Ranger
Base Class: Ranger

Pack hunters consider themselves as one of the pack and stand on a thin line between the world of beasts and the world of humans.
They usually stand out in combat scenarios through their animalistic fighting style and their animal companions.

Call of the Pack

At 3rd Level the pack hunter channels a primitive kind of magic through their fascination with the wild, this enables them to call upon an ancient spirit taking the form of a wolf companion and using the Wolf statistics at 3rd the dire wolf statistics at 11th level and the winter wolf statistics at level 18th. You may choose to summon an additional wolf at those thresholds instead of summoning the stronger variants.

Your summoned wolf(es) gain the following: Add your proficiency bonus to the wolfs 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 their stat block or four times your ranger level, wichever is higher. Like any creature, it can spend Hit Dice during a short rest.

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 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 Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the wolf to take the Attack action. While traveling through your favored terrain with only the wolf, you can move stealthily at a normal pace.

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 the wolf dies, you may call upon the ancient spirits during a long rest to reform your wolf.

One of the pack

You gain the Pack Tactics ability (You have advantage on attack rolls against a creature if at least one of your companions is within 5 feet of the creature and isn`t incapacitated

Pack leader

At 7th level you may grant any willing creature that has a wisdom modifier of 0 or higher a part of the ancient spirits essence granting them the pack tactics ability. This process requires a 1 hour long ritual in which your wolf companion has to be present and it requires you and the creature to feel any kind of sympathy towards each other. You may use this feature a number of times equal to half your wisdom modifier rounded up, this resets after a long rest. The effect of pack leader ends after a long rest or if you or the creature you granted it to don`t feel sympathiy towards each other anymore.

Fury of the pack

At 11th level you gain the Conjure the Pack Spell and you are able to cast it once per day for free or use the corresponding spell slots. Casting this spell can be done once a day as a reaction to getting your hit points reduced to half of their maximum, rounded down. If cast as a reaction the verbal and somatic components of this spell are not needed and concentration on this spell can not be broken by outside interference for 3 turns.

Your Wolf companion will cast this spell and use the regular wolfes option automatically if your hit points drop to or under 0 and this spell is not currently casted by yourself. In this event half of the summoned wolfes will try dragging you away from the fight while your wolf companion and the other summoned wolfes will try to eliminate the threat that last dealt damage to you if possible.

Seasoned Pack Leader

At level 15 as a Reaction to getting attacked you can command any willing creature with pack tactics to use half their movement to move into your space or the space of a another creature with pack tactics and take the damage instead of you. You can use this feature after the attack roll of your opponent but before damage is rolled.

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