Wildheart

“Civilization teaches restraint. The wild teaches when to let it go.”

The Wildheart

Some warriors perfect technique through endless discipline. Others place their faith in steel, strategy, or sacred vows.

Wildhearts trust something older.

Long before kingdoms rose and temples crowned the hills, instinct kept every living creature alive. It warned of unseen danger, drove hunters across untamed wilderness, and gave ordinary people the strength to stand against impossible odds. The Wildheart embraces that ancient inheritance, awakening the primal power that still sleeps within every heart.

To many, the Wildheart appears fearless. The truth is more complicated. They feel fear as deeply as anyone else, but they refuse to let it dictate their actions. Every challenge becomes an invitation to discover what lies beyond perceived limits. Every hardship reveals another measure of strength hidden beneath the surface.

Throughout Erosia, Wildhearts serve as hunters, frontier guardians, beast tamers, wilderness guides, tribal champions, monster slayers, and protectors of isolated communities. They understand that civilization and nature are not enemies, but partners. Every thriving city depends upon those willing to face the untamed places beyond its walls.

When battle begins, the Wildheart does not surrender to mindless fury.

They surrender to purpose.


Creating a Wildheart

When creating a Wildheart, consider what first awakened your primal nature. Perhaps you survived a disaster that stripped away every comfort until only instinct remained. You may have been raised among hunters who taught that every creature possesses wisdom carried within the body, or perhaps you discovered your gift during a single desperate moment when survival demanded more than you believed yourself capable of giving.

Consider what your character protects. Some Wildhearts defend their homeland with unwavering devotion. Others fight for a chosen family, an ancient forest, a wandering tribe, or companions who have become their pack. The source of that devotion shapes how your Wildheart views the world and determines what instincts they answer most readily.

Finally, decide how your Wildheart relates to civilization. Some feel restless within crowded cities and long for open skies and untamed wilderness. Others move comfortably between both worlds, believing true strength comes from understanding each without becoming captive to either. Whatever path you choose, your greatest victories come when thought gives way to conviction and your body remembers truths older than memory itself.


Class Features

As a Wildheart, you gain the following class features.

Hit Points

Hit Dice: 1d12 per Wildheart level

Hit Points at 1st Level: 12 + your Constitution modifier

Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Wildheart level after 1st


Libido

Starting Libido: Your Proficiency Bonus + your Constitution modifier.

Libido at Higher Levels: Your Libido increases whenever your Proficiency Bonus increases. If your Constitution modifier changes, your maximum Libido changes by the same amount.


Proficiencies

Armor: Light armor, medium armor, shields

Weapons: Simple weapons, martial weapons

Tools: None

Saving Throws: Strength, Constitution

Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Equipment

You begin with the following equipment, in addition to the equipment granted by your background:

  • A greataxe or any martial melee weapon
  • Two handaxes or any simple weapon
  • An explorer’s pack
  • Four javelins

The Call of the Wild

Most warriors rely upon training. Wildhearts rely upon instinct.

Every living creature carries ancient survival instincts shaped by countless generations. In moments of extraordinary danger, those instincts awaken, urging the body to move before the mind has finished thinking. A Wildheart does not suppress that voice. They cultivate it.

As danger grows, so too does the Wildheart’s connection to their primal nature. Every wound endured, every impossible charge, and every refusal to yield strengthens the ancient bond between body and spirit. Rather than fearing emotional pressure, the Wildheart embraces it, allowing that pressure to awaken reserves of strength hidden within every living soul.

The closer a Wildheart comes to their limits, the more completely they discover who they truly are.


Masters of Ferocity

Many mistake Ferocity for anger. They are wrong. Anger burns hot and fades quickly. Ferocity endures. Ferocity is the primal surge that floods the body when instinct overcomes hesitation. Muscles answer with impossible strength. Pain loses its grip. Every heartbeat drives fresh determination through the body until even impossible burdens seem light enough to bear.

Wildhearts do not create Ferocity. Every creature possesses it. Most simply never learn to trust it.

As a Wildheart, Ferocity is your primary class resource. Many of your class features allow you to awaken, channel, and unleash your Ferocity, pushing your body beyond ordinary mortal limits. As you gain levels, your Ferocity grows stronger, allowing you to endure greater hardship and accomplish feats that lesser warriors would consider impossible.


