Base Class: Barbarian
Wild warriors all, Barbarians fight with primal ferocity not seen in civilized soldiers. For some, this savage spirit calls out to the wolves of the wild, and a bond is forged. Known as Packleaders, these primal warriors fight side by side with a savage wolf companion, hunting their foes with deadly skills.
Savage Companion
3rd Level
You have forged a primal bond with a wild wolf. Your wolf companion is friendly to you and your allies, and obeys your commands. See its game statistics in the Wolf Companion stat block, which uses your proficiency bonus (PB) in several places.
In combat, the wolf takes its turn immediately following yours. It can move and use its reaction on its own, but the wolf only takes the Dodge action unless you use a bonus action to command it to take a different action. The action can be one in the stat block or some other action. If you are incapacitated or absent, the wolf acts on its own, focusing on protecting you and itself.
The wolf gains all the normal benefits from healing, as well as both short and long rests. If it is reduced to 0 hit points, it makes death saving throws like a player character would. If the wolf has died within the last hour, you can use your action to touch it and expend 2 Hit Dice. The wolf returns to life after 1 minute with half its hit points restored. If longer than 1 hour has passed since your companion died, you can call out to the wild to gift you another companion. You must spend 8 hours bonding with the wild wolf to make it your Wolf Companion.
While traveling alone with your bestial companion, you can move stealthily at a normal pace. Your bestial companion always knows the general direction of your position and will immediately seek you out to the best of its ability if the two of you are separated.
Wolf Companion (Stat Block)
Medium Beast, (your alignment)
Armor Class: 14 + PB (natural armor)
Hit Points: 5 + five times your barbarian level (The wolf has a total number of Hit Dice [d8] equal to your Barbarian level)
Speed: 40 ft.
STR 15(+2)
DEX 15(+2)
CON 15(+2)
WIS 8(-1)
INT 14(+2)
CON 6(-2)
Saving Throws: Str +2 plus PB; Con +2 plus PB
Skills: Perception +2 plus PB; Stealth +2 plus PB
Senses: Darkvision 60 ft.; Passive Perception 12 plus PB
Languages: Understands common and one language you speak
Keen Senses. The wolf companion has advantage on any ability checks that rely on hearing or smell.
Pack Tactics. The wolf companion has advantage on an attack roll against a creature if at least one of the wolf’s allies are within 5 ft. of the creature and the ally isn’t incapacitated.
Cunning. Creatures have disadvantage on opportunity attack against the wolf companion if at least one of the wolf’s allies are within 5 ft. of the creature and the ally isn’t incapacitated.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target.
Hit: 7(2d4 +2 plus PB) piercing damage.
Pin. Once per round, when the wolf deals damage to a large or smaller creature with its bite attack, it can force that creature to make a DC 11 plus PB Strength saving throw or be knocked prone on a failure.
Reactions
Deflect. When a creature the wolf can see hits a target with an attack within 5 ft. of it, other than itself, the wolf can use its reaction to reduce the damage the target takes by 1d10 plus PB.
Beast Whisper
Your wild spirit grants you a special connection with beasts. You gain proficiency in Animal Handling. If you are already proficient in Animal Handling you add double your proficiency bonus to your roll.
Intimidating Presence
Your savage spirit rivals that of the great predators of the wild. When you Rage, the wolf can let forth a primal howl and force creatures of your choice that can hear it within 30 feet to make a Wisdom saving throw (DC equals 8 + your PB + your Constitution modifier). On a failed save, the creature is frightened of the wolf for up to 1 minute.
A creature can repeat the saving throw at the start of each turn, ending the effect on a success. A creature that succeeds on this saving throw is immune to this effect for 24 hours.
In addition, the wolf’s attacks now count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
Bestial Fury
When your wolf companion takes the Attack action, it can make two attacks.
Alpha Rage
Your ferocity infects your wolf companion. The wolf enters a Rage when you do and gains the benefits of Rage (advantage on Strength checks and saving throws, Rage Damage bonus equal to yours and resistance to bludgeoning, piercing and slashing damage). Your wolf’s Rage ends if, for whatever reason, your Rage ends.
When the wolf enters Rage it can use its reaction to move up to its movement speed.
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