Wildling Class Writing, Design, and Layout by Jeff C. Bugbee (https://magevs.monster) Art by Ink Potion Studios: Carlos Castilho: pgs. 2, 3, 6, 8, 9. Geraldo Marinho: pg. 7 Yuri Perkowski Domingos: pg. 14 Daniel F. Walthall: pgs. 1, 3, 14, 15. www.patreon.com/inkpotionstudios This work features art by Daniel F. Walthall, found at: drivethrurpg.com/product/181517, available under a CC BY 4.0 license: creativecommons.org/licenses/by/4.0/ Mage vs. Monster Wildling Class is an independent product published under the Shadowdark RPG Third-Party License and is not a liated with The Arcane Library, LLC. Shadowdark RPG © 2023 The Arcane Library, LLC. ffi 1 BONDED BUDDIES As connected companions, these warriors embody raw supernatural power fueled by the wilds of nature. Wildlings are erce protectors of their clans and lands. Feral at Heart Wild beasts are dangerous even after training with experts. A Wildling is no exception. A Wildling may come from a settlement or a city. Once drawn into the wilds, they lose their domestication gaining ferocity from their companion. Companion Advancement Like their wildling friend, companions also level up. Talent rolls are shared based on results or by choice. Use the Shadowdark rules for Level Advancement. Companions roll their own hit point advancements based on the Wildling’s hit dice. Grok and “Legs” “Quiet now little Legs…we won’t eat tonight if you make a peeps-see. You’s such a good little spiderling…ssss. - Grok Grumbum, Wildling fi 3 WILDLING CLASS Lethal hunters protecting the wilds and their pack. Friend to all creatures and a force of supernatural power. Companion. You have a beast friend that you are bonded to. This beast companion will fight with and protect you. Weapons: Dagger, longbow, greataxe, Hud’s axe (new), spear Untamed. You and your beast may lose control. When outnumbered by enemies 3 to 1 party size, you and your companion gain Feral attacks. Armor: leather armor, carapace armor (new), scale armor (new), shields Hit Points: 1d8 per level Beast Linguist. You are able to speak simple concepts to any willing beast or monster. Ex: See dragon? Where lake? Naturist: You have advantage on checks associated with: • Animals & Beasts • Navigation • Stealth • Tracking WILDLING TALENTS 2d6 2 E ect Add 1d4 to Feral damage rolls 3-6 Add +1 point to two different stats (PC or companion) 7-9 +2 to Strength or Dexterity stat for you or companion 10-11 Gain your companions Talent or add +1 to Feral attack 12 Choose a talent or +2 points to distribute to stats ff 4 WILDLING TITLES Level Lawful Chaotic Neutral 1-2 Beastmate Beaster* Nomad 3-4 Vet Beast Raider Beastkin 5-6 Overseer Rampager Speaker for the Beast 7-8 Watchers Beastmaster Alpha 9-10 Chief Monster Lord Fabled * Beaster is a derogatory term hated by most wildlings. NPCs will find themselves in trouble with Good or Neutral wildlings. NEW ARMOR Armor Value Gear Slots Base AC Properties Carapace 30 gp 1 11 + DEX None Scale 100 gp 2 13 Disadv stealth Wildlings must quest for these armors. See downtime pg 12. NEW WEAPON Weapon Cost Type Range Damage Properties Hud’s Axe 15 gp M/R C/N 1d6 F, Th Finese (F). Use STR or DEX when attacking. Thrown (Th). Use STR for a ranged attack. 