Ulfhednar

Ulfhednar

Class Features

Hit Die d12
Primary Ability Strength, Constitution
Saving Throws Strength, Constitution
Archetype Transformation
Ability Categories martial_abilities, transformations
Caster Progression None

Proficiencies

Armor Light armor, Medium armor, Shields
Weapons Simple weapons, Martial weapons
Tools Herbalism kit, Leatherworker's tools
Skills Animal Handling, Athletics, Intimidation, Nature, Perception, Survival

Class Resources

Spirit

Max 6

Spirit measures the favor and ferocity of your beast-spirit. You spend Spirit to enter Spirit Rage and to fuel certain martial abilities and transformations.

Reset
You regain all expended Spirit when you finish a Long Rest. You regain 1 expended Spirit when you finish a Short Rest.
Spending
Entering Spirit Rage costs 1 Spirit. Some martial abilities and transformations have additional Spirit costs, as noted in their entries. You can't spend Spirit while you have the Incapacitated condition.
Recovery
Long Rest: regain all expended Spirit. Short Rest: regain 1 expended Spirit. At 20th level, when you roll Initiative and have no Spirit, you regain 2 Spirit.

Class Abilities

Martial Abilities

Hamstring Bite
Action 0 Spirit Level 2
Range Melee reach
Target One creature
Duration Instantaneous; speed reduction lasts until end of target's next turn
Movement None
Attack / Save Melee weapon attack; Constitution save for speed reduction

You lunge low and tear at a foe's legs.

Rules Text:

As an Action, make one melee weapon attack against a creature within your reach. On a hit, the target takes weapon damage + 1d8 piercing damage. The target must succeed on a Constitution saving throw (DC 8 + your Proficiency Bonus + your Constitution modifier) or its speed is reduced to 0 until the end of its next turn. Scaling: The extra piercing damage increases by 1d8 at 5th, 11th, and 17th level.

Damage Effect
Damage: 1d8 piercing
Speed_Reduction Effect
Conditions: reduced speed to 0
Pelt-Clad Charge
Bonus Action 1 Spirit Level 2
Range Self; melee reach
Target One hostile creature
Duration Instantaneous
Movement 20 feet, increasing to 30 feet at 9th level and 40 feet at 17th level
Attack / Save Melee weapon attack; Strength save or Prone

You barrel forward, pelt trailing, and slam into an enemy.

Rules Text:

As a Bonus Action, move up to 20 feet toward a hostile creature you can see. If you end this movement within 5 feet of that creature, you can make one melee weapon attack against it. On a hit, the target takes normal weapon damage and must succeed on a Strength saving throw (DC 8 + your Proficiency Bonus + your Constitution modifier) or have the Prone condition. Scaling: The movement increases by 10 feet at 9th level and by another 10 feet at 17th level.

Movement Effect
Movement: 20 feet
Condition Effect
Conditions: Prone on failed save
Wolf's Jaws
Action 0 Spirit Level 2
Range Melee reach
Target One creature
Duration Instantaneous; Grappled lasts until escape
Movement None
Attack / Save Melee weapon attack; grapple escape DC

You lock your jaws onto a foe and hold fast.

Rules Text:

As an Action, make one melee weapon attack against a creature within your reach. On a hit, the target takes 1d10 piercing damage + your Strength modifier. If the target is Large or smaller, it has the Grappled condition (escape DC = 8 + your Proficiency Bonus + your Constitution modifier). Scaling: The piercing damage becomes 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level.

Damage Effect
Damage: 1d10 piercing
Condition Effect
Conditions: Grappled
Bear's Hug
Action; Bonus Action to crush 2 Spirit Level 5
Range Melee reach
Target One creature
Duration Instantaneous; Grappled lasts until escape
Movement None
Attack / Save Melee weapon attack; grapple escape DC

You wrap a foe in a crushing embrace.

