Wolf Lord (5e Class)

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Scales.png This page is of questionable balance. Reason: Who takes actions for the companion, the DM? The capstone ability should not retroactively damage the duo. Some of the features also have no real purpose (what is Specialized Subdual for)?

The idea that the class and the companion act as two seperate "party members" is not intended in normal gameplay. I recommend making a new column in the class features table for companion attacks, much like a spellcaster gets spells.
You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
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Wolf Lord[edit]

In the woods a woman is tracking a deer. She can't see it yet but her wolf can smell it and she smells what her wolf smells. They sneak up on the creature until it's within sight. She looses an arrow but it misses the heart. It bolts but her wolf is on it before it gets more than a few yards and finishes what the arrow started.

A man patrols the castle with his German Shepard. The two seek out every nook and cranny. Every shadow that might hide a threat. They work with such fluid team work that he never has to say a word to his companion. His years of experience works in tandem with his companion's heightened senses to keep this place safe from thieves and assassins.

He rides into battle on the back of an impossibly large mastiff. When they attack it is a horrifying combination of teeth and steel.

Wolf Lords are warriors who dedicate their lives to their canine companions. Though they're called wolf lords they are not limited to wolves and many choose domestic dogs for their companions. Especially if they spend a lot of time in cities where wolves are not comfortable.

A wolf lord seals their canine bond through binding contract signed in a temple dedicated to any god who has nature as one of their divine domains. This contract lengthens the life of the canine but shortens the life of the trainer bringing their life expectancies into equilibrium. From that point on they are bound together in an extreme way. Almost sharing the same mind. The canine slowly gains higher intelligence while the trainer eventually gains the ability to see through their companion's senses and direct it thought commands.

By marking their canine with arcane symbols learned from the god whom resided over the contract signing, the trainer can enhance their companion with certain magical abilities.

Since their life force is bound together, should one die the other will loose half their maximum hit points and will die within three days.

Creating a Wolf Lord[edit]

Quick Build

You can make a Wolf Lord quickly by following these suggestions. First, Dexterity should be your highest ability score if you are going to be a Hunter type. Strength is good for Vanguard and Warriors. Constitution should be your next highest statistic.

Class Features

As a Wolf Lord you gain the following class features.

Hit Points

Hit Dice: 1d8 per Wolf Lord level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Wolf Lord level after 1st


Armor: Light, Medium Armor
Weapons: Simple and Martial Weapons
Saving Throws: Strength and Dexterity
Skills: Choose from two Animal Handling, Athletics, Acrobatics, Insight, Investigation


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Leather Armor or (b) Adventurer's Pack or (c) Dog Treats
  • (a) A long sword or (b) A short bow and 20 arrows

Table: The Wolf Lord

Level Proficiency
1st +2 Canine Companion
2nd +2 Enhanced Handling
3rd +2 Wolf Lord Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Bearing the Pain
7th +3 Shared Senses , Telepathic Link
8th +3 Ability Score Improvement
9th +4 Greatest Ally
10th +4 Natural Predator
11th +4 Canine Extra Attack Strength of the Bond
12th +4 Ability Score Improvement
13th +5 Greatest Weapon
14th +5 Combat Ready Duo
15th +5 Timeless Bond
16th +5 Ability Score Improvement
17th +6 Feral Sense
18th +6 Man's Best Friend
19th +6 Ability Score Improvement
20th +6 Man Beast Combination

Canine Companion[edit]

A Wolf Lord starts with a canine. At the bottom of this page are four different classifications of dog you can choose from. Wolf, Large dog, Medium dog, and Small dog. Each has their own benefits.

In combat, the canine companion shares your initiative count, but takes its turn immediately after yours. You determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.

Your canine companion has 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, an animal companion also adds its proficiency bonus to its AC and to its damage rolls. Your canine companion gains proficiency with light armor and in two skills of your choice. It also becomes proficient with all saving throws.

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. For each level you gain, your canine companion gains an additional hit die and increases its hit points accordingly.

Enhanced Handling[edit]

At 2nd level, Wolf Lords can now think like canines and can pick up on the subtle body language and cues they use to communicate. When attempting an animal handling check on a canine, Wolf Lords add their levels in Wolf Lord to the result. This applies to all dog like creatures including demonic and magical. But it does not apply to any other type of animal.

A Talent For Archery[edit]

At 3rd level, you gain a +1 bonus to attack rolls you make with ranged weapons. At 10th level, this bonus increases to +2.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Bearing the pain[edit]

When you reach 6th level, once per long rest you and your canine companion swap your current hp with one another, if it were to exceed either maximum hit points, the overflow is add as temporary hit points.

