Pack-Strider
Pack-Striders are long-haul hunters who fight like a canid pack given humanoid discipline. They measure war in miles, not moments—wearing prey down, calling angles for allies, and striking when the circle closes. Some are raised by wilderness kin-bands, others forged in frontier militias that learned wolves hunt better than solitary heroes. A Pack-Strider's presence turns a scattered party into a coordinated pursuit: one holds the line, one cuts escape, and the Strider keeps the quarry from ever catching its breath.
Class Features
Proficiencies
Starting Equipment
Class Resources
Pack Drive is the Pack-Strider's tactical stamina for pack maneuvers: feints, intercepts, crippling strikes, and formation shifts. Maximum Pack Drive points equal the value listed for your Pack-Strider level in the progression table (2 at level 2, scaling to 12 at level 20). Pack Drive save DC = 8 + Proficiency Bonus + Wisdom modifier.
Uses allowing you to take the Dash action as a Bonus Action. Maximum uses equal your Wisdom modifier (minimum 1). This is separate from Pack Drive.
Number of times you can apply Pack Leader's Mark. Maximum uses equal your Proficiency Bonus.
Class Abilities
Martial Abilities
Hounding Step
You surge into a better hunting angle, closing distance while remaining hard to punish.
Bonus Action. Expend 1 Pack Drive point. Move up to 15 feet to an unoccupied space you can see. This movement does not provoke opportunity attacks. If you end this movement within 5 feet of a hostile creature, the next weapon attack roll you make against that creature before the end of your turn has advantage. Range: Self. Target: Self. Duration: Instantaneous (advantage until end of turn). Attack or save: None. Defense: None. Scaling: At 11th level, movement becomes 20 feet. At 17th level, you can move up to 25 feet.
Crippling Snap
A precise strike aims for tendons and balance, slowing prey for the pack.
Once per turn when you hit a creature with a weapon attack, you can expend 1 Pack Drive point. The target must make a Constitution saving throw against your Pack Drive DC (8 + PB + Wisdom modifier). On a failed save, the target's speed is reduced by 15 feet until the start of your next turn, and it cannot take the Dash action until then. On a successful save, its speed is reduced by 5 feet until the start of your next turn. Damage: weapon damage only (no extra dice). Movement: None. Defense: None.
Must hit with a weapon attack
Warning Growl
You bark a harsh challenge that rattles a foe focusing on your allies.
Reaction, when a creature you can see within 30 feet hits an ally with an attack. Expend 1 Pack Drive point. The attacking creature must succeed on a Wisdom saving throw against your Pack Drive DC or have disadvantage on attack rolls against creatures other than you until the end of its next turn. Movement: None. Damage: None. Defense: None.
An ally within range is hit by an attack
Harrier's Feint
You feint high and cut low, opening the target for a nearby ally.
Action or replace one attack when you take the Attack action. Expend 1 Pack Drive point and choose one creature within 5 feet. Make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) (target's choice). On a success, the target has the Off-Balance condition for the purpose of this ability: the next attack roll an ally makes against the target before the start of your next turn has advantage, and if that attack hits it deals extra damage equal to your Proficiency Bonus. Movement: None. Your own attack is not required to hit; this is a contest, not a weapon attack.
Target within 5 feet
Pack Switch
You and an ally instantly trade pressure on a quarry.
Bonus Action. Expend 2 Pack Drive points. Choose one willing ally within 30 feet that can see or hear you and one hostile creature within 5 feet of either you or that ally. You can move up to 10 feet without provoking opportunity attacks, and the chosen ally can move up to 10 feet without provoking opportunity attacks. At least one of you must end this movement within 5 feet of the hostile creature if able. Until the start of your next turn, the hostile creature has disadvantage on attack rolls against any creature that is not you or the chosen ally. Attack or save: None. Defense: None.
Willing ally within 30 feet
Throat-Hunt Strike
A vicious finishing angle against a surrounded foe.
Once per turn when Coordinated Flank applies to your weapon attack hit, you can expend 2 Pack Drive points to roll the Coordinated Flank extra damage dice twice and use the higher total, and the target must succeed on a Wisdom saving throw against your Pack Drive DC or have the Frightened condition until the end of your next turn. While Frightened in this way, the target regards you as the source of its fear. Movement: None. Defense: None.
Coordinated Flank must apply on the hit
Scatter the Herd
You slam through clustered enemies to break their formation.
Action. Expend 2 Pack Drive points. Move up to your speed in a straight line. During this movement you can pass through hostile creatures' spaces. Each creature whose space you pass through of your size or smaller must succeed on a Strength saving throw against your Pack Drive DC or take 2d6 bludgeoning damage and be pushed 5 feet out of your path to an unoccupied space; on a success, a creature takes half damage and is not pushed. This movement provokes opportunity attacks as normal unless another feature prevents them. Scaling: damage becomes 3d6 at 13th level and 4d6 at 17th level.
Iron Lungs
You push past fatigue with predatory focus mid-battle.
Bonus Action. Expend 1 Pack Drive point. You gain temporary Hit Points equal to 1d8 + your Wisdom modifier, and you end one of the following conditions on yourself if present: Frightened or Poisoned. At 15th level, temporary Hit Points become 2d8 + your Wisdom modifier, and you can also end the Charmed condition. Duration: temporary Hit Points last until depleted or you finish a Long Rest. Movement: None. Attack or save: None.
Cornered Prey
You and the pack collapse angles so a foe cannot safely retreat.
Bonus Action. Expend 2 Pack Drive points and choose one creature within 30 feet that you can see. Until the start of your next turn, the terrain in a 10-foot radius around that creature is treated as difficult terrain for it alone. If the creature leaves that radius before then, you can use your Reaction to make one weapon attack against it if it is within your weapon's range, and Coordinated Flank applies to that attack even if no ally is within 5 feet. Attack roll: your normal weapon attack. Movement: None on activation.
Alpha Intercept
You hurl yourself into harm's way to shield a packmate.
Reaction, when an ally within 30 feet is hit by an attack you can see. Expend 2 Pack Drive points and move up to your speed to an unoccupied space within 5 feet of that ally without provoking opportunity attacks. You become the target of the attack instead if you end this movement within 5 feet of the ally and within the attack's range. You gain a +2 bonus to AC against that attack. If the attack still hits you, reduce the damage you take by an amount equal to your Wisdom modifier + your Proficiency Bonus (minimum 3).
Ally within 30 feet is hit by an attack you can see
Relentless Rush
You spend everything left in the tank to overwhelm a single quarry.
Action. Expend 3 Pack Drive points. Move up to twice your speed toward one creature you can see without provoking opportunity attacks. Then make two melee weapon attacks against that creature (three attacks if you are 20th level). Each hit deals extra damage equal to your Wisdom modifier and applies Coordinated Flank dice if the normal Coordinated Flank positioning requirements are met (once per turn limit still applies to the extra dice, but both attacks can benefit from other features). Duration: Instantaneous.
Pack Howl Focus
A shorter battle cry that steadies nearby allies without the full Packmaster's Call.
Bonus Action. Expend 1 Pack Drive point. Choose up to three allies within 20 feet that can hear you. Each chosen ally gains a +1d4 bonus to its next attack roll or Strength/Dexterity saving throw before the start of your next turn (ally's choice when it rolls). Movement: None. Attack or save: None. Defense: None.
Tracker's Bind
You lash or pin a foe with weapon, shield edge, or grappling hold to keep it in the kill zone.
Once per turn when you hit a creature with a melee weapon attack, expend 1 Pack Drive point and attempt to grapple it as part of the same attack (no extra action). You make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics). On a success, the target has the Grappled condition (escape DC = your Pack Drive DC). While the target is Grappled by you in this way, allies have advantage on melee attack rolls against it. You must have a free hand or be wielding a spear, shield, or versatile weapon to use this ability.
Free hand or spear/shield/versatile weapon, Melee weapon attack hit
Second Wind of the Hunt
You catch your breath without leaving the chase.
Bonus Action (no Pack Drive cost). You regain Hit Points equal to 1d10 + your Pack-Strider level. Once you use this ability, you can't use it again until you finish a Short or Long Rest. At 15th level, you can use it twice per Short or Long Rest, but only once per turn. Movement: None. Attack or save: None.
Overrun Stride
You bull through a defender to reach the true quarry behind it.