Rules Text:

As an Action, make one melee weapon attack against a creature within your reach. On a hit, the target takes weapon damage + 2d6 bludgeoning damage and has the Grappled condition (escape DC = 8 + your Proficiency Bonus + your Constitution modifier). While you have a creature grappled with this ability, you can use a Bonus Action to crush it, dealing 2d6 bludgeoning damage. Scaling: The initial extra damage increases by 1d6 at 9th and 13th level.

Damage Effect
Damage: 2d6 bludgeoning
Condition Effect
Conditions: Grappled
Raven's Feint
Bonus Action 1 Spirit Level 5
Range 30 feet
Target One creature
Duration Until end of your next turn
Movement None
Attack / Save None; grants advantage

You flick your gaze and stance to misdirect a foe.

Rules Text:

As a Bonus Action, choose one creature you can see within 30 feet. The next attack roll you make against that creature before the end of your next turn has advantage. Scaling: At 11th level, one ally of your choice within 30 feet also gains advantage on its next attack roll against that creature before the end of its next turn.

Advantage Effect
Conditions: next attack against target
Boar's Rush
Action 1 Spirit Level 5
Range 30-foot line
Target Each creature in the line
Duration Instantaneous
Movement 30 feet in a straight line
Attack / Save Dexterity save

You lower your head and plow through a line of enemies.

Rules Text:

As an Action, move up to 30 feet in a straight line without provoking Opportunity Attacks. Each creature in that line must succeed on a Dexterity saving throw (DC 8 + your Proficiency Bonus + your Constitution modifier) or take 2d6 bludgeoning damage and have the Prone condition. Scaling: The damage increases by 1d6 at 11th and 17th level.

Damage Effect
Damage: 2d6 bludgeoning
Condition Effect
Conditions: Prone
Elk's Leap
Bonus Action 1 Spirit Level 7
Range Self
Target Self
Duration Instantaneous
Movement 30 feet horizontal or 15 feet vertical
Attack / Save None

You spring with impossible grace.

Rules Text:

As a Bonus Action, jump up to 30 feet horizontally or 15 feet vertically without provoking Opportunity Attacks. This movement does not require a running start. Scaling: At 13th level, the distances double to 60 feet horizontally and 30 feet vertically.

Movement Effect
Movement: 30 feet horizontal or 15 feet vertical
Wolverine's Frenzy
Action 3 Spirit Level 9
Range Melee reach
Target One or more creatures
Duration Instantaneous
Movement None
Attack / Save Melee weapon attacks with -2 penalty

You become a blur of claws, teeth, and fury.

Rules Text:

As an Action, make three melee weapon attacks, each with a -2 penalty to the attack roll. Scaling: At 17th level, you make four melee weapon attacks instead.

Multiattack Effect
Conditions: three attacks
Serpent's Venom
Action 2 Spirit Level 9
Range Melee reach
Target One creature
Duration Instantaneous; Poisoned until end of target's next turn
Movement None
Attack / Save Melee weapon attack; Constitution save

Your bite carries a burning, venomous spirit.

Rules Text:

As an Action, make one melee weapon attack against a creature within your reach. On a hit, the target takes 1d6 piercing damage + 2d6 poison damage and must succeed on a Constitution saving throw (DC 8 + your Proficiency Bonus + your Constitution modifier) or have the Poisoned condition until the end of its next turn. Scaling: The poison damage increases by 1d6 at 13th and 17th level.

Damage Effect
Damage: 2d6 poison
Condition Effect
Conditions: Poisoned
Owl's Sight
Bonus Action 1 Spirit Level 11
Range Self
Target Self
Duration Until end of your next turn
Movement None
Attack / Save None

The beast-spirit sharpens your senses to supernatural keenness.

Rules Text:

As a Bonus Action, you gain blindsight out to 30 feet and advantage on Wisdom (Perception) checks until the end of your next turn. Scaling: At 17th level, the blindsight increases to 60 feet.

