Base Class: Ranger
As a Ranger you have happened upon a small pup, or perchance your pet already owned was adapted by some dark ritual or infernal meeting. With your newfound companion you will discover it's legend and the legend with them that you will mark upon the world.
Art By: Juan Acosta
Level 3: Wolf Companion
At 3rd level you gain a wolf companion that accompanies you on adventures. Choose either a Wolf or Dire Wolf (DM’s discretion). Your wolf becomes a unique creature tied to your soul. Use the wolf's stat block but it gains the following modifications.
Proficiency: Add your proficiency bonus to the beast’s AC, attack rolls, damage rolls, all skill checks, and all saving throws.
Hit Points: The wolf has hit points equal to 5 * your ranger level + the wolf's Constitution modifier + your wisdom modifier. For every level your character gains after the 3rd level, your beast’s hit points increase by 1d8 + its Con mod. It also has a number of hit dice equal to your character level and can use them during a short rest to regain hit points.
Initiative: The beast shares your initiative and takes its turn during yours. It can move on its own and follows your commands.
Combat: The wolf acts during your turn. It can be moved and use it's reaction on it's own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action in its stat block or some other action. You may also sacrifice one of your attacks when you take the Attack action to command the beast instead. If you are Incapacitated or absent, the beast acts on its own and isn't limited to the Dodge action.
- Attack: Your wolfs primary attacks deal 1d6 damage or 1d10 if they are a Dire Wolf and can add its Str or Dex mod + your proficiency bonus to their attack and damage rolls.
- Cunning Instincts: Your wolf can take the Dash or Disengage action using its Bonus Action when you command it.
- Pack Tactics. The wolf has Advantage on an attack roll against a creature if you or at least one of the wolf’s allies is within 5 feet of the creature and you or the ally doesn’t have the Incapacitated condition.
- Intimidating Form: The beast makes Intimidation skill checks with Strength instead of Charisma.
- Big Doggy: Your beast can sacrifice an attack to Shove or Grapple a creature. The beast grapples using its jaws but cannot attack while grappling unless it has hands or an innate ability that allows it to somehow.
Level 3: Pact of Sif
If your wolf companion is reduced to 0 hit points, it does not die immediately. Instead, the air trembles as an infernal rift tears open where it fell, filling the area with howling wind and burning runes. Chains of shadow and flame erupt from the ground, wrapping around the beast and pulling it screaming into the rift before it snaps shut with a thunderous crack.
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The wolf is considered dead, and it cannot be revived by normal means such as revivify or raise dead.
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A black fang charm made of obsidian and marked with glowing runes appears where the wolf fell. This fang is a focus for the bond between you and your companion.
Rebinding the Soul
You may perform a 1-hour ritual using the black fang to call your wolf companion back from the infernal planes. When you do so:
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The wolf returns at full hit points.
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Each time it returns this way, its appearance subtly changes: its fur grows more ashen grey, its eyes burn with faint golden fire.
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When the wolf has been resurrected this way three times as long as these deaths were not abuse, its infernal owner reveals itself. A horned devil their name they won't reveal who claims to have once been Fenrir’s keeper. The devil thanks you for nurturing the pup and offers a dark pact:
“Raise it. Strengthen it. The chains will break again soon.” - Unknown Horned Devil
If you accept the devil’s request to continue guiding Fenrir’s growth, the following occurs immediately:
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The wolf is restored with a new form fur of grey that fades to a white ashen underbelly, with eyes of burning gold that glow in dim light.
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Mechanically, this represents your wolf evolving and permanently gaining one of the following boons (DM’s or player’s choice):
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Bite of the Devourer: The wolf’s attacks count may count as Force for overcoming resistance and immunity to physical damage.
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Infernal Vitality: When the wolf is reduced to 0 hit points, it can make a DC 10 Constitution saving throw. On a success, it instead drops to 1 hit point.
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Echo of the Chains: When the wolf hits a creature, spectral chains briefly lash from its bite, reducing the target’s speed by 10 feet until the start of the wolf’s next turn.
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If you reject the devil’s offer, your wolf’s soul remains within the rift until you perform the ritual again or the DM introduces another narrative path to recover it. The devil’s role and intentions are left entirely to the DM’s discretion. They might become a recurring NPC, quest hook, or foreshadowing for Sif’s apocalyptic destiny.
Bite of the Devourer
Your wolfs tenacity can bite through even the most resilient foes. When your wolf bites a creature, the bite may deal Force damage or physical for overcoming resistance and immunity to physical damage.
Echo of the Chains
It is not only it's own infernal chains that hold down the beast. When the wolf hits a creature, spectral chains briefly lash from its bite, reducing the target’s speed by 10 feet until the start of the wolf’s next turn.
Infernal Vitality
Your wolf's infernal resilience makes it's fur also one to contend with. When the wolf is reduced to 0 hit points, it can make a DC 10 Constitution saving throw. On a success, it instead drops to 1 hit point.
Level 7: Dire Ascension
At the 7th level, Your companion grows as your bond deepens. It becomes a Large creature (if not already), and its Bite attack increases to 2d8 + Str or Dex + your proficiency bonus.
Spirit Bond: Also when you cast a spell targeting yourself, you can also affect the wolf with the spell if it is within 30 feet of you. Your beast also benefits from your spell effects on opponents, such as the tracking and damage bonuses from Hunter's Mark.
Shadow Step (requires dim light or darkness): As a bonus action, the wolf can teleport up to 20 feet to an unoccupied space it can see that has dim light or darkness.
In addition you may choose another not already chosen boon for your wolf.
Bite of the Devourer
Your wolfs tenacity can bite through even the most resilient foes. When your wolf bites a creature, the bite may deal Force damage or physical for overcoming resistance and immunity to physical damage.
Echo of the Chains
It is not only it's own infernal chains that hold down the beast. When the wolf hits a creature, spectral chains briefly lash from its bite, reducing the target’s speed by 10 feet until the start of the wolf’s next turn.
Infernal Vitality
Your wolf's infernal resilience makes it's fur also one to contend with. When the wolf is reduced to 0 hit points, it can make a DC 10 Constitution saving throw. On a success, it instead drops to 1 hit point.
Level 11: Fang of the End
The wolf’s latent divinity awakens.
Fang Barer: Its Bite damage increases to 2d10 + Str or Dex + your proficiency modifier.
Sif’s Howl: Once per long rest, as an action, the wolf lets out a chilling howl. Each creature of your choice within 30 feet that can hear it must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be Frightened until the end of your next turn.
Dark Resistance: You gain resistance to cold and necrotic damage while within 30 feet of your wolf. If within cold or freezing environments your character is able to stave off its influences feeling while cuddling your pup.
Level 15: Sif's Ascension
At 15th level, your wolf fully awakens to its divine-infernal lineage. Its body grows to Huge size, its eyes burn with golden fury, and it learns to fight not just as a beast but as a warrior. Shadows coil through its fur looking like spectral dark chains.
“The wolf grows, eclipsing all before it, its jaws closing on the Fang of the Sun. The earth trembles; light and shadow will bend to its will.” - Unknown Horned Devil
Fang of the Sun: During a long rest you may perform a 10-minute ritual to summon the Horned Demon who originally entrusted the wolf to you. Seeing it's new form he see's the wolf is ready and gifts it the Fang of the Sun.
See the weapon for all other details Fang of the Sun.
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