The Apex Hunt

Every Wildheart eventually experiences a moment known as the Apex Hunt. As Ferocity reaches its absolute peak, body, instinct, and purpose become one. Doubt disappears. Pain becomes distant. Every movement feels inevitable, as though the Wildheart has become the purest expression of the hunter’s spirit.

The Apex Hunt is the culmination of the Wildheart’s journey through the Desire Cycle. It is not a loss of control, but the complete embrace of it. The Wildheart chooses to trust every instinct, every scar, and every lesson earned through hardship, becoming something greater than raw strength alone.

Where another warrior might see an impossible battle, the Wildheart sees only one more hunt waiting to be finished.


Ferocity

Every Wildheart carries within them an ancient reserve of primal power waiting to be awakened.

Ferocity represents the body’s ability to exceed its ordinary limits when instinct demands action. It is not magical, nor is it simply Rage. Rage unleashes the Wildheart’s battle trance, while Ferocity amplifies what that battle trance makes possible. As your Ferocity rises, your strength deepens, your resilience hardens, and your determination refuses to yield.

Many Wildheart features require you to channel or unleash Ferocity. Learning when to embrace that power—and when to preserve it—is one of the defining skills of the class.

When your Ferocity finally reaches its peak, it culminates in the Apex Hunt, transforming accumulated primal power into a legendary expression of strength, endurance, and instinct.


Rage

1st-Level Wildheart Feature

You can unleash the primal fury that dwells within you, entering a state of heightened physical power known as Rage. On your turn, you can enter a Rage as a Bonus Action. While raging, you gain the following benefits if you aren’t wearing heavy armor:

  • You have Advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll. The bonus increases as shown on the Wildheart table.
  • You have Resistance to bludgeoning, piercing, and slashing damage.

Your Rage lasts for 1 minute. It ends early if you are knocked Unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your Rage on your turn without using an action.

You can Rage a number of times as shown on the Wildheart table. You regain all expended uses when you finish a Long Rest.

Rage is the foundation upon which every Wildheart builds their Ferocity. As instinct overtakes hesitation, the body becomes capable of astonishing feats of strength and endurance.

Veiled Play. When you enter Rage, you gain 1 Arousal.

Unveiled Play. Entering Rage awakens your Ferocity. Whenever you enter Rage, you gain 1 Ferocity. If you enter Rage while you already have Arousal, you may immediately gain either one additional Ferocity or increase your Arousal by 1. You choose the outcome.


Unarmored Defense

1st-Level Wildheart Feature

While you are not wearing armor, your body becomes your greatest defense.

While you are wearing no armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Years of hardship, instinct, and relentless survival have taught you to trust your body above crafted protection. Every scar, every lesson, and every hard-earned reflex contributes to your ability to withstand danger.


Ferocity

1st-Level Wildheart Feature

Within every Wildheart burns a reserve of primal power known as Ferocity. It is the body’s extraordinary response to danger, allowing you to fight harder, endure longer, and accomplish feats that exceed ordinary mortal limits.

You possess a number of Ferocity Points as shown on the Wildheart table. You expend these points to fuel many of your Wildheart features. You regain all expended Ferocity Points when you finish a Long Rest.

Beginning at 5th level, your connection to your primal nature deepens. You regain all expended Ferocity Points whenever you finish a Short or Long Rest.

Your Ferocity grows stronger as you gain levels, increasing both the amount of Ferocity you can channel and the potency of the abilities it empowers.

Awakening Ferocity

Ferocity is awakened through decisive action rather than patience. Once per turn, when one of the following events occurs, you gain 1 Ferocity Point if you have not already gained one this turn:

  • You enter Rage.
  • You reduce a hostile creature to 0 Hit Points.
  • You score a critical hit with a melee weapon attack.
  • You willingly move into melee with a hostile creature and end your movement closer to that creature than where you began.
  • You take damage from a hostile creature while raging.

You cannot gain Ferocity Points beyond your maximum.

Veiled Play. The first time each round you enter Rage, reduce a hostile creature to 0 Hit Points, score a critical hit with a melee weapon attack, or take damage while raging, you gain 1 Ferocity Point.

Unveiled Play. Whenever you gain Ferocity while you have Arousal, choose one of the following benefits:

  • Increase your Arousal by 1.
  • Gain Temporary Hit Points equal to your Proficiency Bonus.
  • Ignore nonmagical difficult terrain until the end of your next turn.

