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

Hit Die d10
Primary Ability Strength, Wisdom
Saving Throws Strength, Wisdom
Archetype Martial
Ability Categories martial_abilities
Caster Progression None

Proficiencies

Armor Light armor, Medium armor, Shields
Weapons Simple weapons, Shortswords, Scimitars, Longswords, Spears
Tools Herbalism kit
Skills Choose 2 from Athletics, Insight, Intimidation, Perception, Stealth, Survival

Starting Equipment

• Choose A or B: (A) longsword, shield, spear, leather armor, herbalism kit, explorer's pack, and 8 gp; (B) scimitar, shortsword, scale mail, herbalism kit, explorer's pack, and 10 gp
• Alternatively, take 5d4 × 10 gp and purchase starting equipment as normal

Class Resources

Pack Drive Max 12 (Short or Long Rest)

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.

Spending Spend Pack Drive points only on Pack-Strider martial techniques and features that explicitly list a Pack Drive cost. You cannot spend points you do not have. Using a technique requires the listed action economy in addition to the point cost. Unless a feature says otherwise, spending Pack Drive has no component requirements.
Recovery Regain all expended Pack Drive points when you finish a Short or Long Rest. At level 20, when you roll Initiative and have 0 Pack Drive points remaining, you regain 2 Pack Drive points. Features such as Packmaster's Call may optionally spend Pack Drive to bypass a once-per-rest limitation as specified in that feature.
Endurance Courser Uses Max 5 (Long Rest (Short or Long Rest from level 15))

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.

Spending Spend 1 use as part of the Bonus Action to Dash. No use is spent if you Dash using your Action normally.
Recovery Regain all expended uses on a Long Rest. From 15th level (Apex Endurance), regain all expended uses on a Short or Long Rest.
Pack Leader's Mark Uses Max 6 (Long Rest)

Number of times you can apply Pack Leader's Mark. Maximum uses equal your Proficiency Bonus.

Spending Spend 1 use as a Bonus Action to mark a creature as described in Pack Leader's Mark. Quarry Shift may spend Pack Drive to move an existing mark or apply a mark if uses remain.
Recovery Regain all expended uses when you finish a Long Rest.

Class Abilities

Martial Abilities

Hounding Step
Bonus Action 1 Pack Drive Level 2
Range Self
Target Self
Duration Instantaneous (advantage lasts until end of turn)
Movement Move up to 15 feet (20 feet at 11th level, 25 feet at 17th level) without provoking opportunity attacks
Attack / Save None
Defense None

You surge into a better hunting angle, closing distance while remaining hard to punish.

Rules Text:

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.

Buff Effect
Attack: Next weapon attack against a creature within 5 feet at end of movement has advantage
Range: Self
Target: Self
Duration: Until end of turn
Movement: 15 feet without provoking opportunity attacks
Resource: Spend 1 Pack Drive
Crippling Snap
No additional action (on hit) 1 Pack Drive Level 2
Range Weapon reach or weapon range
Target One creature you hit with a weapon attack
Duration Until the start of your next turn
Movement None
Attack / Save Constitution saving throw vs Pack Drive DC (8 + Proficiency Bonus + Wisdom modifier)
Defense None

A precise strike aims for tendons and balance, slowing prey for the pack.

Rules Text:

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.

Prerequisites:

Must hit with a weapon attack

Debuff Effect
Saving Throw: Constitution vs Pack Drive DC
Attack: Requires a hit with a weapon attack
Range: Weapon attack range
Target: Creature hit
Duration: Until start of your next turn
Movement: Speed reduced by 15 feet on failed save (5 feet on success); cannot Dash on failed save
Resource: Spend 1 Pack Drive
Warning Growl
Reaction 1 Pack Drive Level 2
Range 30 feet
Target One creature that hit an ally with an attack
Duration Until the end of the target's next turn
Movement None
Attack / Save Wisdom saving throw vs Pack Drive DC
Defense None

You bark a harsh challenge that rattles a foe focusing on your allies.

Rules Text:

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.