Sense Effect
Conditions: blindsight 30 feet
Advantage Effect
Conditions: Wisdom (Perception) checks
Mammoth's Stomp
Action 3 Spirit Level 11
Range 15-foot radius
Target Each creature in radius
Duration Instantaneous
Movement None
Attack / Save Dexterity save

You drive your foot or fist into the earth, sending a shockwave outward.

Rules Text:

As an Action, slam the ground. Each creature within a 15-foot radius of you must succeed on a Dexterity saving throw (DC 8 + your Proficiency Bonus + your Constitution modifier) or take 4d6 bludgeoning damage and have the Prone condition. Scaling: The damage increases by 1d6 at 17th level.

Damage Effect
Damage: 4d6 bludgeoning
Condition Effect
Conditions: Prone
Dragon's Roar
Action 3 Spirit Level 13
Range 30-foot cone
Target Each creature in cone
Duration 1 minute; save ends
Movement None
Attack / Save Wisdom save

You unleash a roar that carries the memory of an ancient predator.

Rules Text:

As an Action, exhale a terrifying roar in a 30-foot cone. Each creature in the cone must succeed on a Wisdom saving throw (DC 8 + your Proficiency Bonus + your Constitution modifier) or have the Frightened condition for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Scaling: At 17th level, the cone increases to 60 feet.

Condition Effect
Conditions: Frightened
World-Serpent's Coil
Action 4 Spirit Level 17
Range Melee reach
Target One creature
Duration Instantaneous; Restrained until escape
Movement None
Attack / Save Melee weapon attack; Strength check to escape

You constrict a foe with the crushing power of the world-serpent.

Rules Text:

As an Action, make one melee weapon attack against a creature within your reach. On a hit, the target takes 6d12 bludgeoning damage and has the Restrained condition. The target can use its action to make a Strength check against your Beast-Spirit save DC (8 + your Proficiency Bonus + your Constitution modifier), escaping on a success. Scaling: None; this ability is already at its maximum potency.

Damage Effect
Damage: 6d12 bludgeoning
Condition Effect
Conditions: Restrained

Transformations

Bear's Hide
While raging 0 Spirit; 1 Spirit for increased AC Level 6
Action Passive; optional Spirit cost when entering Spirit Rage
Range Self
Target Self
Movement None
Attack / Save None
Defense +1 AC, increasing to +2 at 10th level and +3 at 14th level

Your skin thickens and darkens like the hide of a great bear.

Rules Text:

While raging, you gain a +1 bonus to AC and resistance to cold damage. If you spend 1 additional Spirit when you enter Spirit Rage, the AC bonus becomes +2. Scaling: At 10th level, the base AC bonus becomes +2. At 14th level, it becomes +3.

Changes:

resistance to cold damage

Wolf's Speed
While raging 0 Spirit; 1 Spirit for Dash Bonus Action Level 6
Action Passive; optional Spirit cost when entering Spirit Rage
Range Self
Target Self
Movement +10 feet, +15 at 10th, +20 at 14th
Attack / Save None
Defense Opportunity Attacks against you have disadvantage

Your legs lengthen and your stride becomes tireless.

Rules Text:

While raging, your speed increases by 10 feet, and Opportunity Attacks against you have disadvantage. If you spend 1 Spirit when you enter Spirit Rage, you can take the Dash action as a Bonus Action on each of your turns while raging. Scaling: At 10th level, the speed bonus becomes +15 feet. At 14th level, it becomes +20 feet.

Changes:

Dash as Bonus Action if 1 extra Spirit spent

Otter's Lungs
While raging; water breathing lasts 1 hour if activated 0 Spirit; 1 Spirit for water breathing Level 6
Action Passive; optional Spirit cost when entering Spirit Rage
Range Self
Target Self
Movement Swim speed equal to walking speed
Attack / Save None
Defense None

Your chest expands and your blood burns with borrowed breath.

Rules Text:

While raging, you can hold your breath for 1 hour and gain a swim speed equal to your walking speed. If you spend 1 Spirit when you enter Spirit Rage, you gain the ability to breathe underwater for 1 hour. Scaling: None.

