Base Class: Ranger
The Wo;f Alpha stands out as a ranger subclass defined by its leadership qualities, deep connection to the wild, and the ability to summon and empower a pack of creatures. From charming a loyal Feral Companion to issuing strategic commands and summoning allied beasts, the Wolf Alpha excels in unifying the forces of nature for a coordinated and powerful assault. The apex bond at level 15 elevates the subclass to legendary status, allowing the Feral Companion to temporarily become a formidable force on the battlefield. The WolfAlpha's versatility, leadership, and the ability to summon and empower creatures make it a distinct and formidable choice within the ranger class.
Level 3 - Feral Companion
Level 3 - Feral Companion At 3rd level, your deep connection with the wild allows you to befriend a wolf from the land, forming a powerful bond. As an action, you can attempt to charm a wolf within 30 feet of you using your Animal Handling skill. The DC is determined by the DM based on the wolf's disposition and current circumstances. On a successful check, the wolf becomes magically linked to you and gains a bonus to its attack and damage rolls equal to your Wisdom modifier. The bond lasts until the wolf is treated poorly by the party or harmed. The Dungeon Master controls the wolf, determining its actions and loyalty based on the party's treatment.
Beast's Turn: The charmed wolf acts independently, having its own turn in the initiative order. The DM controls its actions, and it follows its instincts to the best of its ability. At the start of its turn, it may choose to follow the ranger's commands given during the ranger's previous turn.
Commanding Presence: As a bonus action on your turn, you can issue a command to the charmed wolf. It will make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier). On a failed save, it follows your command on its next turn. On a successful save, it acts according to its instincts for that turn. The DC increases by 2 for each subsequent command in a single turn.
Loyalty Check: If the charmed wolf is treated poorly or harmed, the Dungeon Master may call for a Loyalty Check. The wolf makes a Wisdom saving throw, with the DC set by the DM based on the severity of mistreatment. On a failed save, the bond is broken, and the wolf leaves the party.
Level 7 - Nature's Insight
At 7th level, your attunement to the natural world deepens. Once per day, you can dedicate an hour to immerse yourself in your surroundings, gaining insights that offer a lasting benefit for the day. Choose from one of the following options:.
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Nature's Vigor: you and your wolf obtain temporary hit points equal to your ranger level plus your Wisdom modifier, lasting until the day's end or depletion.
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Nature's Resilience: Gain resistance to a chosen damage type (bludgeoning, piercing, slashing, fire, cold, lightning, thunder, acid, or poison) until the day's end.
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Nature's Acuity: Enjoy advantage on Wisdom-based skill checks (Animal Handling, Insight, Medicine, Perception, and Survival) for the day.
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Nature's Camouflage: Attain advantage on Dexterity (Stealth) checks and attempt to hide when lightly obscured by natural phenomena until the day concludes.
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Nature's Communion: Cast "speak with animals" at will, without expending a spell slot, until the day's end.
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Alpha's Presence: Emit an authoritative aura. Your wolf companion gains the ability to make an additional attack as a bonus action when it attacks. Additionally, your wolf companion will follow your orders without the need for a Wisdom saving throw. This enhancement persists until the day concludes.
Level 11 - Wild Summoning
Level 11 - Wild Summoning At 11th level, your bond with the land allows you to call upon the creatures of the wild for aid. As an action, you can summon a pack of wolves to aid you in battle. The pack consists of canine like creatures(wolf dire wolf dog etc.)with a combined challenge rating equal to or less than your ranger level divided by 2 (rounded down). The pack remains for 1 minute or until they are reduced to 0 hit points. You can use this feature once per long rest. Additionally, your Wolf Companion's attacks are considered magical for the purpose of overcoming resistances
Level 15 - Apex Bond
At 15th level, your command over the natural world reaches its zenith, forging an apex bond with your wolf companion. You can now issue commands to your wolf companion as a bonus action and obeys you completely. Once per long rest, you can further unleash the primal essence of your wolf companion, transforming it into a powerful, legendary creature for 1 minute. During this time, your wolf companion gains the following benefits:
- Its size grows to huge and its hit points double.
- It gains the ability to make two attacks when it takes the Attack action
- The wolf companion gains resistance to all damage types.
Previous Versions
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