When you take the Dash action, you can expend 1 Pack Drive point to force one creature of your size or smaller within 5 feet at any point during the Dash to make a Strength saving throw against your Pack Drive DC. On a failed save, you move through its space without treating it as difficult terrain, and it cannot make opportunity attacks against you this turn. On a success, your movement through its space costs 10 extra feet and it can still make opportunity attacks normally. Damage: None.
Must take the Dash action
Quarry Shift
You redirect pack pressure from one enemy to another in a blink.
Bonus Action. Expend 1 Pack Drive point. End Pack Leader's Mark on one creature (if active) and apply it to another creature you can see within 60 feet without expending a Pack Leader's Mark use. If Pack Leader's Mark is not active, you instead mark one creature as though you used Pack Leader's Mark, which does expend a use if available; if no uses remain, you must already have a mark active to shift it. Duration: standard Pack Leader's Mark duration (until start of your next turn).
Pack Leader's Mark feature
Class Progression
| Level | Prof. | Features | Resources | Spell Slots |
|---|---|---|---|---|
| 1 | +2 | Endurance Courser, Coordinated Flank (1d6) | Endurance Courser Uses: Wisdom modifier (min 1) Coordinated Flank Dice: 1d6 Pack Drive: 0 | - |
| 2 | +2 | Pack Drive, Trail Sense, Second Wind of the Hunt, Martial Techniques (Hounding Step, Crippling Snap, Warning Growl) | Pack Drive: 2 Endurance Courser Uses: Wisdom modifier (min 1) Second Wind of the Hunt: 1/rest | - |
| 3 | +2 | Pack Calling, Pack Howl Focus, Overrun Stride | Pack Drive: 3 Coordinated Flank Dice: 1d6 | - |
| 4 | +2 | Ability Score Improvement | Pack Drive: 3 | - |
| 5 | +3 | Extra Attack, Harrier's Feint, Tracker's Bind | Pack Drive: 4 Coordinated Flank Dice: 1d6 | - |
| 6 | +3 | Pack Calling feature, Pack Switch | Pack Drive: 4 | - |
| 7 | +3 | Tireless Pursuit, Iron Lungs | Pack Drive: 5 | - |
| 8 | +3 | Ability Score Improvement | Pack Drive: 5 | - |
| 9 | +4 | Pack Leader's Mark, Throat-Hunt Strike, Scatter the Herd, Quarry Shift | Pack Drive: 6 Pack Leader's Mark Uses: Proficiency Bonus | - |
| 10 | +4 | Pack Calling feature | Pack Drive: 6 | - |
| 11 | +4 | Improved Coordinated Flank (2d6), Cornered Prey | Pack Drive: 7 Coordinated Flank Dice: 2d6 | - |
| 12 | +4 | Ability Score Improvement | Pack Drive: 7 | - |
| 13 | +5 | Relentless Tracker, Alpha Intercept | Pack Drive: 8 | - |
| 14 | +5 | Pack Calling feature | Pack Drive: 8 | - |
| 15 | +5 | Apex Endurance | Pack Drive: 9 Endurance Courser Uses: Wisdom modifier (min 1), recover on Short or Long Rest Second Wind of the Hunt: 2/rest | - |
| 16 | +5 | Ability Score Improvement | Pack Drive: 9 | - |
| 17 | +6 | Packmaster's Call, Relentless Rush | Pack Drive: 10 | - |
| 18 | +6 | Unbroken Stride | Pack Drive: 10 Speed Bonus: +10 feet total from class | - |
| 19 | +6 | Ability Score Improvement | Pack Drive: 11 | - |
| 20 | +6 | Alpha of the Endless Hunt (Coordinated Flank 3d6) | Pack Drive: 12 Coordinated Flank Dice: 3d6 | - |
Class Features
Endurance Courser (Level 1)
Resource Cost: 1 Endurance Courser use (Bonus Action Dash)
Coordinated Flank (Level 1)
Pack Drive (Level 2)
Trail Sense (Level 2)
Pack Calling (Level 3)
Extra Attack (Level 5)
Tireless Pursuit (Level 7)
Pack Leader's Mark (Level 9)
Resource Cost: 1 Pack Leader's Mark use
Improved Coordinated Flank (Level 11)
Relentless Tracker (Level 13)
Apex Endurance (Level 15)
Packmaster's Call (Level 17)
Resource Cost: None (1/rest) or 3 Pack Drive
Unbroken Stride (Level 18)
Alpha of the Endless Hunt (Level 20)
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