Pack Leader in Galir | World Anvil
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Pack Leader

While Warlords may specialize in the control of battles, an Pack Leader is a Warlord that aims to win a fight before it becomes a battle. Through scouting, preparing, and stacking the odds, they don't fight fair, they fight to win, and seek to only fight when they've already won.   Their control of the battlefield doesn't merely extend to those that fight on it, but to twisting the battlefield itself to suit their needs, stymieing and stupefying their foes while concealing and sheltering their allies with the terrain itself.   While good and evil rarely play directly into a Pack Leader's perspective, they tend be Chaotic, viewing the so called "rules of engagement" and other traditions of civilization to be convenient weaknesses they can exploit rather than any sort of guideline they might actually follow.  

Tools of the Wild

Starting at 1st level when you take this Presence, you gain proficiency in the Survival skill, and your choice of a Herbalism Kit or Poisoner's Kit.  

Concealed Approach

Starting at 1st level, if you have at least a minute to prepare, you can add your Wisdom modifier to a Dexterity (Stealth) check for you and up five friendly creatures.   You and friendly creatures within 30 feet of you that roll for initiative while hidden can add your Wisdom modifier to the initiative result.  

Nature's Gift

Starting at 3rd level, your connection to the wild battlefields you've mastered offers you some measure of control of them. You learn the spell mold earth, and can pick one additional cantrip from the Druid list that you know.   Additionally, as an action, you can expend a Leadership Die to cast Fog Cloud or Snare as a first level spells, and can pick one additional 1st level spell from the Druid spell list to cast this way.   The Spell Save DC for these spells is 8 + your Proficiency modifier + your Wisdom Modifier.  

Shroud of Nature

Starting at 7th level, you and your allies can fade away behind natural shrouds.   Whenever you cast a spell the results in you or an friendly creature becoming obscured (such as being within the radius of a fog cloud or behind earth moved by mold earth), the obscured creature can use their reaction to take the Hide Action with advantage.  

Fleeting Strikers

Starting at 11th level, if you are not in the same spot you were at the end of your last turn, the first attack you make during your turn deals an additional 1d10 damage.   Additionally, a creature that you grant an Attack with Battlefield Presence can take the Dash action instead of making the attack you granted.  

Warlord of the Wilds

Starting at 18th level, you can pick four additional spells from the Druid spell list of 4th level or lower.   You can cast these spells using Leadership Dice equal to the level of the spell. You can change the list of spells you have selected when you complete a long rest.   The spell Save DC for these spells is 8 + your Proficiency modifier + your Wisdom Modifier.   Any time you use Leadership Dice to cast a spell, you can take the Attack action (one weapon attack only) as a bonus action.

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