← Field Index
CINDERFALL FIELD MANUAL  ·  DOSSIER 03 / 10

Waywarden

Everything out here mutated to survive. You just found the one that'll let you ride along.

Key Ability
Strength or Dexterity
Hit Points
10 + Con / level
Base Class
Ranger (reskin)
Role
Tracker / Beast-Bonded Scout
Pillar
Wilderness — outside the Triangle

Free Havens don't send soldiers into the Glasslands. They send someone who's already survived it once, walking beside something that never should have. Waywardens hunt what hunts everyone else — irradiated pack-beasts, feral machine-spirits gone to ground, raiders who know the terrain better than the map does. They don't trust maps. They trust the thing padding along next to them, and the years it took to earn that.

§1New Terms


The Mark
You designate a creature as your quarry, gaining a growing bonus to track, target, and punish it specifically. Refreshed once per encounter or scene.
Feral Bond
Your tamed mutant beast companion, chosen at 1st level. Grows through four stages: Whelp, Bonded, Alpha, Apex-Touched.
Wasteland Edge
Your combat style, chosen at 1st level. Functions as your subclass.
Feral Surge
Pushing your bond with your Feral Bond past its normal limits for a burst of combined ferocity. Risks Frenzy.
Frenzy
What happens when a Feral Surge goes wrong — the bond slips and the beast (or you) stops taking direction. Roll on the Frenzy Table (§4).

§2Choose Your Feral Bond

Your companion, chosen at 1st level. Grows at 5th (Bonded), 11th (Alpha), and 17th (Apex-Touched) — each stage more capable, and more visibly changed by whatever's in the Glasslands' water.


Snapjaw

Predator

A mutated hound-thing, too many teeth for the mouth it's wearing. Fast, aggressive, built to close distance and not let go.

SIGNATURE — its bite can drag a Marked target off its feet; by Alpha stage, a hit from either of you sets up the other's next attack.

Carapace

Bulwark

Something that used to be smaller and softer, now plated in chitin or scavenged armor plate it grew into rather than strapped on. Rideable by Alpha stage.

SIGNATURE — can plant itself to grant you cover, and by Apex-Touched stage can carry you at a dead run without slowing.

Wingtouched

Scout

A mutated bird or bat-thing with a wider wingspan than it has any right to. Built for the long trail and the high vantage.

SIGNATURE — can scout well ahead of the party and report back; by Alpha stage, you can briefly see through its eyes on demand.

§3Choose Your Wasteland Edge

Your subclass, chosen at 1st level. Grants a feature again at 7th; every Edge's mid-tier feats (§5, 12th level) are open to all three once unlocked.


Twin Fang

Dual Assault

Two weapons, or one weapon and one set of jaws. You and your Feral Bond both go for the throat at once.

SIGNATURE — reduced penalty when making a second attack against your Marked quarry the same turn.

Deadeye

Precision

One shot, placed exactly. The scrap-rifle culture's answer to a world where ammunition is worth more than the people carrying it.

SIGNATURE — bonus precision damage against your Marked quarry, scaling as the Mark holds longer.

Ghostwalker

Outmaneuver

You don't out-muscle the wasteland's monsters. You out-think them, and leave before they notice you were there.

SIGNATURE — your Marked quarry takes a penalty to notice or react to you and your Feral Bond specifically.

§4Feral Surge & Frenzy

Feral Surge lets you and your Feral Bond act as one savage instinct for a moment — a bigger hit, a longer chase, a reflex no ordinary command should allow. Push it too often, or too hard against too little trust, and the bond doesn't hold.


d8Result
1Snarl — your Feral Bond is off-guard toward you until the end of your next turn.
2Bloodscent Overload — the sensory feedback sickens you briefly.
3Wild Bolt — your Feral Bond bolts toward the nearest threat, ignoring your next command.
4Feedback Bite — the bond snaps back; you take a small amount of damage.
5Rabid Flare — your Feral Bond must attack the nearest creature this turn, ally or not.
6Broken Leash — you lose the Mark on your current quarry entirely.
7Runaway — your Feral Bond flees the scene and is unreachable for 1d4 rounds.
8Full Frenzy — GM's call. Your companion nearly turns on the party, or a Wasteland Totem takes an interest in what you've bred.

§5Progression, 1–20


LvClass Features
1Feral Bond (Whelp), Wasteland Edge, The Mark, Track the Wasteland, initial proficiencies
2Skill feat, Waywarden feat
3General feat, skill increase, expert Survival
4Waywarden feat
5Ability boosts, ancestry feat, Feral Bond: Bonded, skill increase, expert Perception
6Waywarden feat
7General feat, skill increase, master Reflex, Wasteland Edge feature II, expert weapon proficiency
8Waywarden feat
9Ancestry feat, skill increase, Frenzy Control (reroll one Frenzy/day), expert Class DC
10Ability boosts, Waywarden feat
11General feat, skill increase, Feral Bond: Alpha, master weapon proficiency
12Waywarden feat
13Ancestry feat, skill increase, master Fortitude
14Waywarden feat
15Ability boosts, skill increase, Wasteland Edge capstone, master Perception, legendary Survival
16Waywarden feat
17General feat, skill increase, Feral Bond: Apex-Touched, legendary weapon proficiency
18Waywarden feat
19Skill increase, Beast Apotheosis
20Ability boosts, Waywarden feat, One Beast, One Blood

§6Feats by Level

A representative loadout, not an exhaustive list. Green bar = general access. Rust bar = Edge-flavored but open to all once unlocked.