5 COMPANIONS ‒GIANT BATLING‒ Leathery, condor-sized mammal that craves beast meat. AC 12 | HP 6 | MV near (fly) AL N | LV 1 ATK 1 bite +2 (1d6) S-1|D+2|C+)|I-3|W+1|Ch-3 Rend. On DEX contest win, a flying bite deals +2 damage. Feral. Outnumbered 3 to 1, close companions add +1 damage to attacks won. 6 COMPANIONS ‒GIANT DUNG-BEETLE‒ A trundling, barrel-sized beetle with a T-shaped horn. AC 13 | HP 5 | MV near | AL N | LV 1 ATK 1 horn +1 (1d4 + knock) S+1|D-1|C+1|I-3|W+0|Ch-3 Knock. DC 9 STR or pushed a close distance and fall down. Feral. Outnumbered 3 to 1, close companions add +1 damage to attacks won. 7 COMPANIONS ‒PANTHER CUB‒ ‒OWLBEAR CUB‒ Supple large cats with blueblack fur. Stealthy hunters. Cantankerous bears with owl eyes, beaks, and feathers. AC 12 | HP 5 | MV near (climb) AL N | LV 1 AC 13 | HP 7 | MV near (climb) AL N | LV 1 ATK 1 bite +2 (1d6) ATK 1 claw +1 (1d6) S+1|D+1|C+1|I-2|W+1|Ch+0 S+1|D-1|C+1|I-3|W+0|Ch-3 Stalk. Deals +1 damage if successful on stealth attack. Pin Peck. Deals 1d6 damage if wins STR contest with target. Feral. Outnumbered 3 to 1, close companions add +1 damage to attacks won. Feral. Outnumbered 3 to 1, close companions add +1 damage to attacks won. 8 COMPANIONS ‒GIANT SPIDERLING‒ Eight, thick legs attached to a plump abdomen. A protective tree or cave dweller great at trapping prey. AC 13 | HP 5 | MV near (climb) AL N | LV 1 ATK 1 bite +2 (1d4 + poison) S+1|D+2|C+0|I-2|W+1|Ch-2 Poison. DC 12 CON or enemy is paralyzed 1d4 rounds. Feral. Outnumbered 3 to 1, close companions add +1 damage to attacks won. 9 COMPANIONS ‒BIG STINGBAT‒ Darting, burnt orange insect-bat with four wings and needlelike beak and clawed feet. AC 13 | HP 5 | MV near (fly) AL N | LV 1 ATK 1 bite +2 (1d4 + drain) S-1|D+1|C+0|I-2|W+1|Ch-2 Drain. Attach to bitten target; auto-hit the next round. DC 12 STR on turn to remove. Feral. Outnumbered 3 to 1, close companions add +1 damage to attacks won. 10 fi COMPANIONS ‒WOLVERINE KIT‒ ‒WOLF CUB‒ Dark furred, fanged, and ercely clawed predators resembling small bears with a powerful bite. A wild canine with young gray fur, yellow eyes, and savage teeth matched with a strong jaw. AC 13 | HP 5 | MV double near AL N | LV 1 AC 12 | HP 5 | MV double near AL N | LV 1 ATK 1 bite +1 or 1 claw +1 (1d6) ATK 1 bite +2 (1d6) S+1|D+1|C+1|I-2|W+1|Ch-2 S+1|D+1|C+1|I-2|W+1|Ch+0 Rage. 1/day, immune to morale checks, +1d4 damage (3 rounds). Pack Hunter. Deals +1 damage while an ally is close. Feral. Outnumbered 3 to 1, close companions add +1 damage to attacks won. Feral. Outnumbered 3 to 1, close companions add +1 damage to attacks won. 11 DOWNTIME As with other downtime rules, you may only select one activity. Armored and Allied Armorer. You and your companion head out into the wilds to nd materials for carapace or scale armor. Roll on the Armor tables to discover what you nd. Ally Search. To randomize your companion selection or to help a Lost wildling, roll on the Companion tables. When a companion dies in combat, a wildling becomes Lost. A companion picks their new wildling ally. Telling Tales GMs should take full advantage of the chance to embellish and role-play these outcomes. ARMOR QUEST Gold Quest Bonus 10 gp Delve nearby dungeon and use local armorer +0 50 gp Forage nearby environs using tribal armorer +1 150 gp Travel 3 days into environs then use local +2 300 gp Remote environs, storied wildling armorer +3 armorer’s “vouched for” armorer friend Raid legendary environs utilizing a fabled wildling armorer famed for spectacular armor 1000 gp +4 fi fi 12 ARMOR REWARD D6 Result XP A snake-infested cultist tomb yields giant snake skin. +2 You don Snake Leather Armor AC 11 + DEX. The dungeon was overrun with mad giant dung-beetles. +2 2 You get Horned Helm Carapace and gain the Knock talent. AC 11 + DEX You slew a tortucan turtlefolk torturer. Your armorer +3 3 makes a Camo Carapace AC 12 + DEX +1 to Hide 1 4 You hunt down a rogue crocodile. Your armorer tans and +3 assembles Croc Scale Armor AC 13 + DEX 5 A wildling tribe asks for help removing an ankheg. They fashion Ankheg Carapace AC 13 + DEX, with advantage +4 on acid saves The desert yields a dead giant scorpion. A caravan’s 6 armorer crafts Scorpion Carapace AC 13 + DEX + with advantage on poison saves +4 A coastal village found a dead megalodon shark. The 7 armorer makes Tooth Scale AC 13 + DEX+ Tooth Pauldrons. Impale. Charge near on hit 1d6 damage +5 8 Giant land crab? Lakeside villagers celebrate your victory with Crab Carapace AC 14 + up to 9 crab rations You help a desert clan defeat a Purple Worm. The clan 9 armorer creates Purple Carapace AC 15 + Arrows of Purple poison (10) 1d10 for 2 rounds +5 +6 You strike a deal with a Fire Dragon, securing scales in barter for a dragon’s favor to be called in at any time. The +6 10 renowned wildling armorer crafts Dragon Scale Armor AC 17 and granting fire immunity 13 COMPANION RUMORS Gold Quest 0 gp You explore nearby a woods, jungle, or caverns. +0 10 gp You pay the local reeve to find good hunting spots. +1 Bonus 50 gp The Beast Guild offers passage to a remote location in the wild that is creature-infested. 100 gp You help a trusted ranger who guides you to a perilous wilderness in need of care. 300 gp You were robbed and become entangled. You learn there is a very dangerous beast involved. +2 +3 +4 COMPANION SEARCH D4 Result 1 XP A cavern overrun with insane giant dung-beetles leaves +2 behind a tame youngster. It bowls you over with love. 2 You encounter a giant batling caught in an ettercap web. +2 A big stingbat adopts you, flying circles around your head when you chase off a dretch demon. In a dark holt, you rescue a wolf cub that was trapped by 4 an imp devil. Is your soul still safe? You fall into a deep pit. Your calls for help lure a giant 5 spiderling to your aid. As you explore the jungle, you feel watched. A panther 6 pounces on you and starts licking your face. 3 +2 +3 +3 +3 7 A cornered wolverine kit threatens to shred you. A shared meal of jerky makes you a new friend. +4 8 You find a dead adult owlbear, attacked by undead. As you wander, an owlbear cub adopts you as its mother. +4 14 OPTIONAL RULES As GM, allowing players to have a companion, a 2nd character, drastically changes the game. If you run a large group, you may want to limit companions capabilities with the following options. Squishy Companions. Your companion does not level with you. If a companion dies, use Ally Search downtime rules to find a new friend. Hey GMs, please offer storied options! Feral Attacks. Limit Feral attack opportunities to companion only or remove it entirely. No Companions. Remove companions as an option. Offer players the ability to call in beast help. Create roleplaying scenarios where your player can influence a creature to aid in a battle or perform a feat of assistance. Companions can be NPCs. Lean into the role-play and have a blast. 15 Mage vs. Monster Huge thanks to MCDM and the Beastheart class for inspiring this Wildling class. If you’re not familiar with Matt Colville and MCDM you must be living in a dark dungeon! —Jeff Bugbee, MageVs.Monster Check out https://www.mcdmproductions.com Fonts Blackwood Castle font © Mediengestaltung, 2000 Dieter Steffmann. Texturina font © 2020 The Texturina Project Authors (https://github.com/Omnibus-Type/Texturina), X Typewriter © 2021 GGBot, JSL Ancient and JSL Blackletter © 2023 Jeffrey S Lee. Texturina and X Typewriter: This Font Software is licensed under the SIL Open Font License, Version 1.1. This license is available with a FAQ at: https://scripts.sil.org/OFL Wildling Class is an independent product published under the Shadowdark RPG Third-Party License and is not a liated with The Arcane Library, LLC. Shadowdark RPG © 2023 The Arcane Library, LLC. ffi 16