In addition, whenever you Climax, you may immediately regain 1 expended Ferocity Point.


Reckless Attack

2nd-Level Wildheart Feature

You can throw caution aside in exchange for overwhelming aggression.

When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you Advantage on Strength-based melee weapon attack rolls using Strength during this turn, but attack rolls against you have Advantage until the start of your next turn.

A Wildheart understands that hesitation often proves more dangerous than commitment. By accepting personal risk, you overwhelm opponents with relentless momentum and impossible determination.

Veiled Play. The first time each turn you use Reckless Attack, you gain 1 Arousal.

Unveiled Play. The first time each turn you use Reckless Attack, you may awaken your Ferocity. Choose one of the following benefits:

  • Gain 1 Ferocity.
  • Increase your Arousal by 1.

If you choose to increase your Arousal, the next melee weapon attack you hit before the end of your turn deals additional damage equal to your Proficiency Bonus.


Danger Sense

2nd-Level Wildheart Feature

Your instincts have been sharpened through countless battles and close calls, allowing you to react to danger before your mind fully understands the threat.

You gain Advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be Blinded, Deafened, or Incapacitated.

The Wildheart does not consciously calculate every danger. Experience, instinct, and heightened awareness combine into reactions faster than deliberate thought, allowing them to evade hazards that would catch others unaware.

Veiled Play. Whenever you succeed on a Dexterity saving throw using Danger Sense, you may immediately reduce your Arousal by 1.

Unveiled Play. Whenever you succeed on a Dexterity saving throw using Danger Sense, choose one of the following benefits:

  • Gain 1 Ferocity.
  • Reduce your Arousal by 1.
  • Move up to 10 feet without provoking opportunity attacks. This movement must end closer to a hostile creature than where it began.

You may benefit from this feature only once per round.


Wildheart Path

3rd-Level Wildheart Feature

Every Wildheart answers the call of the wild in a different way. Some become relentless predators who stalk impossible prey. Others awaken ancient spirits slumbering within their blood. Some channel the fury of storms, the endurance of mountains, or the hunger of the deepest forests. Whatever form it takes, your path reflects the instincts you trust above all others.

Choose a Wildheart Path, which grants you features at 3rd level and again at higher levels, as shown in the subclass description.

The following Wildheart Paths are presented in this book:

  • Path of the Monster Hunter
  • Path of the World Beast
  • Path of the Primal Guardian
  • Path of the Wild Flame

Your chosen Wildheart Path shapes how your Ferocity manifests, what instincts you cultivate, and how you ultimately express the Apex Hunt.


Instinct Unbound

3rd-Level Wildheart Feature

Your growing Ferocity teaches you that true strength is not measured solely by the force of your blows, but by your willingness to trust your body without hesitation. When instinct takes hold, every movement becomes more decisive, every pursuit more relentless, and every hardship easier to endure. You learn to channel your Ferocity into extraordinary physical feats.

Whenever you expend Ferocity, choose one of the following benefits. Unless otherwise noted, the benefit lasts until the end of your current turn.

Crushing Strength

Your muscles surge with overwhelming power. You gain a bonus equal to your Proficiency Bonus on Strength ability checks and Strength saving throws. In addition, your carrying capacity, pushing, dragging, and lifting capacity are doubled for the duration.

Predator’s Pursuit

Nothing escapes a determined hunter. Your Speed increases by 10 feet. Difficult terrain doesn’t cost you extra movement, and you may Dash as a Bonus Action.

Iron Hide

Pain becomes little more than a distant memory. You gain Temporary Hit Points equal to your Wildheart level + your Constitution modifier.

Savage Momentum

Once your body commits, it refuses to stop. Immediately after hitting a creature with a melee weapon attack, you may move up to half your Speed without provoking opportunity attacks. This movement must end closer to another hostile creature if one is within your movement.

You may use Instinct Unbound once on each of your turns.

Veiled Play. Whenever you expend Ferocity using this feature, you may either gain 1 Arousal or reduce your Arousal by 1.

