Epic Ideas: The Wildling

With the release of 5e material, I’ve gotten inspiration once again. Time to work on some Epic Ideas. Today, I present to you the playable race, Wildling. Wildlings are a type of skin shifter. There are three main types, the fang, the claw, and the talon. This post presents a fully detailed race for 5th edition Dungeons and Dragons.


“They were upon us before I could sense their presence, these half beasts… In the distance, one could mistake them for humans. Once they came into view, it was clear, whatever in them that was human is merely coincidence. Saberous fangs protruded from their mouths, patterned fur from their cheeks, ears like that of a tiger… As I took in a better look from where I hid, the clan let out a guttural growl. They got on all fours, and that was when the massacre began. It is only by sheer luck that I write this today.”

-Marro Thromar
Beyond the Wilds

Wildlings are a wild people of fey origin. They live at one with the natural world, often in small tribes or clans. They live in places hidden among their natural surroundings, burrows under great plains, the dense canopy of a jungle, or among the caves along a forest covered mountain. They hide their presence whenever possible to outsiders and act as one when moving, man, woman, and child. A wildling stripped from their clan is a dangerous and vicious thing.

“Peace” and Harmony

The wildlings live as one with each other and their surroundings. Everything is shared between their clan and tribe, from food and mates, to hunting and rearing offspring. A selfish wildling is an abandon one. At a glance it would seem that they are a very peaceful race. However, they are viciously protective of what is theirs and what they hold as their territory.

Fast Lives

The average wildling is anywhere from 5 feet tall to just over 6 1/2 feet tall. They have frames of varying sizes, with the adult anywhere from 130 lbs up to 290 lbs. They reach adulthood at only 16 years of age, and often don’t live past forty due to their wild nature. Though, it is rumored that their well protected elders often live over a century.

Living Secluded

The wildlings are a rather secluded race. Finding a wildling adventurer is a rare thing, they often have a dark reason or “selfish” reason to want to be away from their tribe. Though, the lust of wonder and exploration is a selfish enough reason to be cast aside with certain tribes.

Wildling Traits

Ability Score Increase: Your Dexterity Score increases by 2.
Age: Adulthood at 16, rarely making it past 40.
Alignment: Chaotic. While the sense of loyalty to the clan is always the main focus, the clan acts against all forms of civilized and lawful life.
Size: Medium. Anywhere from 5-6 1/2 feet.
Speed: Base walking speed of 30 feet.
Senses: Darkvision and you have proficiency with Perception.
Fey Blood: Remnants of fey magic are in your blood. Choose on of the following to have advantage on saving throws for; charm or sleep effects and spells.
Languages: Common and Sylvan
Subrace: Geologic location has caused the wildlings to differ over the eons. Mountains and Forests have the Talon Wildlings, Jungles and Coasts have the Claw Wildlings, and Deserts and Plains have the Fang Wildlings.
Skinshift: Each subrace has the ability to skinshift, this does not change your size category. All attacks granted by the ability are considered natural weapon attacks.

Talon Wildling

As a Talon Wildling you have feathers instead of fur and scaled lower legs and feet.

Ability Score Increase: Your wisdom score increases by 1.
Skinshift a number of times per day equal to your Wisdom modifier (minimum 1). It lasts a number of rounds equal to your Wisdom modifier (minimum 1). It has these effects: you grow wings that grant you a fly speed of 60, and the ability to attack with your feet as a with damage 1d6 + str mod damage.
Weapon Training: Shorbow, longbow, and shortsword.

Fang Wildling

As a Fang Wildling you have long saber like fangs and your fur covers all but the highlights of your face.

Ability Score Increase: Your Constitution score increases by 1.
Skinshift: Skinshift a number of times per day equal to your Constitution modifier (minimum 1). It lasts a number of rounds equal to your Constitution modifier (minimum 1). It has these effects: you shift into a bear like beast, your base speed increases by 10, you gain temporary hit points equal to your constitution modifier (min 1), you also gain a bite attack as a bonus action. 1d6 + str mod damage.
Weapon Training: Longsword, shortsword, shortbow.

Claw Wildling

As a Claw Wildling you have long claws on your hands. Fur covers all but the highlights of your face and hands.

Ability Score Increase: Your Strength score increases by 1.
Skinshift: Skinshift a number of times per day equal to your Dexterity modifier (minimum 1). It lasts a number of rounds equal to your Dexterity modifier (minimum 1). It has these effects; you shift into a cat like beast, your base speed increases by 20, and you gain a claw attack as a bonus action at 1d8 + str mod damage.
Weapon Training: Shortsword, Shortbow, Dagger

I may add more flavor to this over time, but for an Epic Idea, I wanted to present something fully playable, and something you can test with! Let me know what you think in the comment section below!

Till next time,


4 thoughts on “Epic Ideas: The Wildling

  1. I like the idea. I especially like the idea that you limited the flight to just a few rounds vs. flight all the time, which is a huge advantage. I wish that they had done something for each race as levels progressed. For example, as you get higher in levels, you get advantage in certain things. These would be racial bonuses, not class bonuses. But since the core races don’t have that, you can’t really add them in. Overall really good. Few typos, but they’re easily fixed. Good job!

    1. Thank you! I wasn’t much concerned about balance. As I know, for early levels it will be quite strong. At later levels, it will be an added tactical advantage. But I figured it lets you, at the very least, play around the ability quite a bit.

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