Disciple of Wulfen (5e Subclass)

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Disciple of Wulfen[edit]

Ranger Conclave

"Wulfen has no need for a cleric. I am the arrow of his will."
—Faolin Drottin, Elf Disciple of Wulfen

A Disciple of Wulfen is a Ranger who has fully embraced his inner predatory instincts and hunts his foes like a quarry. These rangers will always uphold the ideals of Wulfen: enjoy the hunt, promote fertility, and protect the pack. They will plan and strike precisely.

As nobility of their tribes and communities, a Disciple of Wulfen have connections towns and hamlets where they trade furs, firewood, and other materials for essentials. Usually they can get audiences with the leaders and other authority figures in these small towns.

The Disciple of Wulfen is a member of pack hierarchy. Thus, when not found on an adventure, she is typically out hunting, raiding an enemy pack, or in the service of her pack. Those who offer value are always welcoming for a Disciple of Wulfen. Camaraderie and respect and perhaps admiration and awe are gained through taking down dangerous game and achieving trophies.

Only the the most hardy and resourceful members of clans and tribes that are devoted to the mystical wolf can become a Disciple of Wulfen. They are renowned across the lands as shining beacons of strength and cunning. They also tend to be noble of blood and spirit in order to follow this path. To do so is to sacrifice the comforts of a sheltered life and become a military herald of both one's homeland and one's deity, either at home or abroad. No foe can stand before one without feeling some measure of fear.

It is said that the first Disciples of Wulfen arose from the earliest tribes before history was written. According to legend, they were heroes and legends that forged a prosperous time for their tribe with the strength of his bow, his trust in his friends, and the blessing of his god.

A ranger who severely violates the code of conduct of the class or betray its pack can loses her supernatural abilities, and cannot continue to advance as a Disciple of Wulfen until she successfully atone for his sins.

Conclave Spells

You gain conclave spells at the ranger levels listed below.

Ranger Level Spells
3rd bless
5th pass without trace
9th aura of vitality
13th locate creature
17th telepathic bond
Healing Shots

Also at 3rd level, Disciple of the Wulfen are famed by their healing arrows. When you take the Attack action, you can replace any of your attacks and spend a spell slot to fire a healing arrow. Choose one creature within a ranged weapon short distance. The creature regains a number of hit points equal to 1d6, plus 1d6 per spell slot spent.

Group Hunter

At 3rd level, if you hit a hostile creature with an attack while withing 5 feet of an ally, you cause additional 1d4 damage. The same creature can only take this additional damage once per turn.

In addition, whenever a friendly creature within 5 feet hit an enemy with a weapon attack, you can use your reaction to add 1d4 to the damage dealt.

The extra damage increases to 1d6 when you reach 11th level in this class.

Leading the Hunt

Starting at 7th level, any friendly creature of your choice that start its turn within 10 feet of you, gain a bonus of 10 feet to its movement speed and have advantage on Dexterity (Stealth) checks until the end of its turn.

In addition, you learn the spell find steed. This spell doesn't count against your maximum amount of spells known. The only creatures that can be found when you cast this spell are the wolf or the dire wolf.

Pack Mentality

Starting at 11th level, you become able to fight as one with your allies. Any friendly creature within 5 feet of you gain Advantage on their weapon attack rolls.

In addition, while you have a friendly creature within 5 feet that is not incapacitated or unconscious, you gain advantage on your weapon attack rolls.

Rallying Howl

Starting at 15th level,you learn to channel the power of the wolf to unleash a blood-curdling howl. Each hostile creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. If they fail their saving throw by 5 or more, they are stunned while frightened in this way.

In addition, any friendly creature of your choice in the same area that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.

Once you use this feature, you can’t use it again until you finish a long rest, unless you spend a spell slot of 3rd-level or higher to do so again.

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