Unveiled Play. Whenever you use Instinct Unbound while raging, choose one additional benefit:

  • Your next melee weapon attack this turn deals additional damage equal to your Constitution modifier (minimum +1).
  • You gain Advantage on the next Constitution saving throw you make before the start of your next turn.
  • If you reduce a hostile creature to 0 Hit Points before the end of your turn, regain 1 expended Ferocity. You cannot exceed your maximum Ferocity.

Ability Score Improvement

4th-Level Wildheart Feature

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one Ability Score of your choice by 2, or increase two Ability Scores of your choice by 1. As normal, you cannot increase an Ability Score above 20 using this feature. Alternatively, if your table uses feats, you may choose a feat for which you qualify instead of increasing your Ability Scores.


Extra Attack

5th-Level Wildheart Feature

Your relentless training and unwavering Ferocity allow you to overwhelm your foes through sheer persistence. Whenever you take the Attack action on your turn, you can attack twice instead of once. Few creatures can withstand the sustained assault of a seasoned Wildheart. Every swing builds momentum, every wound deepens determination, and every heartbeat drives them forward until the hunt is complete.

Veiled Play. The first time you hit the same creature with both attacks granted by this feature during your turn, you gain 1 Arousal.

Unveiled Play. If both attacks hit the same creature, choose one of the following benefits:

  • Gain 1 Ferocity.
  • Increase your Arousal by 1.

If one of those attacks is a critical hit, you may instead regain 1 expended Ferocity. You cannot exceed your maximum Ferocity.


Fast Movement

5th-Level Wildheart Feature

Your body moves with the confidence and efficiency of a seasoned predator. Your speed increases by 10 feet while you aren’t wearing heavy armor. Years spent trusting instinct have taught you that victory often belongs to the warrior who reaches the decisive moment first. Whether charging across an open battlefield, weaving through dense forests, or pursuing fleeing prey, a Wildheart rarely allows distance to become an obstacle.

Veiled Play. If you move at least half your Speed before making your first melee weapon attack on your turn, you may gain 1 Arousal.

Unveiled Play. Whenever you move at least half your Speed before hitting a creature with a melee weapon attack, choose one of the following benefits:

  • Gain 1 Ferocity.
  • Increase your Arousal by 1.

If you choose to gain Ferocity, your Speed increases by an additional 10 feet until the end of your turn. This additional movement does not stack with itself.


Wildheart Path Feature

6th-Level Wildheart Feature

Your connection to your chosen Wildheart Path deepens. You gain the 6th-level feature granted by your Wildheart Path. As your understanding of your primal nature grows, your chosen philosophy evolves beyond instinct alone. Whether you embody the relentless hunter, the ancient beast, the steadfast guardian, or another primal ideal, your Path teaches you to direct your Ferocity with ever greater purpose.


Feral Instinct

7th-Level Wildheart Feature

Your instincts now react before conscious thought can intervene. Years of surviving impossible odds have sharpened your awareness until hesitation becomes almost unknown. Whether stalking prey through dense wilderness or charging headlong into battle, your body recognizes danger before your mind has time to name it. You have Advantage on Initiative rolls. Additionally, if you are Surprised at the beginning of combat and aren’t Incapacitated, you may act normally on your first turn if you enter Rage before doing anything else on that turn.

Veiled Play. Whenever you roll Initiative, you may either gain 1 Arousal or reduce your Arousal by 1 before the first turn of combat begins.

Unveiled Play. Whenever you roll Initiative, choose one of the following benefits:

  • Gain 1 Ferocity.
  • Increase your Arousal by 1.
  • If you begin combat with no Ferocity remaining, regain 1 Ferocity.

You cannot exceed your Ferocity maximum.


Predator’s Awareness

7th-Level Wildheart Feature

Every heartbeat, shifting shadow, and subtle movement feeds your awareness. Your growing Ferocity no longer serves only to strengthen your body—it sharpens your senses until the battlefield unfolds before you with remarkable clarity.

Once on each of your turns, when you expend Ferocity, choose one of the following benefits.

Hunter’s Eye

Choose one creature you can see within 60 feet. Until the start of your next turn, you know that creature’s location provided it remains on the same plane of existence, and your first weapon attack against it ignores half cover.

Unyielding Pursuit

Opportunity attacks made against you are made with Disadvantage until the end of your turn. If a hostile creature willingly moves away from you before the start of your next turn, you may move up to half your Speed as a Reaction. This movement does not provoke opportunity attacks.