Prerequisites:

An ally within range is hit by an attack

Control Effect
Saving Throw: Wisdom vs Pack Drive DC
Range: 30 feet
Target: Attacking creature
Duration: Until end of target's next turn
Resource: Spend 1 Pack Drive
Harrier's Feint
Action or one attack from the Attack action 1 Pack Drive Level 5
Range 5 feet
Target One creature within 5 feet
Duration Until the start of your next turn
Movement None
Attack / Save Strength (Athletics) or Dexterity (Acrobatics) contest
Defense None

You feint high and cut low, opening the target for a nearby ally.

Rules Text:

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.

Prerequisites:

Target within 5 feet

Control Effect
Attack: Strength (Athletics) or Dexterity (Acrobatics) contest
Range: 5 feet
Target: One creature within 5 feet
Damage: PB flat extra on ally hit same as ally weapon (Equals your Proficiency Bonus)
Duration: Until start of your next turn
Resource: Spend 1 Pack Drive
Pack Switch
Bonus Action 2 Pack Drive Level 6
Range 30 feet
Target One willing ally and one hostile creature
Duration Until the start of your next turn
Movement You and the ally each move up to 10 feet without provoking opportunity attacks
Attack / Save None
Defense None

You and an ally instantly trade pressure on a quarry.

Rules Text:

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.

Prerequisites:

Willing ally within 30 feet

Control Effect
Range: 30 feet
Target: One ally and one hostile creature
Duration: Until start of your next turn
Movement: Up to 10 feet each for you and ally, no opportunity attacks
Resource: Spend 2 Pack Drive
Throat-Hunt Strike
No additional action (on Coordinated Flank hit) 2 Pack Drive Level 9
Range Weapon reach or weapon range
Target One creature hit by your Coordinated Flank attack
Duration Frightened until end of your next turn
Movement None
Attack / Save Wisdom saving throw vs Pack Drive DC
Defense None

A vicious finishing angle against a surrounded foe.

Rules Text:

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.

Prerequisites:

Coordinated Flank must apply on the hit

Damage Effect
Saving Throw: Wisdom vs Pack Drive DC for Frightened
Attack: Requires Coordinated Flank hit
Range: Weapon attack range
Target: Creature hit
Damage: Coordinated Flank dice rolled twice, keep higher same as weapon (Uses current Coordinated Flank dice (1d6/2d6/3d6 by level))
Conditions: Frightened
Duration: Until end of your next turn
Resource: Spend 2 Pack Drive
Scatter the Herd
Action 2 Pack Drive Level 9
Range Self (movement line up to your speed)
Target Each creature whose space you pass through
Duration Instantaneous
Movement Move up to your speed in a straight line; can pass through hostile spaces
Attack / Save Strength saving throw vs Pack Drive DC
Defense None

You slam through clustered enemies to break their formation.

Rules Text:

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.

Damage Effect
Saving Throw: Strength vs Pack Drive DC
Range: Along your movement path
Target: Creatures whose spaces you move through
Damage: 2d6 bludgeoning (3d6 at 13th level, 4d6 at 17th level)
Duration: Instantaneous
Movement: Target pushed 5 feet on failed save
Resource: Spend 2 Pack Drive
Iron Lungs
Bonus Action 1 Pack Drive Level 7
Range Self
Target Self
Duration Temporary Hit Points until depleted; conditions end instantly
Movement None
Attack / Save None
Defense Temporary Hit Points equal to 1d8 + Wisdom modifier (2d8 + Wisdom modifier at 15th level)

You push past fatigue with predatory focus mid-battle.

Rules Text:

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.

Buff Effect
Range: Self
Target: Self
Duration: Temporary Hit Points until depleted
Defense: Gain 1d8 + Wisdom modifier temporary Hit Points (2d8 + Wisdom modifier at 15th level); end Frightened or Poisoned (and Charmed at 15th)
Resource: Spend 1 Pack Drive
Cornered Prey
Bonus Action 2 Pack Drive Level 11
Range 30 feet
Target One creature you can see
Duration Until the start of your next turn
Movement None on activation; target treats 10-foot radius as difficult terrain for itself
Attack / Save Weapon attack roll if Reaction triggers
Defense None

You and the pack collapse angles so a foe cannot safely retreat.

