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Mage
vs.
Monster
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
wilderness, they tend to lose their domestication gaining
ferocity from their companion.
Companion Advancement
Similar to their humanoid friend, companions also level
up. Talents can be shared based on talent rolls or by choice.
Use the Shadowdark rules for Level Advancement.
Companions roll their own hit point advancements based
on the Wildling’s hit dice.
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Delve into Danger!
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Wildling Class
Silent, bonded, and lethal Companion. You have a beast
hunters who protect the friend that you are bonded to.
wilderness and their pack. This beast companion will
Friend to all creatures and a ght with and protect you.
force of supernatural power. Untamed. You and your beast
may lose control. When
Weapons: Dagger, longbow,
outnumbered by enemies 2 to
greataxe, handaxe, spear
1 party size, you and your
Armor: leather armor, companion gain Feral attacks.
carapace armor (new), shields
Naturist: You have advantage
Hit Points: 1d8 per level on checks associated with:
WILDLING TALENTS
2d6 E ect
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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
Poison. DC 12 CON or
enemy is paralyzed 1d4
rounds.
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COMPANIONS
‒BIG STINGBAT‒
Darting, burnt orange
insect-bat with four wings
and needlelike beak and
clawed feet.
AC 13 | HP 5 | MV near (climb)
AL N | LV 1
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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.
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