Feral (3.5e Trait)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Homebrew.png
Author: Halloweenman33 (talk)
Date Created: 3/7/17
Status: Finished, but open to improvement suggestions
Editing: Clarity edits only please
 Ratings for this homebrew:
Average:
NA
/ 4

 0 users favored it (4/4).
 0 users liked it (3/4).
 0 were neutral on it (2/4).
 1 users disliked it (1/4).
 0 users opposed it (0/4).

RatingPending.png
Rate this article
Discuss this article

Feral

You have either gotten lost in the wilds and remained there for so long that you have reverted to more wild state or you are descended from someone who did. You have no desire to return to civilization, if you have ever even lived in it. In fact, you shun it, even more so than most druids, and actively fear it.

Benefit: You partially revert back to a more primitive form. You gain a +2 Strength and Dexterity, +4 Constitution, Survival as a Class Skill, +10 Circumstance Bonus on Survival checks, +6 Bonus on Fortitude Saves against poison/sickness from consuming raw meat, +4 Circumstance Bonus on Hide and Move Silently checks, and Endurance and Run as Bonus Feats

Drawback: Your mind becomes more primitive as your body does. You gain Illiteracy; -4 Intelligence; -6 Charisma; and lose any and all skills, feats, racial features, and class features that are tied to civilization. You also lose most of the languages you have learned. If you were born Feral, you may not even speak a language at all. You greatly fear civilization and anything related to it. When encountering people from civilization or stumbling across a civilized area (small settlement, town, etc), you must make a Will Save (DC 15+1 for every minute you remain close to anything civilized) or become Frightened until you get away from the source of your fear. Fire terrifies you like nothing else. If you encounter any fire larger than a match (torch, campfire, fireball, etc), you immediately become Panicked and must flee the area.

Special: Despite this fear, you may exhibit curiosity toward civilized beings who enter your territory, especially if there is an attractive member of the opposite sex among them who catches your attention.

Special 2: If you ever willingly return to civilization for some reason, you gradually lose this trait as you become more civilized. While your Attributes will take years or even decades to readjust (if they ever do), you will lose one other benefit for every drawback you overcome.

Special 3: Feral characters can get used to and befriend civilized characters that they encounter regularly without losing the trait or their general fear of civilization if those characters pass through or camp in their territory regularly. A Feral character who does so can join his civilized companions on adventures, but refuses to venture into any settlements.

Roleplaying Ideas: You could be someone who got lost and reverted to a more primitive mindset out of necessity. Or you could be a multi-generational Feral and are just barely more than an animal. Perhaps you were literally raised by wolves.




Back to Main Page3.5e HomebrewCharacter OptionsTraits

Facts about "Feral (3.5e Trait)"
AuthorHalloweenman33 +
Identifier3.5e Trait +
Rated ByXaiviar +
RatingRating Pending +
SummaryYou have either gotten lost in the wilds a
You have either gotten lost in the wilds and remained there for so long that you have reverted to more wild state or you are descended from someone who did. You have no desire to return to civilization, if you have ever even lived in it. In fact, you shun it, even more so than most druids, and actively fear it.
so than most druids, and actively fear it. +
TitleFeral +