule the unknown, such as the Descent successful Wisdom (Medicine) check with a DC equal to 8 +
of Fenrir. Your choice grants you features at 3rd level and your proficiency bonus + your Strength modifier. The wound
again at 6th, 10th, and 14th level. also closes if the target receives magical healing.
Ability Score Improvement Blood Rush
When you reach 4th level, and again at 8th, 12th, 16th, and Starting at 14th level, the smell of a fresh wound gets your
19th level, you can increase one ability score of your choice senses tingling. Whenever a creature within 10 feet of you is
by 2, or you can increase two ability scores of your choice by attacked it becomes marked. You gain advantage on marked
1. As normal, you can't increase an ability score above 20 creatures on your next attack roll made against them. After
using this feature. you attacked the creature it loses it's mark. You can mark half
your proficiency modifier creatures simultaneously.
Extra Attack Devouring Maw
Beginning at 5th Level, you can Attack twice, instead of once, Beginning at 15th level, you can use your feral abilities to
whenever you take the Attack action on Your Turn. heal yourself. Your mouth transforms into a vicious maw.
Hateful Strikes 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
Starting at 6th level, your attacks in Beast Form count as the 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
Thick Hide Animal Vigor
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.
Focused Hunt Inner Beast
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.
Beast Lineage
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.
Descent of Fenrir
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.
Daunting Presence
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.
Monstrous Growth
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.
If there isn’t enough room for you to double in size, you You can use this feature a number of times equal to your
attain the maximum possible size in the space available. This proficiency bonus, and you regain all expended uses when
effect can not be counterspelled or dispelled. You can use this you finish a long rest
feature twice per long rest. At 10th level you regain all your Ragnarök Form
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
Gleipnirs Binding
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,
Dreadful Scream 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.
Descent of Hati Alpha Leader
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.
Like Minded
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,
Pack Tactics
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.
Tie Breaker
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.
Pack Howl
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.
Lunar Vanish
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
Fleeting Presence
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.
Intangible Form
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.
Descent of Sköll
As a decent of Sköll, 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. Sköll 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.
Prowling Beast
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.
Unsuspecting Prey
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.
Descent of Garmr
Taunt
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.
Animalistic Vitality
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.
Immovable Force
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.
Unstoppable Charge
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.
Backlash
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.
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Created by: /u/LetsBigSnack
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