Savage Endurance

Your body refuses to surrender. Your body refuses to surrender. Until the start of your next turn, you gain Advantage on Constitution saving throws, and whenever you would be moved against your will, reduce that forced movement by 10 feet.

Relentless Hunter

Your instincts refuse to let prey escape. The first hostile creature you hit with a melee weapon attack before the end of your turn has its Speed reduced by 10 feet until the start of your next turn. A creature can be affected by this benefit only once each round.

Veiled Play. Whenever you use Predator’s Awareness, you may immediately gain Advantage on your next EROS Save before the end of your next turn.

Unveiled Play. Whenever you expend Ferocity through Predator’s Awareness, choose one:

  • Gain Temporary Hit Points equal to your Constitution modifier + your Proficiency Bonus.
  • Increase or reduce your Arousal by 1.
  • If the first creature you hit this turn is already suffering from one of your Instinct Unbound or Predator’s Awareness benefits, regain 1 expended Ferocity. You cannot exceed your maximum Ferocity.

Ability Score Improvement

8th-Level Wildheart Feature

When you reach 8th level, you can increase one Ability Score of your choice by 2, or increase two Ability Scores of your choice by 1. As normal, you cannot increase an Ability Score above 20 using this feature. Alternatively, if your table uses feats, you may choose a feat for which you qualify instead of increasing your Ability Scores.


Brutal Critical

9th-Level Wildheart Feature

You strike with devastating force when your attacks find their mark. Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. The number of additional weapon damage dice increases to two at 13th level and three at 17th level.

Every Wildheart understands that the perfect strike is never merely powerful. It is decisive. When instinct, timing, and overwhelming strength align, even the mightiest foes struggle to survive the blow.

Veiled Play. Whenever you score a critical hit, you gain 1 Arousal.

Unveiled Play. Whenever you score a critical hit, choose one of the following benefits:

  • Gain 1 Ferocity.
  • Increase your Arousal by 1.

If you are raging when you score the critical hit, add your Constitution modifier to one of the additional damage dice rolled for this feature.


Wildheart Path Feature

10th-Level Wildheart Feature

Your understanding of your chosen Wildheart Path reaches a new level of mastery. You gain the 10th-level feature granted by your Wildheart Path. Whether you embody the relentless hunter, an ancient beast, or another primal calling, your Ferocity now reflects years of experience rather than simple survival. Instinct no longer drives you forward alone. It has become a trusted companion, refined through countless battles and impossible victories.


Primal Ferocity

10th-Level Wildheart Feature

You have learned that true Ferocity is not simply unleashed—it is directed. Your body responds to danger with extraordinary precision, allowing you to shape your Ferocity into exactly the form the moment demands. Whenever you expend Ferocity through Instinct Unbound or Predator’s Awareness, you may immediately choose one of the following additional benefits.

Titanic Strength

Until the end of your turn, your melee weapon attacks deal additional damage equal to your Constitution modifier (minimum +1). If you are raging, this damage ignores Resistance to bludgeoning, piercing, and slashing damage from nonmagical sources.

Unbreakable Resolve

Until the start of your next turn, you gain Advantage on Constitution saving throws and cannot be knocked Prone against your will.

Predator’s Momentum

Immediately after you hit a creature with a melee weapon attack, you may move up to half your Speed without provoking opportunity attacks. If you end this movement adjacent to another hostile creature, you may immediately attempt to shove that creature without expending an action.

Refuse Defeat

When damage would reduce you below half your current hit points, you may use your Reaction to reduce that damage by an amount equal to your Wildheart level. Once you reduce damage in this way, you cannot do so again until the start of your next turn.

Veiled Play. Whenever you use Primal Ferocity, you may immediately gain Temporary Hit Points equal to your Proficiency Bonus.

Unveiled Play. Whenever you activate Primal Ferocity while raging, choose one of the following benefits:

  • Gain 1 Ferocity.
  • Increase your Arousal by 1.
  • If your Arousal is 4 or higher, gain Temporary Hit Points equal to your Constitution modifier + your Wildheart level.

You cannot exceed your Ferocity maximum.


