Beastkin
| Level | Proficiency | Features | Pack Size | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Kinship | 2 | - | - | - | - | - | - |
| 2nd | +2 | Beastial Feature, Pack Feature, Spellcasting | 2 | 2 | 2 | - | - | - | - |
| 3rd | +2 | Capture/Summon a Dream, Eyes and Ears | 2 | 3 | 3 | - | - | - | - |
| 4th | +2 | Ability Score Improvement | 2 | 3 | 3 | - | - | - | - |
| 5th | +3 | Autonomy, Animal instincts | 4 | 4 | 4 | 2 | - | - | - |
| 6th | +3 | Intermediate and Unique Commands, Ethereal Prey | 4 | 4 | 4 | 2 | - | - | - |
| 7th | +3 | Pack Feature, Eyes and Ears | 4 | 5 | 4 | 3 | - | - | - |
| 8th | +3 | Ability Score Improvement | 4 | 5 | 4 | 3 | - | - | - |
| 9th | +4 | ─ | 6 | 6 | 4 | 3 | 2 | - | - |
| 10th | +4 | Autonomy | 6 | 6 | 4 | 3 | 2 | - | - |
| 11th | +4 | Pack Feature, Master Commands | 6 | 7 | 4 | 3 | 3 | - | - |
| 12th | +4 | Ability Score Improvement | 6 | 7 | 4 | 3 | 3 | - | - |
| 13th | +5 | ─ | 8 | 8 | 4 | 3 | 3 | 1 | - |
| 14th | +5 | Predator's constitution | 8 | 8 | 4 | 3 | 3 | 1 | - |
| 15th | +5 | Pack Feature, Synergy | 8 | 9 | 4 | 3 | 3 | 2 | - |
| 16th | +5 | Ability Score Improvement | 8 | 9 | 4 | 3 | 3 | 2 | - |
| 17th | +6 | ─ | 10 | 10 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Feral Senses | 10 | 10 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 10 | 10 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Pack Feature | 10 | 10 | 4 | 3 | 3 | 3 | 2 |
Beastkin
Class Features
As a Beastkin, you gain the following class features
Hit Points
- Hit Dice: 1d10 per Beastkin level
- Hit Points at 1st Level: 10 + your constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) your constitution modifier per Beastkin level
Proficiencies
- Armor: Light Armor
- Weapons: Simple weapons, battleaxe, blowgun, longbow, net, rapier, scimitar, shortsword, and trident
- Tools: Herbalism kit
- Saving Throws: Wisdom, Strength
- Skills: Choose two from Animal handling, Athletics, Insight, Intimidation, Medicine, Nature, Perception, Stealth, and Survival.
(When determining attunement the beastkin can use items for rangers, druids, and sorcerers)
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Set of Leather armor
- (a) 2 simple weapons (b) 2 shortswords
- (a) longbow and a quiver of 20 arrows
- Herbalism kit
- (a) A Dugeoneer's pack (b) A Explorers pack
Kinship
Kin Choice
Whether through stress, magic, or blood you have the ability to sense the minds of a species around you and communicate with them, some of the kin are : rats, ravens, wolves, or psuedodragons. This choice is detailed at the end of the class description.
Mental link
The bond creates a permanent link with the chosen speices that allow all members (player and species) to use sending at will without materials or spell slots when targeting their pack and all other kin members within 10 miles of their position. This spell does not count toward their spells known. The number of members the player can contact is 10 x the players level.
Pack Control
The second form of the bond is that the player can call on some members at anytime, represented as their pack. What the player can do with this resource is the list of commands they have as seen in the commands at the end of the class description. The player has access to beginner commands right away and gain access to intermediate and unique at level 6 and master commands at level 11.
Mortal beings
The players choice of kin are only mortal they can perish just like any other animal. The player can expend one hit dice during a short rest to recover that many members up to their max pack size. During a long rest the pack size is completely recovered.
Spellcasting
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See the end of the command list for a spell list.
Spell Slots
The Beastkin table shows how many spell slots you have
to cast your spells of 1st level and higher. To cast one of
these spells, you must expend a slot of the spell’s level
or higher. You regain all expended spell slots when you
finish a long rest.
