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By the time you’ve reached 15th level, you should have a wild master different to everyone else’s, with features that represent what they’ve seen, how they fight and where they’ve been (and, in my incredibly biased opinion, that’s pretty cool). I did this because I wanted to make each player’s experience with the subclass different, and to also allow them to tailor the subclass to their character. You get to choose your own features at 3rd level (one of seven, although by 11th level you’ll have 3 of them), 7th level (technically a choice, even though it’s tied to your fighting style) and 15th level (one of three features to make you incredibly strong in a fight). And just like that, the wild master came to be.Īs you’ve probably noticed by now, I love subclasses that can be customised, and the wild master is no different. So I wanted to create an option for ranger that was neither of those things: a subclass that was mechanically powerful, but that could also be adapted fit any ranger character. My second nature-themed subclass in a row! I like the ranger class despite its weaknesses, but I always felt its subclasses were either very niche (specifically the ones released in Xanathar’s) or very weak (looking at you, Beast Master and Hunter).