Changes:

hold breath 1 hour, water breathing if 1 extra Spirit spent

Lynx's Pounce
Instantaneous 1 Spirit per use Level 10
Action Free; triggered on hit while raging
Range Melee reach
Target One creature hit by your melee weapon attack
Movement None
Attack / Save Strength save
Defense None

You strike with the sudden, tripping force of a hunting cat.

Rules Text:

While raging, when you hit a creature with a melee weapon attack, you can spend 1 Spirit to force it to make a Strength saving throw (DC 8 + your Proficiency Bonus + your Constitution modifier). On a failure, it has the Prone condition. Scaling: At 14th level, you can use this transformation twice per turn, spending 1 Spirit each time.

Changes:

Prone on failed save

Ox's Burden
While raging 0 Spirit; 1 Spirit for ignoring difficult terrain Level 10
Action Passive; optional Spirit cost when entering Spirit Rage
Range Self
Target Self
Movement Ignore difficult terrain if 1 extra Spirit spent
Attack / Save None
Defense None

Your shoulders broaden and your back becomes a yoke of iron.

Rules Text:

While raging, your carrying capacity doubles, and you have advantage on Strength checks made to push, pull, lift, or break objects. If you spend 1 Spirit when you enter Spirit Rage, you ignore difficult terrain while raging. Scaling: None.

Changes:

double carrying capacity, advantage on Strength checks to push, pull, lift, or break

Falcon's Wings
While raging; flight lasts 1 minute if activated 0 Spirit; 2 Spirit for flight Level 10
Action Passive; optional Spirit cost when entering Spirit Rage
Range Self
Target Self
Movement Glide 30 feet per 10 feet fallen; fly 30 feet (60 at 14th)
Attack / Save None
Defense No falling damage from controlled glide

Featherlike tufts sprout from your shoulders, and the wind answers your rage.

Rules Text:

While raging, you can glide up to 30 feet horizontally for every 10 feet you fall, and you take no falling damage from a controlled glide. If you spend 2 Spirit when you enter Spirit Rage, you gain a flying speed of 30 feet for 1 minute. Scaling: At 14th level, the flying speed becomes 60 feet.

Changes:

flying speed if 2 extra Spirit spent

Viper's Blood
While raging 0 Spirit; 2 Spirit for increased retaliation Level 14
Action Passive; optional Spirit cost when entering Spirit Rage
Range Melee reach of attacker
Target Creature that hits you with a melee attack
Movement None
Attack / Save None
Defense Retaliatory poison damage

Your blood hisses and spits, punishing those who dare to wound you.

Rules Text:

While raging, when a creature hits you with a melee attack, it takes 1d6 poison damage. If you spend 2 Spirit when you enter Spirit Rage, the damage increases to 3d6 poison damage for the duration of the rage. Scaling: None.

Changes:

1d6 poison damage, or 3d6 if 2 extra Spirit spent

Mammoth's Frame
While raging; Large for 1 minute if activated 0 Spirit; 2 Spirit for Large size and extra damage Level 14
Action Passive; optional Spirit cost when entering Spirit Rage
Range Self; reach +5 feet
Target Self
Movement None
Attack / Save None
Defense None

Your bones creak and swell, and the world seems to shrink around you.

Rules Text:

While raging, you count as one size larger for the purpose of grappling, shoving, and determining carrying capacity, and your reach increases by 5 feet. If you spend 2 Spirit when you enter Spirit Rage, you become Large for 1 minute, and your Strength-based weapon attacks deal an extra 1d10 damage. Scaling: None.

Changes:

count as one size larger, reach +5 feet, become Large and +1d10 weapon damage if 2 extra Spirit spent

Phoenix's Fury
Instantaneous 3 Spirit; once per Long Rest Level 14
Action Free; triggered when you drop to 0 HP while raging
Range 10-foot radius
Target Each creature within 10 feet
Movement None
Attack / Save Dexterity save
Defense Drop to 1 HP instead of 0

A spark of undying flame nests in your heart.