Relentless Rage

11th-Level Wildheart Feature

Your Ferocity refuses to release its hold, even when your body reaches the brink of collapse. While you are raging, dropping to 0 hit points is no longer enough to end your hunt. If you drop to 0 hit points while raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you instead drop to 1 hit point. Each time you use this feature after the first, the DC increases by 5. When you finish a Short or Long Rest, the DC resets to 10. To benefit from this feature, your Rage must still be active.

The Wildheart’s greatest strength has never been avoiding hardship. It is refusing to surrender when every instinct says survival still demands one more step.

Veiled Play. When you succeed on the saving throw granted by this feature, you may immediately reduce your Arousal by 1.

Unveiled Play. Whenever you succeed on this saving throw, choose one:

  • Gain 1 Ferocity.
  • Restore 1 Libido.
  • Immediately use Instinct Unbound without expending Ferocity.

A creature may restore Libido through this feature only once per Long Rest.


Ability Score Improvement

12th-Level Wildheart Feature

When you reach 12th level, you can increase one Ability Score of your choice by 2, or increase two Ability Scores of your choice by 1. As normal, you cannot increase an Ability Score above 20 using this feature. Alternatively, if your table uses feats, you may choose a feat for which you qualify instead of increasing your Ability Scores.


Brutal Critical

13th-Level Wildheart Feature

Your mastery of battle allows every devastating strike to carry even greater force. Beginning at 13th level, you roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee weapon attack. The number of additional weapon damage dice increases to three at 17th level. The greatest predators rarely need many opportunities. When instinct, timing, and overwhelming strength align, a single strike can end the hunt.

Veiled Play. Whenever you score a critical hit, you gain Temporary Hit Points equal to your Proficiency Bonus.

Unveiled Play. Whenever you score a critical hit while raging, choose one:

  • Gain 1 Ferocity.
  • Increase your Arousal by 1.
  • If you expend Ferocity before the end of your next turn, add your Constitution modifier to the damage of the first melee weapon attack you hit with.

You cannot exceed your maximum Ferocity.


Wildheart Path Feature

14th-Level Wildheart Feature

Your chosen Wildheart Path reaches its final expression. You gain the 14th-level feature granted by your Wildheart Path. Your mastery reflects more than physical strength. It demonstrates complete confidence in the instincts that have guided you throughout your journey. Whether you have become an unmatched hunter, an embodiment of a primal beast, or the living protector of untamed places, your Ferocity now reflects your unique path through the wild.


Persistent Rage

15th-Level Wildheart Feature

Your Ferocity burns with unwavering intensity. Your Rage ends early only if you fall Unconscious or if you choose to end it. It no longer ends because you failed to attack a hostile creature or because you failed to take damage since your last turn. The Wildheart has learned that true Ferocity is not sustained by violence alone. Once awakened, it remains until the hunt is complete or the Wildheart willingly allows it to fade.

Veiled Play. At the start of each of your turns while raging, you may either gain or reduce your Arousal by 1.

Unveiled Play. At the start of each of your turns while raging, choose one:

  • Gain 1 Ferocity.
  • Increase or reduce your Arousal by 1.
  • Gain Temporary Hit Points equal to your Constitution modifier.

You cannot gain Ferocity through this feature if you already gained Ferocity since the start of your previous turn.


Ability Score Improvement

16th-Level Wildheart Feature

When you reach 16th level, you can increase one Ability Score of your choice by 2, or increase two Ability Scores of your choice by 1. As normal, you cannot increase an Ability Score above 20 using this feature. Alternatively, if your table uses feats, you may choose a feat for which you qualify instead of increasing your Ability Scores.


The Apex Hunt

17th-Level Wildheart Feature

Every Wildheart eventually discovers there are moments when instinct no longer feels like something they follow. They become it. The Apex Hunt is the highest expression of Ferocity. It is the instant when every lesson earned through hardship, every scar carried with pride, and every heartbeat driving the Wildheart forward unite into a single overwhelming purpose. Nothing distracts them. Nothing slows them. The hunt simply reaches its inevitable conclusion.

Whenever you Climax, you immediately enter the Apex Hunt until the end of your next turn.

While the Apex Hunt is active, you gain the following benefits:

  • You immediately gain 2 Ferocity.
  • Your movement does not provoke opportunity attacks.
  • Your melee weapon attacks deal additional damage equal to your Constitution modifier.
  • The first time each turn you hit a creature with a melee weapon attack, that creature must succeed on a Strength saving throw (DC = 8 + your Proficiency Bonus + your Strength modifier) or be knocked Prone.
  • Whenever you reduce a hostile creature to 0 Hit Points, you may immediately move up to half your Speed and make one additional melee weapon attack against a different creature. This additional attack can occur only once each turn.

