Martial Archetype - Packmaster

The Packmaster is able to develop a close bond with a group of beasts, and train them together as a strategic fighting unit.

Created by Daniel Nnorth

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2017 by Daniel Nnorth and is published under the Community Content Agreement for Dungeon Masters Guild.

Created with Homebrewry http://homebrewery.naturalcrit.com

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, Stealth, or Survival.

Pack Companions

At 3rd level, you learn to use your martial training to create a powerful bond with a domesticated beast. Choose a beast that is no larger than Medium, that has a challenge rating of 1/4 or lower. The beast can be one you have purchased from a market or convinced to be your companion with a successful Animal Handling check.

With 8 hours of work and the expenditure of 50 gp worth of fine food, you train the beast to serve as your faithful companion. You normally select your companion from among the following animals: a blood hawk, a giant rat, a mastiff, or a wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area, or by what is available in the local markets.

At the end of the 8 hours, your pack companion gains all the benefits of your Pack Bond ability. You can have only one pack companion at a time. You gain the ability to train one additional pack companion at 7th and 13th levels.

Pack Bond

Your pack companion gains a variety of benefits while it is linked to you.

The pack companion loses its Multiattack action, if it has one.

The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.

Your pack companions have abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, a pack companion also adds its proficiency bonus to its AC and to its damage rolls.

Your pack companion gains proficiency in one skill of your choice. It also becomes proficient with all saving throws.

For every two levels you gain after 3rd, your pack companion gains an additional hit die and increases its hit points accordingly.

Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.

Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The fighter who trained me is a beloved companion for whom I would gladly give my life.”

When you use your Second Wind feature, you can move up to 10 feet to target one of your nearby pack companions that is within range instead.

d6 Trait
1 I’m dauntless in the face of adversity.
2 Threaten my friends, threaten me.
3 I stay on alert so others can rest.
4 People see an animal and underestimate me. I use that to my advantage.
5 I have a knack for showing up in the nick of time.
6 I put my friends’ needs before my own in all things.
d6 Flaw
1 If there’s food left unattended, I’ll eat it.
2 I growl at strangers, and all people except my ranger are strangers to me.
3 Any time is a good time for a belly rub.
4 I’m deathly afraid of water.
5 My idea of hello is a flurry of licks to the face.
6 I jump on creatures to tell them how much I love them.

Combat Superiority

At 7th level, you gain a set of combat abilities, referred to as maneuvers, which are fueled by special dice called superiority dice.

Additionally, you gain advantage on an attack roll against a creature if at least one of your pack companions is within 5 feet of the creature and your pack companion isn't incapacitated.

Superiority Dice. You have four superiority dice, which are d6s. A superiority die is expended when you use it. You regain all your expended superiority dice when you finish a short or long rest.

You gain another superiority die at 10th level and one more at 15th level.

Maneuvers. You spend your superiority dice on your maneuvers. You can use more than one maneuver per turn, but no more than one maneuver per attack.

You know the following maneuvers:

Pack Ambush. If any of your foes are surprised, you can expend one of your superiority die as a bonus action on your turn in the first round of combat. Roll the die, your pack companions gain a bonus to their initiative equal to the number rolled that lasts until the combat ends. If the initiative bonus would increase your pack companion's initiative above yours, the companion's initiative instead equals your initiative.

Distracting Strike. When you, or one of your pack companions, hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you or the pack companion that attacked it has advantage.

1

Martial Archetype | Packmaster

   Warding Maneuver. If you, one of your pack companions, or a creature within 5 feet of you or one of your pack companions is hit by an attack, you can expend one of your superiority die as a reaction if you're wearing a weapon or shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.

Ambush Tactics

Beginning at 10th level, you and your pack companions form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.

If your pack companion uses its reaction this way and you have no superiority dice remaining, roll a d10. On a roll of 10, you regain one superiority die.

Strength in Numbers

Starting at 15th level, if you start your turn within 15 feet of all three of your pack companions, you gain the benefit of the Disengage action.

Additionally, your superiority dice turn into d8s.

Dominant Stance

Starting at 18th level, as a bonus action on your turn you and your pack can strike fear into your enemies. Each creature of your choice that is within 30 feet of you and can see you must succeed on a Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours. The saving throw DC is calculated as follows: 8 + your Charisma (Intimidation) modifier + one for each pack companion within 10 feet of you.

Once you've used this feature you can't do so again until you finish a short or long rest.

Companion ASI Feat Options

Alternatively, whenever you gain the Ability Score Improvement class feature, instead of improving your companion’s abilities. They can learn one of the following traits. Your companion can have no more than two of these traits.

Aggressive. As a bonus action, the beast can move up to its speed towards a hostile creature that it can see.

Ambusher. The beast has advantage on attack rolls against any creature it has suprised.

Avoidance. If the beast is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Charge. If the beast moves at least 30 feet straight toward a target and then hits it with a melee attack on the same turn, the target takes an extra 3 (1d6) damage.

Dive. Requires fly speed. If the beast if flying and dives at least 30 feet straight toward a target and then hits it with a melee attack, the attack deals an extra 3 (1d6) damage to the target.

Flyby. Requires fly speed. The beast doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Martial Advantage. Once per turn, the beast can deal an extra 3 (1d6) damage to a creature it hits with a melee attack if that creature is within 5 feet of an ally of the beast that isn't incapacitated.

Mimicry. The beast can mimic any sounds that it has been taught. A creature that hears the sounds can tell they are immitations with a successful DC 12 Wisdom (Insight) check.