Rules Text:

While raging, when you drop to 0 Hit Points, you can spend 3 Spirit to instead drop to 1 Hit Point and release a burst of flame. Each creature within 10 feet of you must succeed on a Dexterity saving throw (DC 8 + your Proficiency Bonus + your Constitution modifier) or take 3d6 fire damage. Once you use this transformation, you can't use it again until you finish a Long Rest. Scaling: None.

Changes:

3d6 fire damage in 10-foot radius

Kraken's Grasp
Instantaneous; Grappled until escape 1 Spirit per grapple Level 14
Action Free; triggered on hit while raging
Range Melee reach
Target One creature hit by your melee weapon attack
Movement None
Attack / Save Grapple escape DC
Defense None

Tendrils of spirit-stuff writhe from your arms, ready to seize prey.

Rules Text:

While raging, when you hit a creature with a melee weapon attack, you can spend 1 Spirit to have the target gain the Grappled condition (escape DC = 8 + your Proficiency Bonus + your Constitution modifier). Scaling: At 18th level, you can grapple up to two creatures at the same time using this transformation.

Changes:

Grappled condition

Dragon's Heart
While raging 4 Spirit Level 18
Action Optional Spirit cost when entering Spirit Rage
Range Self
Target Self
Movement None
Attack / Save None
Defense Resistance to all damage except psychic

Your heart beats with the slow, furnace-deep rhythm of a dragon.

Rules Text:

When you enter Spirit Rage, you can spend 4 Spirit to gain resistance to all damage except psychic damage for the duration of the rage. Scaling: None.

Changes:

resistance to all damage except psychic

World-Bear's Avatar
1 minute 5 Spirit; once per Long Rest Level 18
Action Bonus Action
Range Self
Target Self
Movement None
Attack / Save None
Defense +2 AC

For a moment, you become the beast that holds up the sky.

Rules Text:

While raging, you can spend 5 Spirit as a Bonus Action to become Huge for 1 minute. While in this form, your reach increases by 10 feet, you gain a +2 bonus to AC, and your Strength-based weapon attacks deal an extra 2d12 damage. Once you use this transformation, you can't use it again until you finish a Long Rest. Scaling: None.

Changes:

become Huge, reach +10 feet, +2 AC, +2d12 weapon damage

Class Progression

Primary Ruleset D&D 5.5 / SRD 5.2
Compatible Rulesets D&D 5.5 / SRD 5.2, D&D 5e / SRD 5.1
Balance Notes The Ulfhednar is a Strength/Constitution martial transformation class with a d12 Hit Die, no spellcasting, and a Spirit-charge rage engine. Its selectable martial abilities and transformations provide burst damage, control, mobility, and durability at the cost of limited Spirit and poor ranged options. It is comparable in power to the Barbarian of SRD 5.2, trading some always-on durability for modular bestial techniques and transformation aspects.
Level Prof. Features Resources Spell Slots
1 +2 Spirit-Bond, Spirit Rage Spirit: 2 charges -
2 +2 Feral Techniques (2 martial abilities), Hide of the Covenant - -
3 +2 Spirit Aspect (subclass) Spirit: 3 charges -
4 +2 Ability Score Improvement or Feat - -
5 +3 Extra Attack, Fast Movement (Spirit Rage speed +10 feet), Feral Techniques (1 additional martial ability) - -
6 +3 Skin-Bound Aspects (1 transformation), Spirit Aspect feature Spirit: 4 charges -
7 +3 Predator's Reflexes - -
8 +3 Ability Score Improvement or Feat - -
9 +4 Savage Critical, Feral Techniques (1 additional martial ability), Spirit Rage damage +3 - -
10 +4 Skin-Bound Aspects (1 additional transformation), Spirit Aspect feature - -
11 +4 Undying Beast - -
12 +4 Ability Score Improvement or Feat Spirit: 5 charges -
13 +5 Beast-Spirit Surge, Feral Techniques (1 additional martial ability) - -
14 +5 Skin-Bound Aspects (1 additional transformation), Spirit Aspect feature - -
15 +5 Persistent Rage - -
16 +5 Ability Score Improvement or Feat, Spirit Rage damage +4 - -
17 +6 Improved Savage Critical, Feral Techniques (1 additional martial ability) Spirit: 6 charges -
18 +6 Skin-Bound Aspects (1 additional transformation) - -
19 +6 Ability Score Improvement or Feat - -
20 +6 Primal Champion - -

