Packlord
A Packlord’s Rage comes from their passion in defending nature and their pack. Their natural leadership shines through their Rage and guides them to victory. A Packlord maintains a pack of faithful allies called upon from the Elemental Chaos to aid them. They empower their pack to become forces of nature that fight as one.
| Level | CR | Familiar | CR Total |
|---|---|---|---|
| 3 | 1/4 | Velociraptor, Giant Wolf Spider, Giant Centipede, Constrictor Snake, Panther | 1/4 |
| 6 | 1/2 | Rust Monster, Black Bear, Crocodile, Ape | 1 |
| 10 | 1 | Deinonychus, Death Dog, Giant Hyena, Giant Spider, Hippogriff, Brown Bear | 2 |
| 14 | 2 | Allosaurus, Giant Boar, Griffon, Giant Constrictor, Sabre Tooth Tiger, Rhino | 4 |
Subclass Features
Primal Rage
Your Primal Rage fills you with the wild energy of the Elemental Chaos tempered by the guidance of nature. When you enter your Rage you gain temporary hit points equal to your Barbarian level + your CON modifier (Minimum 1). While you are Raging, you and your Battle Familiar’s melee attacks or unarmed strikes can deal Poison or Acid damage in place of the normal damage while Raging as nature lends you and your pack part of its deadly arsenal.
Battle Familiar
Calling upon the power of the Elemental Chaos and the form of nature you summon a familiar. The familiar benefits from the effects of your Primal Rage. You can control familiars whose CRs are less than or equal to your CR Total in the Battle Familiar table. The familiar is an Elemental.
Any familiars act on your initiative and can be commanded to take any action in their stat block as a bonus action. When fighting with your pack they attack as one. Roll 2D20 and take the average to hit, if the average is less than 8 + your Proficiency Bonus it becomes that total. The creatures in your pack deal their average damage value + your Rage bonus as damage if you are Raging.
If you become Incapacitated your familiars take the Dodge action on each of their turns.
Familiars disappear after reaching 0 hit points or are dismissed with a bonus action. You can summon them again during the course of a long rest. You can choose from the following options
Primal Strikes
While Raging your tap into the Elemental Chaos to empower your strikes. You and your familiar’s attacks are considered magical for the purpose of overcoming Resistance to non magical damage and can deal Fire or Cold damage in place of normal damage.
Pack Commands
You come into your own as a great leader and become adept at guiding your pack. You can issue the following commands once each during the course of a Rage as a bonus action
All In!: Your familiars can take the Dash action followed by an attack action.
Get Em Boys!: Your familiars can take the attack action an additional time this round.
That Enough! Your familiars can take the Disengage action followed by the Dash action.
Tenacious Pack
Your familiars, like you, fight to their last breath. While Raging, if your familiars are reduced to 0 hit points, they can make an attack with advantage as a reaction. On a critical hit with this attack, they deal an extra hit dice of damage.
In addition you and your pack have become more harmonious and unrelenting. You can use your pack commands in any combination up to six total times per instance of Rage while Raging.
Unstoppable Strikes
You tap into the furthest reaches of the Elemental Chaos and nature to fuel your attacks. You and your familiars can deal Thunder or Psychic damage in place of their normal damage while you are Raging.