For example, if you know the 1st-level spell animal
friendship and have a 1st-level and a 2nd-level spell slot
available, you can cast animal friendship using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the beastkin spell list. The Spells Known column of the beastkin table shows when you learn more beastkin spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the beastkin spells you know and replace it with another spell from the beastkin spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your beaskin spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a beastkin spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Beastial Feature
At 2nd level due to the bond with your kin the player's eyes change to match the kin's, this change grants dark vision for 60ft. If the player already has darkvision the distance in increased an additional 30ft. The player also gains advantage when rolling perception checks on smell and sound.
| Kin | Color |
|---|---|
| Rats, Squirrels | Black |
| Ravens | All black |
| Wolves | Golden |
| Psuedodragons | Reptilian |
| Wurms | Scales around the Eye itself |
At level 10 the bond has given player more than just stronger senses, the player has gained a predator's grace and precision. Resulting in them now being proficient in dexterity saving throws.
Capture/ Summon the Dream
Whenever at least 1 member was lost the beastkin can spend 15 minutes sending off the fallen member(s). When doing this the player magically takes and enchants a memento from each member. This being either some fur, feather, or bone. Doing this provides a memento to be used during the action Summon the Dream. The Beastkin gains access to the spell Summmon the Dream. This spell is not counted toward spells known, it also does not require expending a spell slot. It can only be cast twice a day.
Summon the Dream
2nd-level Conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, and mementos (from capture the dream)
- Duration: Concentration up to 1 hour
You summon the spirits of kin that have died, increasing your current pack size up to the max. These members gain the following benefits:
- Attacks: The members attacks are now considered magical for the purpose of overcoming resistances and immunity to nonmagical attacks and damage.
- Damage Resistance: Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Eyes and Ears
At 3rd level the player gains the ability to hear and see what one specific member is within a mile of their position. To do this they need to cover one eye and or ear and concentrate on the member for a minute. Once the link has been made the player can change members at will. The player will need to make a concentration save to maintain the link if they take damage. Beastkin of rats and ravens gain advantage to this saving throw.
At 7th level the player also gains the ability to request information in a 10 mile radius, the answer will take 15 minutes to acquire. If you are attacked during this request your pack will be unavailable for an additional turn.
Autonomy
At 5th level your pack can quickly understand orders and will continue with the same command until given a new command.
You gain the ability to make pack commands as a bonus action. If the player forgoes making a pack command. They can attack twice, instead of once, when they take the attack action this turn.
At level 10 the player's command of the pack becomes a swift action. This can be made once per turn, and allows the player to attack twice during their attack action regardless if they make a pack action.
Animal Instinct
At level 5 the members in the pack have grown familiar to the flow of battle and can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When they are subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they automatically succeed and take no damage, and will make their way to the closest safe location. This does cause the pack to cease its last command.
Ethereal Prey
At level 6 your pack has has learned to hunt all types of creatures. The packs attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage
Predators Constitution
At level 14 the primal energies that make up the bond begin ensuring the health and wellbeing of the all affected.
- The player gains HP equal to 4 times their constitution modifier.
- The pack members gain hp equal to half of the player's hp.
- All members affected by the bond (player and beast) gain resistance to poison and disease.
Synergy
At level 15 the bond that affects you and the pack now passes on beneficial effects. Anytime a member or the player in the bond receives beneficial effects all members part of the bond receive the same effect. Effects that target multiple members do not stack.
Feral Senses
At level 18 you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.
Pack options
Rats
The pack for rats do not focus on individuals, instead the base size is a gang of 10 rats.
| Damage | HP | AC | Speed | Size | |
|---|---|---|---|---|---|
| Gang of Rats (10) | d4 | 20 | 10 | 30 | 52 |
Primal Denizen
At 2nd level you have become familiar with cities and settlements of nearly every kind and are adept at traveling and surviving in such regions. Choose one race settlement: Dwarven, Elven, Human, and Druid made areas. When you make an Intelligence or Wisdom check related to your favored area, your proficiency bonus is doubled if you are using a skill that you’re proficient in. After arriving in your favored settlement, you gain the following benefits:
- You group can’t become lost except by magical means.
- You are always aware of the potential dangers and scams around you.
- If you are traveling alone, you can move stealthily at a normal pace.
- When bartering or being paid gain advantage on charisma checks.
- When you and your group are traveling in cities your movement speed is doubled.
- After a gang of rats dies a replacement is found immediately even when in combat.
- You choose additional favored made settlements at 6th and 10th level. These can be changed after spending 30 days in a location.
Expertise
At 2nd level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 11th level, you can choose two more of your proficiencies to gain this benefit.
Scavenge
At 7th level the player has taught the rats what is and is not valuable.