Class Features

Spirit-Bond (Level 1)

At 1st level, you bind yourself to a sacred bear or wolf pelt. Choose the pelt's spirit type when you gain this feature. You gain Spirit charges as defined in the Spirit resource. You can enter Spirit Rage by spending 1 Spirit. While not wearing heavy armor, you can calculate your AC as 10 + your Dexterity modifier + your Constitution modifier. If you wear your sacred pelt, you gain a +1 bonus to AC.

Spirit Rage (Level 1)

At 1st level, as a Bonus Action, you can expend 1 Spirit to enter Spirit Rage for 1 minute. While raging, you gain advantage on Strength checks and Strength saving throws, a +2 bonus to damage rolls with Strength-based weapon attacks, and resistance to bludgeoning, piercing, and slashing damage. Your body manifests bestial traits: your eyes glow, your voice deepens, and your nails harden. Spirit Rage ends early if you have the Incapacitated condition or if you end it as a Bonus Action. At 5th level, your speed increases by 10 feet while raging and not wearing heavy armor. At 9th level, your rage damage bonus becomes +3. At 16th level, it becomes +4.

Feral Techniques (Level 2)

At 2nd level, you learn two martial abilities of your choice from the Ulfhednar martial abilities list. You learn one additional martial ability at 5th, 9th, 13th, and 17th level. When you use a martial ability, you can use only one martial ability per turn unless that ability says otherwise.

Hide of the Covenant (Level 2)

At 2nd level, while you are not wearing heavy armor, you gain a +1 bonus to AC if you wear your sacred pelt. This bonus increases to +2 at 10th level.

Spirit Aspect (Level 3)

At 3rd level, you choose a Spirit Aspect that shapes how your beast-spirit manifests: Path of the Bear-Shirt, Path of the Wolf-Pelt, or Path of the Hearthwarden. Your choice grants features at 3rd, 6th, 10th, and 14th level.

Extra Attack (Level 5)

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Skin-Bound Aspects (Level 6)

At 6th level, you learn one transformation of your choice from the Ulfhednar transformations list. You learn one additional transformation at 10th, 14th, and 18th level. Transformations modify your Spirit Rage or can be activated while raging as specified in their entries.

Predator's Reflexes (Level 7)

At 7th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed, and half damage if you fail. You can use this feature only while you are not wearing heavy armor.

Savage Critical (Level 9)

At 9th level, when you score a critical hit with a weapon attack, you roll one additional weapon damage die. At 17th level, you roll two additional weapon damage dice instead.

Undying Beast (Level 11)

At 11th level, 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 drop to 1 Hit Point instead. Each time you use this feature after the first, the DC increases by 5. The DC resets to 10 when you finish a Short or Long Rest.

Beast-Spirit Surge (Level 13)

At 13th level, when you take damage, you can enter Spirit Rage as a Reaction instead of a Bonus Action. If you do, you can immediately make one weapon attack as part of the same Reaction. Additionally, when you roll Initiative and have no Spirit, you regain 1 Spirit.

Persistent Rage (Level 15)

At 15th level, your Spirit Rage lasts for 10 minutes. It ends early only if you have the Incapacitated condition or if you end it as a Bonus Action.

Primal Champion (Level 20)

At 20th level, your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

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