Shared Senses[edit]

When you reach 7th level, you and your canine companion's senses are now joined. Anything your companion can see, hear, or smell you can as well and vice versa. Any proficiency involving senses are now shared.

Telepathic Link[edit]

When you reach 7th level, you and your companion mind become telepathically link and know what the other is thinking, as a result however if one takes psychic damage the other takes the same amount (if the transferring damage would put either at 0 Hp they're brought to 1 instead). The link only works on the same plane of existence.

Greatest Ally[edit]

When you reach 9th level, you can add your Wolf Lord level to your companion's attack role and/or damage roll up to the your proficiency bonus per long rest. Must be declared before attack roll.

Natural Predator[edit]

When you reach 10th level, you can sense weakness in your enemies. You now critical at 19-20.

Canine Extra Attack[edit]

When you reach 11th level, your canine can make an extra attack.

Strength of the Bond[edit]

When you reach 11th level, the arcane bond between you and your companion has leaked into your attacks. You and your companion's attacks count as magical for the purpose of overcoming resistance and immunity to non magical attacks and damage.

Greatest Weapon[edit]

When you reach 13th level, any attack action not spend by you doing your turn are transfer to your companion for their turn.

Combat Ready Duo[edit]

When you reach 14th level, When rolling for initiative you can add your companion's Dexterity modifier to your roll.

Timeless Bond[edit]

When you reach 15th level, the arcane forces of your bond grows stronger and prevents you and your companion from being aged magically. Additionally, you and your companion suffer none of the frailty of old age.

Feral Sense[edit]

When you reach 17th level, 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.

Man's Best Friend[edit]

When you reach 18th level, If you and your companion are within 5 feet of each other while resting at the same time then you now gain long rest benefits from short rest and gain temporary Hp equal to your Wolf Lord level. Additionally if only one of you takes a long rest the other would gain the benefits of a short rest as long as their not in combat.

Man Beast Combination[edit]

When you reach 20th level, Your arcane bond with your companion has evolved into a usable power. You and your companion tap into your arcane bond and function as a single soul in two different bodies and gain the following benefits for the duration.

Your turns are now combine into one but the number of total attacks and action remain the same.

You can use the higher modifiers of the two of you for every check, save, attack, and damage role.

Your critical range increase to 18-20(if already there or higher increase by range by 1 more number).

Advantages and resistances that would be gained by either are now gained by both creatures, both creature would have to be vulnerable for it to apply in this mode.

Hp of both creatures is combine into a single health pool for the duration and split evenly when it this mode ends.

While in this mode both creatures will have an visible aura around(whatever color they choose).

Each hour in this mode adds one level of exhaustion on both creatures, can be ended at anytime.

Once per turn you and your companion can make one combine attack on up to two enemies within 10ft of each other and within the movement of at least one of you, each creature must make DC= Strength modifier + Half your Wolf Lord level Dexterity save. On a failed save the creature(s) take 10d12 necrotic damage, half damage on a successful save. After the attack you and your companion take half of the damage dealt to your combine health pool and can not attack the next turn.

Once you do this, you can't do it again until you finish a long rest.


All hunters are masters of the hunt, studying, tracking, and subduing prey, and carve out home turf to operate on, whether the rocky coasts of the shoreline, the ice wastes of the arctic, or the squalor and dark corners of the urban jungle.


At 3rd level, you gain proficiency in the Wisdom (Survival) skill if you don't already have it.

Hunter's Quarry

At 3rd level, you learn the art of the hunt. You may study a creature for one hour or spend four hours gathering information about them. When you do, you may designate that creature as your quarry.

When making Dexterity (Sleight of Hand, Stealth), Intelligence (Investigation), or Wisdom (Insight, Perception, Survival) tests related to your quarry, you may double your proficiency bonus if you are proficient or add half your proficiency bonus if you are not proficient.

You gain advantage on all Intelligence tests made to recall information about your quarry based on your studies and information, including any class levels, supernatural or extraordinary abilities, or weaknesses they might possess, though this is obviously limited by the information you were able to access while studying them or gathering information about them.

Unless you have disadvantage on your attack roll, you or your companion may always sneak attack your quarry, even if an ally isn't within five feet of them or you don't have advantage on the attack roll.

When it comes to tracking your quarry your companion can track twice as much as it normally can

At 9th level, you may have up to three creatures as your quarry at once. At 13th level, you may have up to five creatures as your quarry at once.

Home Turf

At 9th level, you may spend a full day studying a neighborhood in a city or a ten square miles of wilderness terrain, This area becomes your home turf.