Pack Tactics. The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.

Parry. As a reaction, the beast adds 2 to its AC against one melee attack that would hit it. To do so, the beast must see the attacker.

Pounce. If the beast moves at least 20 feet straight toward a creature and then hits it with a melee attack on the same turn, that target must succeed on a DC (10 + beast's Strength modifier) Strength saving throw or be knocked prone. If the target is prone, the beast can make one melee attack against it as a bonus action.

Rampage. When the beast reduces a creature to 0 hit points with a melee attack on its turn, the beast can take a bonus action to move up to half its speed and make a melee attack.

Reckless. At the start of its turn, the beast can gain advantage on all melee attack rolls it makes durring that turn, but attack rolls against it have advantage until the start of its next turn.

Steadfast. The beast can't be frightened while it can see an allied creature within 30 feet of it.

Sure-Footed. The beast has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Wing Buffett. Requires fly speed. The beast beats its wings. Each creature within 5 feet of the beast must succeed on a DC (10 + beast's Strength or Dexterity modifier) Dexterity saving throw or take 2 (1d4) bludgeoning damage and be knocked prone.

2

Martial Archetype | Packmaster

New Creatures

Compsognathus

The compsognathus is a turkey-sized descendant of the velociraptor. They stand at a height of 1' 5" to 1' 9" tall. Compsognathus are pack hunters and live in large nomadic heards (20 to 50 or more).


Compsognathus

Tiny beast, unaligned


  • Armor Class 13 (Natural Armor)
  • Hit Points 13 (3d4 + 6)
  • Speed 40ft.

STR DEX CON INT WIS CHA
6 (-2) 13 (+1) 15 (+2) 4 (-3) 12 (+1) 6 (-2)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages --
  • Challenge 1/4 (50 XP)

Pack Tactics. The compsognathus has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally itsn't incapacitated.

Actions

Multiattack. The compsognathus makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 2 (1d4) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned this way.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.

Giant Raccoon


Giant Raccoon

Small beast, unaligned


  • Armor Class 13
  • Hit Points 11 (2d6 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 15 (+2) 9 (-1) 13 (+1) 12 (+1)

  • Skills Perception +3, Sleight of Hand +5, Stealth + 5, Survival +3
  • Senses darkvision 60 ft., passive Perception 13
  • Languages None
  • Challenge 1/4 (50 XP)

Keen Hearing and Sight. The raccoon has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 5 (1d4 + 3) slashing damage.

3

Martial Archetype | Packmaster

Giant Sugar Glider


Giant Sugar Glider

Tiny beast, unaligned


  • Armor Class 12
  • Hit Points 10 (3d4 + 3)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
7 (-1) 15 (+2) 12 (+1) 6 (-2) 12 (+1) 14 (+2)

  • Skills Acrobatics +4, Perception +3, Stealth +4
  • Senses darkvision 60 ft., passive Perception 13
  • Languages None
  • Challenge 1/4 (50 XP)

Keen Hearing and Sight. The sugar glider has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Membrane Wings. If the sugar glider jumps or falls at least 10 feet, it can release its wings and gain a hover speed of 30 feet for 1 minute.

Standing Leap. The sugar glider's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Multiattack. The sugar glider makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 4 (1d4 + 2) slashing damage.

Kangaroo


Kangaroo

Medium beast, unaligned


  • Armor Class 12
  • Hit Points 15 (2d8 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 16 (+3) 6 (-2) 12 (+1) 9 (-1)

  • Skills Atheletics +5, Perception +3
  • Senses passive Perception 13
  • Languages None
  • Challenge 1/4 (50 XP)

Keen Hearing. The kangaroo has advantage on Wisdom (Perception) checks that rely on hearing.

Standing Leap. The kangaroo's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4 + 2) slashing damage. If the target is a creature, it is grappled (escape DC 12). Until this grapple ends, the target is restrained.

Kick. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) slashing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.

4

Martial Archetype | Packmaster

Dire Armadillo


Dire Armadillo

Small beast, unaligned


  • Armor Class 13 Natural Armor
  • Hit Points 11 (2d6 + 4)
  • Speed 25 ft., burrow 40 ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 15 (+2) 7 (-2) 13 (+1) 11 (+0)

  • Skills Stealth + 4, Survival +3
  • Senses passive Perception 13
  • Languages None
  • Challenge 1/4 (50 XP)

Defensive Ball As a movement action, the armadillo can roll into a defensive ball. When it does so, it gains a +2 bonus to its AC and advantage on all saving throws. The armadillo can remain in this position indefinitely, and normally does so until whatever danger caused it to roll up has left the area.

Keen Smell. The armadillo has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 4 (1d4 + 2) slashing damage.

Giant Raccoon


Giant Raccoon

Small beast, unaligned


  • Armor Class 13
  • Hit Points 11 (2d6 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 15 (+2) 9 (-1) 13 (+1) 12 (+1)

  • Skills Perception +3, Sleight of Hand +5, Stealth + 5, Survival +3
  • Senses darkvision 60 ft., passive Perception 13
  • Languages None
  • Challenge 1/4 (50 XP)

Keen Hearing and Sight. The raccoon has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 5 (1d4 + 3) slashing damage.

Other Beast Ideas

Dire Mongoose, Giant Cobra, Giant Hedgehog, Giant Otter, Giant Skunk, Giant Squirrel, Snapping Turtle