- The player now automatically recovers ¾ of all ammunition used rounded down. This takes the place of manually recovering ammunition for the entire group.
- The player also has advantage when making a check to locate an item.
Pulse of the City
At 7th level you have realized a basic rule of bars, rats are never far away. By taking a short or long rest at a bar you are able to cipher through all rumors and current news in the city. Or gain the ability to locate any individual who has spent at least half a day in the city. The information gained is all based on a blind wisdom check the DM makes. DM’s discretion, a recommendation is below.
| 1-5 | 6-9 | 10-12 | 13-17 | 18-20 |
|---|---|---|---|---|
| only rumors | little truth | 50/50 | little rumor | only truth |
Eyes in the shadows
At 11th level you have learned how to listen to the members that are watching no matter what is happening. While in dim light or darkness, gain advantage on stealth. And while in combat the player is made aware of attacks made against them, allowing them to use a reaction to take half damage rounded up. If it was a melee attack deal damage equal to your dexterity modifier to the attacker. If the beastkin is the target of the Defend command of at least 10 members The attack misses regardless of attack roll, additionally If it was a melee attack deal damage equal to double your dexterity modifier to the attacker.
Shadow shift
At level 15 you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then gain +3 on the first attack you make before the end of the turn.
Mob Boss
At level 20 the beastkin is now in charge of their kin. The rats hear and obey all commands, the player now rolls for pulse of the city with a +5. The max pack size is doubled.
Squirrels
The pack for squirrels do not focus on individuals, instead the base size is a gang of 10 Squirrels.
| Damage | HP | AC | Speed | Size | |
|---|---|---|---|---|---|
| Gang of Squirrels (10) | d4 | 20 | 10 | 30 | 52 |
Natural Explorer
At 2nd level you are familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- After a gang of squirrels dies a replacement is found immediately even when in combat.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
- You choose additional favored terrain types at 6th and 10th level. These choices can be changed after spending 30 days in a new area
Expertise
At 2nd level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 11th level, you can choose two more of your proficiencies to gain this benefit.
Scavenge
At 7th level the player has taught the rats what is and is not valuable.
- The player now automatically recovers ¾ of all ammunition used rounded down. This takes the place of manually recovering ammunition for the entire group.
- The player also has advantage when making a check to locate an item.
Pulse of the City
At 7th level you have realized a basic rule of the world, squirrels are never far away. By taking a short or long rest at a bar you are able to cipher through all rumors and current news in the city. Or gain the ability to locate any individual who has spent at least half a day in the city. The information gained is all based on a blind wisdom check the DM makes. DM’s discretion, a recommendation is below.
| 1-5 | 6-9 | 10-12 | 13-17 | 18-20 |
|---|---|---|---|---|
| only rumors | little truth | 50/50 | little rumor | only truth |
Eyes in the shadows
At 11th level you have learned how to listen to the members that are watching no matter what is happening. While near trees, gain advantage on stealth. Also while in combat the player is made aware of attacks made against them, allowing them to use a reaction to take half damage rounded up. If it was a melee attack deal damage equal to your dexterity modifier to the attacker. If the beastkin is the target of the Defend command of at least 10 gangs The attack misses regardless of attack roll, additionally If it was a melee attack deal damage equal to double your dexterity modifier to the attacker.
Tree shift
At level 15 you gain the ability as a bonus action to enter a tree and move from inside it to inside another tree of the same kind within 200 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 200 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered. After exiting a tree the player has a +3 on the first attack you make before the end of your turn. You must end each turn outside a tree.
Mob Boss
At level 20 the beastkin is now in charge of their kin. The squirrels hear and obey all commands, the player now rolls for pulse of the city with a +5. The max pack size is doubled.
Ravens
The pack for ravens do not focus on individuals, instead the base size is a gang of 10.
| Damage | HP | AC | Speed | Size | |
|---|---|---|---|---|---|
| Gang of Ravens(10) | d6 | 20 | 12 | 50 | 52 |
Primal Denizen
At 2nd level you have become familiar with cities and settlements of nearly every kind and are adept at traveling and surviving in such regions. Choose one race settlement: Dwarven, Elven, Human, and Druid made areas. When you make an Intelligence or Wisdom check related to your favored area, your proficiency bonus is doubled if you are using a skill that you’re proficient in. After arriving in your favored settlement, you gain the following benefits:
- You group can’t become lost except by magical means.
- You are always aware of the potential dangers and scams around you.