While on your home turf, creatures have disadvantage on all Dexterity (Sleight of Hand, Stealth), Intelligence (Investigation), or Wisdom (Perception, Survival) tests meant to locate or hide from you, or to locate any items or goods you have hidden or stashed in your home turf.

If you choose to set traps on your home turf, creatures have disadvantage on all Intelligence (Investigation) or Wisdom (Perception) tests to locate them and on any tests attempting to disarm them. Your allies are immune to these effects unless you designate otherwise.

You cannot have more than one area of home turf at once.

At 17th level, you may instead designate an entire city or a very large area of wilderness terrain, such as an entire forest or stretch of coastline, as your home turf, provided that you have spent a great deal of time there.

Specialized Subdual

At 9th level, when you successfully defeat a creature, you may always choose whether to kill or disable it, no matter what means you used to do so.

When your quarry is defeated non-lethally, you may call upon your experience as a hunter and knowledge of its capabilities to secure and transport it, no matter how large it is, provided suitable materials are at hand or were gathered while studying your quarry.

It suffers disadvantage on any ability score checks made to escape from bindings placed by this ability.

Master Interrogator

At 13th level, when attempting to gain information you may add half your proficiency bonus to all Charisma tests you are not proficient in. If you are attempting a Charisma test on your quarry or one of their close associates, you gain advantage on the test.

Home Advantage

At 17th level, you may add ten feet to your movement speed as long as you are on your home turf, and you do not halve your movement while swimming or climbing in your home turf.

You have advantage on all Dexterity (Stealth) tests while on your home turf.


While known mostly for their fighting prowess, many Wolf Lord Warriors become known for their preferred weapon of choice as well.

Weapon of Choice

When you choose this subclass at 3rd level, choose one Melee weapon you are proficient with.

Attacks with this specific type of weapon add your proficiency bonus to its damage. You cannot be disarmed or pick-pocketed of this weapon as long as you are not incapacitated.

(This weapon of choice will be used for the other subclass features)

Shock and Awe

Starting at 7th level, once per round when you take an opponent to zero hit points with an attack with your Weapon of Choice, you may roll an attack with it one additional time as a reaction.

All hostile creatures within 30 feet of you must make a Wisdom saving against this additional attack roll as a DC. On failed save a creature becomes stunned until the end of their next turn.

Follow Through

At 10th level, whenever you hit a creature with your Weapon of Choice, its must make a Strength saving throw or Strength (Athletics) check (defender's choice) against your attack roll as a DC. If the creature fails the save or check they are knocked prone.

You may use your bonus action to attack a prone creature with your Weapon of Choice.


Starting at 15th level, your Weapon of Choice does one extra die of damage.

Whenever you take a creature to zero hit points with attack from your Weapon of Choice, you may make one additional attack with it against another creature within reach.

I Think Not

Starting at 18th level, If you roll a "1" on an attack roll with your Weapon of Choice, you may immediately reroll your attack with advantage.

Also at 18th level, if you take damage from a creature, you may use your reaction to attack them with your Weapon of Choice.

If this attack takes the target to zero hit points, this feature will not consume your reaction.


Those who choose the path of the Vanguard are watchful guardians that hold little regard for their own lives.

Leader of the Pack

When you choose this subclass at 3rd level, your speed increases by 10ft.

And when you hit a hostile creature with a melee weapon, it deals an extra 2 points of damage for each other hostile creature within 5ft. of you.

Resilient Wolf

Starting at 3rd level, if your current hit points are less than half your maximum, you gain a +2 bonus to your AC.

Your companion also gets a +2 to attack roles while your below half your maximum

Wolf-like Reflex

At 7th level, you gain proficiency in Dexterity saving throws and you may add your proficiency bonus to initiative rolls.

Recovering Wolf

At 10th level, you gain the Second Wind ability of fighters except the hit points you regain are 2d10 + twice your Wolf Lord level.

Fangs of the Wolf

Starting at 15th level, when you make an opportunity attack and hit, treat the attack as a critical hit. The hit creature’s speed becomes 0 for the rest of the turn.

Immortal Wolf

At 18th level, if your hit points are reduced to 0 and you aren't killed outright, you may use your reaction to make five attacks before falling unconscious. You can't use this feature again until you finish a long rest.

