Base Class: Monk
You are the master of the wolf. An ancient tradition to befriend a beast and learn from them.
Wolf Bond
At 3rd level, you gain a wolf companion that accompanies you on your adventures and is trained to fight alongside you. Choose a wolf that is no larger than Large and that has a challenge rating of 1 or lower. Add your Wisdom modifier to the Wolf’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or five times your Monk level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points.
The wolf obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the wolf where to move (no action required by you). You can use your bonus action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the wolf takes the Dodgeaction.
If you are incapacitated or absent, the wolf acts on its own, focusing on protecting you and itself. The Wolf never requires your command to use its reaction, such as when making an opportunity attack.
If your wolf is incapacitated it will make death saving rolls the same as a player. If it dies the wolf as well may be the target of spells to resurrect it ignoring effects that pertain to race.
Command Dice
At 3rd level, you have developed different maneuvers to give you both an edge in combat. Choose to learn two of the Commands listed below that you wish your wolf to learn.
You gain a number of superiority dice (d8s) equal to your wisdom modifier. To use a Command, you must spend a superiority die. You regain all spent superiority dice after a short rest.
Commands
Fearsome Beast
Your wolf's snarls and glares with menace at the subject of your anger. Before rolling an intimidation check you may roll a Command die and add it to the outcome of any intimidation roll.
Howl
Your wolf howls in an attempt to scare the surrounding enemies. Any enemy in a 10ft radius who can hear the howl must make a DC 12 wiz saving throw or become frightened for a number of rounds equal to the roll of your Command die.
Keen Senses
Even for a wolf yours has become extremely sensitive to its surroundings, any perception check may be altered by spending a Command die. You must choose before rolling for the perception check if you wish to add the outcome of a Command Die to it.
Nick of Time
You may use your bonus action to summon your wolf to aid you in escaping harm. At the cost of a Command die your wolf travels to you and carries you up to its full move speed in any direction avoiding any attacks of opportunity.
Rending Bite
You direct your wolf to savagely tear at an enemy. If your wolf successfully attacks an enemy it causes it to suffer 1d4 bleeding damage for an number of rounds equal to a roll of your Command Die.
Take Down
Your wolf leaps into the air knocking a creature size large or smaller to the ground. The enemy creature must make a DC 10 + Command die save or be knocked prone and pinned by your wolf. If in subsequent rounds your wolf may choose to not take an action and remain on the creature. At the end of every turn where the creature is still pinned by your wolf they may retake their saving roll in an attempt to break free.
Ferocious pack
At 6th level it becomes a free action to command your wolf. You become a harmonious pack, when attacking the same enemy, both you and your wolf may attack an additional time.
Mind Meld
At 11th level You gain a telepathic link with your wolf up to 300 feet. As well as the ability to see out of your wolf using an Action.
Shared Ki
Beginning at 17th level, when you cast ki targeting yourself, you can also affect your wolf companion with the ki if the wolf is within 30 feet of you.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
---|---|---|---|---|---|
1/7/2022 10:37:30 PM
|
1
|
0
|
1
|
Coming Soon
|
|
1/7/2022 10:40:22 PM
|
0
|
0
|
--
|
Coming Soon
|

Comments