- If you are traveling alone, you can move stealthily at a normal pace.
- When bartering or being paid gain advantage on charisma checks.
- When you and your group are traveling in cities your movement speed is doubled.
- After a gang of ravens dies a replacement is found immediately even when in combat.
- You choose additional favored made settlements at 6th and 10th level.
Heightened Intellect
Starting at 2nd level the magic of the bond has begun sharpening your intellect.
- gain proficiency in insight (wisdom) and perception (wisdom).
- The player can expend a hit dice at any time to regain pack members.
- You can make your ravens repeat either your voice or any noise you have heard in the past 30 days. The member must be within 500 feet of you
Scavenge
At 7th level the player has taught the ravens what is and is not valuable.
- The player now automatically recovers ¾ of all ammunition used rounded down. This takes the place of manually recovering ammunition for the entire group.
- The player also has advantage when making a check to locate an item.
Eye for weakness
At 7th level the player has worked with ravens long enough to know how best to cause damage. When ravens deal damage to a creature they deal an additional 1hp per gang. If the attack is a critical hit this damage is tripled. when using a the pack the critical hit range is changed to 18-20
Eye in the Sky
At 11th level you have learned how to listen to the members that are watching no matter what is happening. While in dim light and outdoors while in combat the player is made aware of attacks made against them, allowing them to use a reaction to take half damage rounded up. If it was a melee attack deal damage equal to your dexterity modifier to the attacker. If the beastkin is the target of the Defend command of at least 10 members The attack misses regardless of attack roll. If it was a melee attack deal damage equal to double your dexterity modifier to the attacker
Shadow shift
At level 15 you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then gain +3 on the first attack you make before the end of the turn.
Mob Boss
The beastkin is now more than family, they are the leader. The ravens hear and obey all commands. Due to this the max pack size is doubled and the swarm command cost is halved rounded down.
Wolves
Due to wolves distrust of settlements, the max pack size is reduced to 2 regardless of player's level. While in a settlement the wolves act as guard dogs, and can be commanded on the first turn of combat. As long as they have not been sent on a different task.
| Damage | HP | AC | Speed | Size | |
|---|---|---|---|---|---|
| Wolf | d6 | 20 | 13 | 40 | 52 |
Natural Explorer
At 2nd level you are familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. You choose additional favored terrain types at 6th and 10th level. These choices can be changed after spending 30 days in a new area
Fighting style
At 2nd level you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
- Archery You gain a +2 bonus to attack rolls you make with ranged weapons.
- Defensive While you are wearing armor, you gain a +1 bonus to AC.
- Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Power The player is permanently under the effect of shillelagh.
- Two Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Survivor
At 7th level gain the following
- Provides proficiency in Perception (Wisdom) and Survival (wisdom). If the player already has proficiency gains a advantage when making one of these skill checks.
- Gains proficiency with medium armor.
- Members can track anything as long as it is not in a settlement or the tracks are not older than a week.
Hunters Pace.
At 11th level the magic that suffuses the bond has given you a more delicate touch allowing you to cast Freedom of Movement, Haste, Longstrider, and Treestride all at will without expending a spell slot or materials at their base level.
Master of the Hunt
At 11th level Whenever 4 wolves and you share an attack target the following occurs.
- Player gains advantage on the attack.
- Wolves deal additional damage based on player’s wisdom modifier. The addition is by total not individual member
- The pack gains AC equal players wisdom modifier.
Strength of Numbers
At 15th level if the player or pack has advantage and gains an additional instance of advantage they instead gain an additional +5 to the roll. When the command defend or harry is in effect this benefit can be gained by others.
True Alpha
At level 20 the wolves of your pack gain bonuses just like you do from them. The Wolves in your pack grow into dire wolves, while future members will slowly change into dire wolves in the space of 2 days*(stats below)*. You also gain +2 to intimidation. While the following commands each member now counts as 2 for knock prone and bolster against large or smaller creatures. The knock down command can now affect huge creatures.
| Damage | HP | AC | Speed | Size | |
|---|---|---|---|---|---|
| Dire wolf | d8 | 50 | 14 | 50 | 102 |
Psuedodragons
| Damage | HP | AC | Speed | Size | |
|---|---|---|---|---|---|
| Psuedodragons | d6 | 10 | 13 | 60 | 2.52 |
Natural Explorer
At 2nd level you are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. You choose additional favored terrain types at 6th and 10th level. These choices can be changed after spending 30 days in a new area
Fighting style
At 2nd level you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
- Archery You gain a +2 bonus to attack rolls you make with ranged weapons.
- Defensive While you are wearing armor, you gain a +1 bonus to AC.
- Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Power The player is permanently under the effect of shillelagh
- Two Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Survivor
At 7th level gain the following
- Provides proficiency in Perception (Wisdom) and Survival (wisdom).
- Gains proficiency with medium armor.
- Members can track anything as long as it is not in a settlement or the tracks are not older than a week.
Arial view
At 7th level you have learned how to listen to the members that are watching no matter what is happening. While outdoors and in combat the player is made aware of attacks made against them, allowing them to use a reaction to take half damage rounded up.
Sky limit
At 11th level the magic that suffuses dragons has given you a more delicate touch allowing you to cast Jump, Feather fall, Levitate, Longstrider all at will without expending a spell slot or materials.
Draco Attunement
By level 15 the beastkin has taken on more draconic traits, first they gain resistance to either fire, cold, lightning, or acid. Secondly they gain the action primal exhale. You can use your action to exhale destructive energy. The type can be either fire, cold, lightning, or acid while the size and shape is a 30ft cone. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 10d8 damage on a failed save, and half as much damage on a successful one. After using destructive breath you can't do so again until you take a short or long rest.
(if the player is dragonborn this takes the place of breath weapon and provides an additional use.)
True Alpha
At level 20 The pseudodragons of your pack gain bonuses just like you do from them. The pseudodragons in your pack grow into bronze and brass Wyrmling’s. While future members grow into these is in the space of 2 days (stats below). You also gain +2 to intimidation, breath command, and primal exhale while the bolstering each member counts as 2.
| Damage | HP | AC | Speed | Size | Fear | |
|---|---|---|---|---|---|---|
| Wyrmlings | d8 | 85 | 17 | 60 | 52 | 12 |
Wurms
Due to the nature of Wurms, the player cannot use them while not on land. and will have to find a new pack if they cross a large body of water.
| Damage | HP | AC | Speed | Size | |
|---|---|---|---|---|---|
| Wurm | d6 | 25 | 14 | 40 | 52 |
Natural Explorer
At 2nd level you are familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. You choose additional favored terrain types at 6th and 10th level. These choices can be changed after spending 30 days in a new area
Fighting style
At 2nd level you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
- Archery You gain a +2 bonus to attack rolls you make with ranged weapons.
- Defensive While you are wearing armor, you gain a +1 bonus to AC.
- Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Power The player is permanently under the effect of shillelagh.
- Two Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Survivor
At 7th level gain the following
- Provides proficiency in Perception (Wisdom) and Survival (wisdom). If the player already has proficiency gains a advantage when making one of these skill checks.
- Gains proficiency with medium armor.
- Members can track anything as long as it is not in a settlement or the tracks are not older than a week.
Perpetual Motion
At 11th level, you understand the core need to remain moving . You gain an extra 10 feet of movement speed. Whenever you are attacking a creature who has not moved within the last round or has reduced movement speed you gain advantage on the attack. Additionally when you move at least 10 feet you gain a +2 bonus to AC until the beginning of the next round.
Master of the Hunt KEEP ????
At 11th level Whenever 4 wolves and you share an attack target the following occurs.
- Player gains advantage on the attack.
- Wolves deal additional damage based on player’s wisdom modifier. The addition is by total not individual member
- The pack gains AC equal players wisdom modifier.
Strength of Numbers KEEP ????????
At 15th level if the player or pack has advantage and gains an additional instance of advantage they instead gain an additional +5 to the roll. When the command defend or harry is in effect this benefit can be gained by others.
True Alpha MAKE INTO GIant hit
At level 20 the wolves of your pack gain bonuses just like you do from them. The Wolves in your pack grow into dire wolves, while future members will slowly change into dire wolves in the space of 2 days*(stats below)*. You also gain +2 to intimidation. While the following commands each member now counts as 2 for knock prone and bolster against large or smaller creatures. The knock down command can now affect huge creatures.
| Damage | HP | AC | Speed | Size | |
|---|---|---|---|---|---|
| Dire wolf | d8 | 50 | 14 | 50 | 102 |
Pack Commands
These are actions that the player can make their pack do either during combat or adventuring. these are the basic rules that go along with how they proceed.
- Pack actions cannot be used on the first turn of combat, unless the pack is prepared for the attack.
Whenever making an action with the pack the player is considered proficient with the action.
Beginner
Attack
Goes to target creature within range (speed) and makes a melee attack.
Pack attack
Damage
Defend
The pack goes to a target creature or player, you choose and allows them to make a Dex saving throw to take half damage against the next melee attack against them, and causes all melee attacks against the target to be made at disadvantage.
Evade
The pack splits apart and each member gains AC based on the beastkins’s dexterity bonus. When enemies attack the pack they must attack each member individually.
Halt
No actions will be taken and will not perform any until told to.
Move
The pack will take the route indicated by the player.
Intermediate (Level 6)
Bolster
The pack goes to target ally and causes all of their melee attacks to be made at advantage.
Prepare
The pack readies itself for combat. The pack places itself near the player or at target location for ten minutes. If combat occurs during this time the player can use this command again today. If combat does not occur this command cannot be used until the next day
Territory (out of combat)
This can used once a day, the player informs the pack of your camp, they will notify you and your team based on your parameters. They can notify user by a mental alarm. They will alert party according to the players choice. The pack will choose terms if none are specified.
Scout (Out of combat)
This skill recharges after either a long rest and can only be used once a day. The pack ventures out to the limits of your sense and reports what you ask them to. These need to be specific instructions. Example about enemies, villages, or even a mental map of the location Wolves will not venture into any human or dwarf establishment. If dire wolves are in the area wolves will avoid their territories.
Master (Level 11)
Divide
Allows pack to perform the same action on multiple targets, DC's and damage is calculated using pack size preforming the action.
(Example wolf pack size of 8 divided to attack 2 creatures is 4d6 to each creature not 8d6.)
Harry
The pack becomes untargetable and causes target creature to make all attacks on disadvantage and all attacks against it on advantage. If the creature is casting a spell they have to make a concentration check based on 8 plus pack size.
Swarm
This action functions similar to the attack command. The changes are below:
- For the attack the number of members are considered doubled.
- The damage dealt is doubled.
- After the action half of the pack used die.
Unique (level 6)
Infect (rats)
Causes target creature to be poisoned and deals half damage. DC 12 constitution saving throw.
Locate traps (Rats & squirrels)
Limit to twice a day recharged after a short or long rest. While out of combat you can command your members to spread out and locate traps (based on your explanation such as is there a trap on the ground or wall). The trigger is what is found while the action made by it is not. The rats can know that something is wrong with a floor tile, or a string is not supposed to be there but not what it will do.
Blind (Ravens)
Blinds target Unless creature succeeds a dexterity saving equal to 8 + number of members preforming the action.
Knock down (Wolf)
Knocks target creature prone unless target succeeds a DC 10 Strength saving throw.
DC Increases by 1 for each member above 2 performing the action.
This does not affect Huge or Gargantuan creatures.
Breathe (Dragons)
This command functions the same way as the attack command. The diffrence is that instead of slashing or piercing damage they are replaced with either fire, cold, or Lightning damage. Recharge 4-6 .
1st Level
- Catapult
- Create/Destroy Water
- Cure Wounds
- Detect Magic
- Feather Fall
- Fog Cloud
- Goodberry
- Hunter's Mark
- Jump
- Longstrider
2nd Level
- Alter Self
- Blur
- Darkness
- Healing Spirit
- Gust of Wind
- Lesser Restoration
- Mirror Image
- Pass Without Trace
- Protection from poison
- Spike Growth
- Warding Wind
3rd Level
- Gaseious Form
- Mass Healing Word
- Meld With Stone
- Phantasmal Fangs
- Plant Growth
- Protection from Energy
- Revivify
- Slow
- Tiny Hut
- Vampiric Touch
4th Level
- Freedom of Movement
- Fabricate
- Greater Invisibility
- Guardian of Nature
- Hallucinatory terrain
- Resilient Sphere
- Stoneskin
5th Level
- Conjure Volley
- Control Wind
- Farstep
- Greater Restoration
- Mass Cure Wounds
- Swift Quiver
- Tree Stride
- Wrath of Nature
Homebrew spells
Phanstasmal Fangs
3rd level Evocation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (Fang of a predator)
- Duration: 10 minutes
You create six Fangs in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell — and as a bonus action on each of your turns thereafter — you can expend one or two of the fangs, sending them streaking toward a point or points you choose within 120 feet of you. The Target must make a dexterity saving throw. A creature takes 2d8 force damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by twofor each slot level above 3rd.