Canine Classification[edit]

They are four different classifications of dog you can choose from. Wolf, large, medium dog, and small dog. Each has their own benefits


Ability Score Increase. Strength score is increased ny 2 and Dexterity score is increased by 1.
Age. Wolves can live up to 55 years
Alignment. Generally speaking, wolves are more from a Neutral Aligment, whether true neutrals are more commom, while Evil and Good ones are no unheard off
Size. Medium
Speed. 40ft
Keen Hearing and Smell. Has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. Has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Only a Fool Would Challenge the Pack. Whether it be bravery or foolishness, any creature challenging a wolf pack will find it can expect to be in a tough fight. Your AC increase by 1 for every two allied creatures within 10ft of you.
Pack Protector. Wolves are known to be very protectful of their pack and vengeful against though who hurt them. When an enemy attacks an ally the next attack by you against that enemy has advantage and does an additional +2 damage.
Full Moon Kinship. Wolves tendencies are found in some Werewolves and one would assume that they have an mutual respect between the two. You can always tell if there's a Werewolf is within 60ft no matter what form they're in, they tend to be peaceful towards you.
Canine Weapons. Wolves can only hold weapons with their mouths, thus they are not allowed to any kind of Dual Wield. You have proficiency with you natural weapons, that are you fangs and you claws. You claw does 1d6+str of Slashing damage and your Bite does 1d6+str of Piercing damage. If tou hit all your attacks in an action, you may make a Claw attack with your bonus action.
Languages. Understand Languages Wolf Lord speaks but can't speak it. Can communicate with other canine creatures

Large Dog[edit]

Ability Score Increase. Strength score is increased by 1.
Age. Matches age with Wolf Lord
Alignment. Loyal to Wolf Lord and will have the same Alignment as result
Size. Large
Speed. 30ft
Keen Hearing and Smell. Has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Big Bark. Let out a thunderous bark letting enemies know of your presence. Enemies within 30ft of you must make a DC= 10+ your strength modifier on a will saving throw. On a fail save the creature(s) take xd10 thunder damage and they become deafened for x amount of turns, with x being your strength modifier. Creatures that are deaf are immune.
Imposing Size. A creature your size is naturally intimidating. You gain advantage on intimidation check (Charisma)
Pounce. Your massive size prevent creatures from escaping you easily. When you pin down an enemy, they have disadvantage on any save or check to escape the pin
Disarming. Overpowering creature is something that comes easy to you. Gain advantage on strength checks to disarm other creatures.(If target item is bonded to owner, you instead slobber on the item making it unusable for one turn)
Languages. Understand Languages Wolf Lord speaks but can't speak it, Can communicate with other canine creatures

Medium Dog[edit]

Ability Score Increase. Wisdom score is increased by 1.
Age. Matches age with Wolf Lord
Alignment. Loyal to Wolf Lord and will have the same Alignment as result
Size. Medium
Speed. 35ft
Keen Hearing and Smell. Has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Guard Dog. Stealth checks and Surprise Attacks are made at disadvantage if targeting you or the Wolf Lord while your not incapacitated
Living Lie detector. Your well attuned to your senses when it comes to reading the body languages of creatures. Gain advantage on Insight (Wisdom) checks.
Trap Finder. You've gained a sixth sense for sensing out traps. You gain advantage on any attempt to locate traps
Know your enemy. If you focus hard enough on an enemy you can learn many things about them. You can make an Insight check against a targets Deceptions save(if the target notices you) or Charisma(if unnoticed). If you succeed you learn the targets aliment, age, AC, ability scores, resistances, and weakness.
Languages. Understand Languages Wolf Lord speaks but can't speak it, Can communicate with other canine creatures

Small Dog[edit]

Ability Score Increase. Charisma score is increased by 1.
Age. Matches age with Wolf Lord
Alignment. Loyal to Wolf Lord and will have the same Alignment as result
Size. Small
Speed. 45ft
Keen Hearing and Smell. Has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Best Seat in the House. You can mount the Wolf Lord and ride on their shoulders. While mounted both are immune to being frightened or charmed, gain resistance to psychic damage. Also when making Charisma checks or saves while mounted use the higher modifier of the two.
Small and Adorable. Cause of your small size other tend be more amused with your actions. Gain advantage on Perfomance (Charisma) checks.
Best Supporter. Your not much for direct combat but your an A1 supporter. You can add your proficiency bonus to the Wolf Lord's attack roles. Also if the Wolf Lord needs to concentrate you can do it for them but only if mounted.
Yipp Yipp. Your bark isn't loud but it can inspire your allies to keep fighting. Muster all your strength and let out your loudest bark and heal all allies in 30ft for 1d6 + your charisma modifier. You can do this up to the amount of your proficiency bonus per long rest
Languages. Understand Languages Wolf Lord speaks but can't speak it, Can communicate with other canine creatures


Prerequisites. To qualify for multiclassing into the Wolf Lord class, you must meet these prerequisites: Wisdom 13

Proficiencies. When you multiclass into the Wolf Lord class, you gain the following proficiencies: Medium Armor, Simple Weapons, Animal Handling

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