2nd level
Mark the Trail
Extend the Mark to a second target at a reduced bonus.
Beastspeak
Basic wordless communication with your Feral Bond and wild beasts of similar stock.
Snap Shot
Reaction — strike a creature that moves within your reach without triggering it yourself.
4th level
Twin Strike Assist
Your Feral Bond assists your attack even without repositioning.
Vanish in the Ash
Use wasteland debris and fallout haze to slip from sight after acting.
Called Shot
A precision strike that briefly weakens your Marked quarry's defenses.
6th level
Pack Tactics
You and your Feral Bond count as flanking a Marked quarry regardless of position.
Wasteland Sense
Limited danger-sense in irradiated or heavily corrupted terrain.
Companion's Fury
Your Feral Bond gets an immediate bonus attack when you critically hit your Marked quarry.
8th level
Twin Bond Strike
Once per encounter, you and your Feral Bond act on the same initiative count.
Ghost-Machine Tracker
Bonus to Mark and track constructs and hostile ghost-machines specifically.
Adaptive Camouflage
A mutation-born concealment effect usable a limited number of times per day.
10th level
Alpha's Call
Once per day, your Feral Bond acts fully independently for a full round.
Quarry's Bane
Bonus damage dice against your Marked quarry, scaling with character level.
Second Skin Armor
A natural armor bonus born of long exposure to the wasteland's worst.
12th level
Twin Fang Ascendant
Twin Fang-flavored, open to all — a third rapid strike becomes possible in a single turn.
Deadeye's Longshot
Deadeye-flavored, open to all — precision damage against your Mark applies at any range.
Ghostwalker's Vanish
Ghostwalker-flavored, open to all — become undetected to your Marked quarry for a full round.
14th level
Bloodscent
Your Marked quarry can no longer hide from you or your Feral Bond by any ordinary means.
Feral Surge Mastery
Use Feral Surge one additional time per day, at reduced Frenzy risk.
Wasteland Juggernaut
Your Feral Bond gains a temporary HP pool separate from its own.
16th level
One Mind, Two Bodies
Share senses with your Feral Bond at will, no action required.
Apex Predator's Mark
Marking a creature makes nearby lesser creatures briefly off-guard from proximity dread.
Undying Trail
You never lose a Mark's trail regardless of distance or time passed.
18th level
Firstscar's Blessing
Requires a prior petition to the Firstscar (§7) — once per day, auto-succeed a Survival or tracking check, or ignore a Frenzy result.
Denmother's Ward
Once per day, your Feral Bond drops to 1 HP instead of dying.
19th Level Capstone

Beast Apotheosis

Choose one, permanently: your Feral Bond gains true sapience and becomes a genuine independent ally with its own initiative and agenda — or you gain a permanent minor bestial trait yourself, such as low-light vision, claws, or a keener sense the wasteland gave you in trade.

20th Level Capstone

One Beast, One Blood

Once per day, fuse fully with your Feral Bond for one minute: shared initiative, combined attacks, total immunity to Frenzy for the duration. When it ends, you're both fatigued until your next rest. For sixty seconds, there's no meaningful difference between the hunter and the thing that hunts beside them.

§7Wasteland Totems

New to Cinderfall: the wild counterpart to the Machine Spirit Gods and Flesh Saints — patrons formed not from bound souls but from generations of mutated survival instinct, layered until something in it started paying attention back.


The Firstscar
Adaptation · Survival · Strength Earned Through Mutation

Every apex predator in the Glasslands carries a piece of the same scar tissue, passed down from whatever first creature adapted fast enough to survive the initial fallout and kept adapting ever since. The Firstscar isn't one animal — it's the pattern underneath all of them, occasionally visible as a shape at the edge of vision that's built from the worst parts of everything that's tried to kill you out there.

It doesn't grant magic. It grants the certainty that whatever's wrong with you now made you harder to kill, and that's worth something.

UNLOCK — "Petition the Firstscar" (6th level, requires surviving a fight your Feral Bond should have lost) opens access to Firstscar's Blessing at 18th level.
The Denmother
Loyalty · Packs · What Stays When Everything Else Leaves

Formed from countless loyal animal souls who refused to leave their dying handlers' sides even when the radiation, the cold, or the raiders came for them too. She rewards bonds that hold and never forgives one broken by choice — abandon a Feral Bond that trusted you, and bad luck follows every partnership you try to build afterward.

Favored patron of Waywardens specifically, though any beast-keeper in the wasteland knows her name.

Usable setting-wide as a petty-god patron for any class that keeps an animal, construct, or bound companion — the Waywarden is simply the one with a feat chain built to use her directly.