Base Class: Ranger
Your connection to the natural world takes the form of a wolf. As your powers grow, your wolf grows as well, blossoming from a small four-legged companion to a mighty beast large and strong enough for you to ride. As you travel together, you form a close-knit and unique pack of two, protecting and bolstering each other in combat; a fearsome duo of steel and fang.
Wolf Companion
3rd-Level Wolf Rider Feature
At 3rd level, a young wolf companion finds you. Within 2 hours of entering a forest, the wolf will emerge and after a short rest, you may bond to it. The wolf obeys your commands to the best of its abilities and acts on your initiative in combat. It can move on its own and take reactions but can only take an action if you use a bonus action to command it (see the Bonded ability, below). If you are incapacitated, the wolf can use actions to defend you. Your wolf uses its stat block but has hit points equal to 15 plus 5 (1d10) per ranger level, and adds your proficiency bonus to its armor class, saving throws, and attack rolls. The wolf will regain any lost hit points during a long rest. If your wolf is ever slain, you must use a long rest, in a forested area, and a new wolf will find you. For purposes of the wolf’s pack tactics ability, only you count as the wolf’s ally. The wolf also gains the benefits of your land’s stride ability and can move stealthily at a normal pace when traveling within ten feet of you.
WOLF Companion
Small Beast
Armor Class 14 + PB (natural armor)
Hit Points 15 + five per ranger level (the wolf has a number of Hit Dice [d10s] equal to your ranger level)
Speed 40 ft.
Saving Throws Dex +2 plus PB, Wis +2 plus PB
Senses passive Perception 13
Languages -
Challenge — Proficiency Bonus (PB) equals your bonus
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 ft. of the creature and the ally isn’t incapacitated.
Actions
Bite. Melee Weapon Attack: +4 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage.
Reactions
Distracted Bite. When a friendly creature within 5 feet of the wolf hits a target with a melee weapon attack, the wolf uses the opportunity to bite the target, causing an extra 1d6 piercing damage.
Bonded
3rd-Level Wolf Rider Feature
Your wolf and you share a limited telepathy, with a range of 120 feet and it can communicate its feelings and intent to you. Using a bonus action, you can command your wolf to take the following actions:
• The attack, disengage, dash, or hide action.
• The dodge action. Attack rolls against you by a specific creature within melee range are now made with disadvantage until the start of your next turn (as long as the wolf remains within 10 feet of you.) You also gain advantage on attack rolls against that creature.
• The help action. When you command your wolf to use a help action to assist you in combat against a specific creature, you improve your chance of scoring a critical hit. A 19 or 20 on an attack roll is now a critical hit.
Speak with Animals. You learn speak with animals and can cast it at will.
Woodland Rider
7th-Level Wolf Rider Feature
At 7th level your wolf grows into an adult wolf and can now be used as a mount (and does not require a saddle). The time spent training together has also made the two of you more effective in combat. While within 5 feet of one another you both gain a bonus of +1 to AC (as long as neither is incapacitated). Additionally, while mounted, the following benefits apply:
• As a reaction, you may force an attack directed at your wolf to be an attack against you instead.
• Your wolf will not take damage when it makes a successful Dexterity save against an attack that normally would halve the damage on a success. Even if the save is failed the mount only takes half damage.
• Mounting or dismounting costs 10 feet of movement (not half your speed) and you have advantage to avoid falling off your mount.
• You and the mount have advantage on saving throws against being frightened.
Wolf Mount. The wolf grows to Medium size. Reflecting your special bond, you can use the wolf as a mount if your size is Medium or smaller.
Magic Fang. The wolf’s Bite attack deals an extra 1d6 damage and counts as magical for the purposes of overcoming resistances.
Pack Fighter
11th-Level Wolf Rider Feature
At 11th level your training continues. Your wolf and you become more adept at fighting together. You have the following bonus actions:
• Wall of Fur. Use your wolf to grant you full cover. Any hit that would normally hit you (i.e., if you did not have the benefit of cover), hits the wolf instead, as long as it remains within 5 feet of you.
• Combat Assist. If your wolf uses its reaction to assist an ally in battle, its Distracted Bite does an additional d6 piercing damage.
Perfected Bond
15th-Level Wolf Rider Feature
Your bond to your wolf reaches the pinnacle of its power.
Empowered Bite. The wolf’s Bite attack deals an extra 1d6 damage (for a total of 2d6 extra damage).
Large Wolf. The wolf grows to Large size.
Lethal Pack. If your wolf is helping you in combat, your chance to score a critical hit improves to a roll of 18 or higher. Alternatively, if you instead use your help action to help the wolf fight, your wolf scores critical hits on a roll of 18 or higher (as long as it is within 5 feet of you).
Previous Versions
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*Based on the Wolf Rider Archetype from Raiders of the Serpent Sea by Brent Knowles.