The Apex Hunt ends early if you become Incapacitated.

Veiled Play. Whenever you enter the Apex Hunt, gain Temporary Hit Points equal to your Wildheart level. In addition, you may immediately either gain or reduce your Arousal by 1 after resolving your Climax.

Unveiled Play. When you enter the Apex Hunt, choose one of the following expressions of Ferocity:

Relentless Predator

Until the Apex Hunt ends, whenever you reduce a creature to 0 Hit Points, regain 1 Ferocity.

Unstoppable Juggernaut

Until the Apex Hunt ends, you gain Resistance to all damage except psychic damage.

Guardian of the Pack

Choose a number of willing creatures within 30 feet equal to your Constitution modifier (minimum one). Until the Apex Hunt ends, each chosen creature gains Temporary Hit Points equal to your Wildheart level and may immediately reduce or increase its Arousal by 1. You may choose a different expression each time you enter the Apex Hunt.


Indomitable Might

18th-Level Wildheart Feature

There comes a point when sheer determination eclipses physical limitation. If your total for a Strength check is less than your Strength score, you can use your Strength score in place of the total. To the Wildheart, impossible obstacles are simply challenges that have not yet yielded. Mountains can be climbed. Gates can be broken. Chains can be shattered. Ferocity has taught you that the body often fails only after the spirit has already surrendered—and yours never does.

Veiled Play. Whenever you use your Strength score in place of a roll, you may gain Temporary Hit Points equal to your Proficiency Bonus.

Unveiled Play. Whenever you replace a Strength check with your Strength score, choose one:

  • Gain 1 Ferocity.
  • Reduce your Arousal by 1.
  • Gain Advantage on the next Strength or Constitution check you make before the end of your next turn.

You cannot exceed your maximum Ferocity.


Ability Score Improvement

19th-Level Wildheart Feature

When you reach 19th level, you can increase one Ability Score of your choice by 2, or increase two Ability Scores of your choice by 1. As normal, you cannot increase an Ability Score above 20 using this feature. Alternatively, if your table uses feats, you may choose a feat for which you qualify instead of increasing your Ability Scores.


Avatar of Ferocity

20th-Level Wildheart Feature

You become the living embodiment of primal strength, unyielding endurance, and instinct perfected. The boundary between body, spirit, and Ferocity disappears. Every heartbeat carries overwhelming power. Every step shakes the earth beneath your feet. Those who witness you in battle understand they are not facing an ordinary warrior, but the purest expression of mortal determination. As a Bonus Action, you may awaken your Avatar of Ferocity. The transformation lasts for 1 minute. Once you use this feature, you cannot do so again until you finish a Long Rest.

While transformed, you gain the following benefits:

  • Your Strength and Constitution scores increase by 4, to a maximum of 24.
  • You regain 2 Ferocity at the start of each of your turns.
  • The first time each turn you expend Ferocity, it is not expended.
  • Your Speed increases by 20 feet.
  • Whenever you hit with a melee weapon attack, add your Constitution modifier to the damage roll.
  • If you would be reduced to 0 hit points while raging, you may instead drop to 1 hit point without making a Constitution saving throw. Once this benefit prevents you from dropping to 0 hit points, it cannot do so again until the transformation ends.

Your body has become the perfect union of instinct and resolve, capable of extraordinary feats that few mortals could hope to equal.

Veiled Play. While Avatar of Ferocity is active:

  • You gain Advantage on EROS Saves.
  • At the start of each of your turns, you may either gain or reduce your Arousal by 1.
  • Whenever you reduce a hostile creature to 0 hit points, gain Temporary Hit Points equal to your Constitution modifier.

Unveiled Play. While Avatar of Ferocity is active, whenever you Climax or enter the Apex Hunt, choose one of the following benefits:

  • Restore 1 Libido.
  • Regain 2 Ferocity.
  • Immediately use Instinct Unbound without expending Ferocity.
  • Immediately use Predator’s Awareness without expending Ferocity.

You may choose a different benefit each time. A creature may restore Libido through this feature only once during each transformation.