Ranger
Base Class: Ranger

Wandering alone in the wilds, a ranger stops in their tracks, hearing the faint sounds of small whimpering animals. Tracing the whimpering back to it's source the ranger discovers a pair of wolf pups struggling to gain warmth next to the body of their dead mother. A wave of compassion mixed with a tinge of destiny overcomes the ranger and they decide to gather up the pups and ensure their survival, becoming as much much a part of the wolves as the wolves are of them. Pack Leader ranger is a denizen of the wilds that happened upon a pair of orphaned wolf pups. The ranger raises these pups and becomes bonded with them, forming their own pack. As the wolves grow they join the ranger in combat and over time the ranger works his way up to the pack alpha position, granting multiple benefits. A ranger on their own is a fearsome foe, a ranger and their wolf pack is almost certain death.

Wolf Pack

Upon reaching 3rd level a bonded pair of wolf pups you've rescued have matured enough to join you in battle. These wolves share your initiative and begin with the wolf stat block and abilities. You also add your proficiency bonus to their attack rolls.

Upon reaching 6th level your wolves now have the dire wolf stat block and abilities.

At 9th level your wolves attacks hove a +1 modifier for the purposes of overcoming magical resistance. They also gain resistance to non magical damage.

Packmembers

The hunter and his wolves consider allies to be members of their pack. Whenever in combat, allies within 5 feet of the hunter or his wolves gain the benefit of the pack tactics effect.

Lupine Senses

Your time spent in a wolf pack has enhanced your senses to the levels of those possessed by wolves. Beginning at 7th level you roll at advantage for any checks involving scent, hearing, sight, or taste. Additionally, while in combat you roll at advantage for any saving throw.

Blood Frenzy

The scent of blood throws the hunter and the pack into a wild frenzy. Whenever the hunter and the wolves are attacking a bloodied enemy the scent of blood throws you into a frenzy. Starting at 11th level, sensing the kill your attacks become more ferocious. When the hunter or the wolves succeed on a melee attack roll on a bloodied enemy, roll two damage die and use the combined total.

Alpha Wolf

Beginning at 15th level the hunter has ascended to the leader of the pack. Being the pack alpha offers multiple benefits:

First, whenever the hunter attacks a creature with a melee attack that a wolf is attacking the hunter heals for half the damage he deals (this effect does not stack for multiple wolves).

Second, when any creature downs a wolf in battle, the hunter gains advantage on attack rolls against that creature and can critical strike with a roll of 19-20.

Finally, as a bonus action, the hunter can command a wolf to howl, any creature within 30 feet for the howling wolf must make a wisdom saving throw or become frightened of the hunter and his wolves until the beginning of the hunter's next turn.

Hekken Good Pup

At 15th level your wolves devotion to their leader causes them to take desperate action when the Alpha is in danger, sacrificing their own well being to save their alpha, When an enemy attack would bring the hunter to 0 hit points, the hunter can use his reaction to have one of the wolves take the damage intended for the hunter instead. This feature is usable twice per long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes