Path of the Packleader

Wild warriors all, Barbarians fight with a primal ferocity not seen in civilized soldiers. For some, this savage spirit calls out to the beasts of the wild, and a bond is forged. Known as Packleaders, these primal warriors fight side by side with a Savage Companion, hunting their foes in deadly tandem.

Packleader Exploits

3rd-Level Barbarian (Path of the Packleader) Feature

You learn certain Exploits at the Barbarian levels noted in the table below. These don't count against your number of Exploits Known and can't be switched upon gaining a level.
Barbarian LevelExploit
3rdcunning instinct, trampling rush
5thbloodthirsty critical, feral senses
9thpack tactics

Beast Whisperer

3rd-Level Barbarian (Path of the Packleader) Feature

You have a special way of connecting with beasts of the wild. You gain proficiency in Animal Handling, and when you make a Wisdom (Animal Handling) check related to wild animals, you gain a bonus to the roll equal to a roll of your Exploit Die.

Savage Companion

3rd-Level Barbarian (Path of the Packleader) Feature

You have forged a primal bond with a wild beast known as a Savage Companion. You determine its appearance, but this choice has no effect on its game statistics. Common Savage Companions are wolves, boars, bears, wildcats, and hyenas. Your Companion is friendly to you and your allies, and obeys your commands. It uses the Savage Companion stat block, which uses your proficiency bonus (PB) in several places.   In combat, your Savage Companion acts during your turn. It can move and use its reaction on its own, but it only takes the Dodge action unless you use a bonus action to command it to take an action from its stat block, or another action.   When you take the Attack action, you can command your Companion to take the Attack action in place of one attack. If you are incapacitated, your Companion acts on its own.   If your Companion is reduced to 0 hit points, it makes death saving throws like a player character would. If your Savage Companion dies, you can spend time during a long rest to seek out a worthy beast from the wild to serve as your Companion, so long as such a beast exists. Once you bond with such a beast, it uses the Savage Companion stat block.

Savage Companion

Medium animal, neutral
Armor Class: 13 + PB (natural armor)
Hit Points: 5 + five times your Barbarian level
Speed: 40 ft. , swim: 20 ft.

STR

14 +2

DEX

14 +2

CON

15 +2

INT

8 -1

WIS

14 +2

CHA

11 +0

Senses: passive Perception 12
Languages: Understands the languages you speak
Proficiency Bonus: Master's PB

Hit Dice. Your Companion has a total number of d8 Hit Dice equal to your Barbarian level. It also gains all the normal benefits of both short and long rests.   Primal Bond. You add your PB to any ability check or saving throw your Companion makes.   Keen Senses. Your Companion has advantage on any ability check that relies on sight, hearing, or smell.

Actions

Bite. Melee Weapon Attack: +2 +PB to hit, reach 5 ft., one target. Hit: 1d6 +2 +PB piercing damage. On hit, the target must succeed on a Strength saving throw against your Exploit save DC or be grappled. Your Companion can only grapple one target at a time.   Maul. Melee Weapon Attack: +2 +PB to hit, reach 5 ft., one target. Hit: 1d8 +2 +PB slashing damage.

Wild Fury

6th-Level Barbarian (Path of the Packleader) Feature

Your fury infects your Savage Companion. When you Rage, your Companion also gains resistance to bludgeoning, piercing, and slashing damage for the duration.

Leader of the Pack

10th-Level Barbarian (Path of the Packleader) Feature

You and your Companion fight as one in battle. Both you and your Savage Companion have advantage on attack rolls against a creature if the other is within 5 feet of the target creature and they are not incapacitated.

Primal Howl

14th-Level Barbarian (Path of the Packleader) Feature

Your savage spirit rivals the greatest predators of the wild. When you Rage, either you or your Savage Companion can let forth a primal howl, and force creatures of your choice that can hear it within 30 feet to make a Wisdom saving throw against your Exploit save DC. On a failed save, it is frightened of whoever howled for 1 minute.   A creature can repeat this saving throw at the start of each turn, ending the effect on a success. A target that succeeds on its saving throw is immune to the effects of this howl for the next 24 hours.

Comments

Please Login in order to comment!