Rules Text:

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.

Control Effect
Attack: Optional Reaction weapon attack if target leaves radius
Range: 30 feet
Target: One creature
Duration: Until start of your next turn
Movement: Target's movement in 10-foot radius costs extra (difficult terrain for it only)
Resource: Spend 2 Pack Drive
Alpha Intercept
Reaction 2 Pack Drive Level 13
Range 30 feet
Target One ally hit by an attack; you become the attack's target if interception succeeds
Duration Instantaneous
Movement Move up to your speed to within 5 feet of the ally without provoking opportunity attacks
Attack / Save None (modifies an incoming attack)
Defense +2 AC against the attack; reduce damage by Wisdom modifier + Proficiency Bonus if hit

You hurl yourself into harm's way to shield a packmate.

Rules Text:

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).

Prerequisites:

Ally within 30 feet is hit by an attack you can see

Defense Effect
Attack: Redirect one attack onto yourself
Range: 30 feet
Target: Self and one ally
Duration: Instantaneous
Movement: Up to your speed toward ally
Defense: +2 AC against the redirected attack; damage reduction equal to Wisdom modifier + Proficiency Bonus on a hit
Resource: Spend 2 Pack Drive
Relentless Rush
Action 3 Pack Drive Level 17
Range Self movement then melee reach
Target One creature you can see
Duration Instantaneous
Movement Move up to twice your speed toward the target without provoking opportunity attacks
Attack / Save Melee weapon attack rolls
Defense None

You spend everything left in the tank to overwhelm a single quarry.

Rules Text:

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.

Damage Effect
Attack: Two melee weapon attacks (three at level 20)
Range: Melee weapon reach after movement
Target: One creature
Damage: weapon dice + Wisdom modifier extra per hit weapon damage type (Three attacks at 20th level instead of two)
Duration: Instantaneous
Movement: Up to twice speed, no opportunity attacks
Resource: Spend 3 Pack Drive
Pack Howl Focus
Bonus Action 1 Pack Drive Level 3
Range 20 feet
Target Up to three allies that can hear you
Duration Until the start of your next turn
Movement None
Attack / Save None
Defense None

A shorter battle cry that steadies nearby allies without the full Packmaster's Call.

Rules Text:

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.

Buff Effect
Attack: +1d4 to next attack roll or Str/Dex save
Range: 20 feet
Target: Up to three allies
Duration: Until start of your next turn
Resource: Spend 1 Pack Drive
Tracker's Bind
No additional action (on melee hit) 1 Pack Drive Level 5
Range Melee reach
Target One creature hit by your melee weapon attack
Duration Grappled until escape or release
Movement None
Attack / Save Strength (Athletics) contest; escape DC equals Pack Drive DC
Defense None

You lash or pin a foe with weapon, shield edge, or grappling hold to keep it in the kill zone.

Rules Text:

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.

Prerequisites:

Free hand or spear/shield/versatile weapon, Melee weapon attack hit

Control Effect
Attack: Strength (Athletics) contest; escape vs Pack Drive DC
Range: Melee reach
Target: Creature hit
Conditions: Grappled
Duration: Until escape or you release
Movement: Target speed 0 while Grappled
Resource: Spend 1 Pack Drive
Second Wind of the Hunt
Bonus Action 1 Second Wind of the Hunt use Level 2
Range Self
Target Self
Duration Instantaneous
Movement None
Attack / Save None
Defense Healing 1d10 + Pack-Strider level

You catch your breath without leaving the chase.

Rules Text:

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.

Healing Effect
Range: Self
Target: Self
Duration: Instantaneous
Defense: Regain 1d10 + Pack-Strider level Hit Points
Resource: 1 use per Short or Long Rest (2 uses at 15th level)
Overrun Stride
Free (during Dash) 1 Pack Drive Level 3
Range 5 feet during Dash
Target One creature of your size or smaller
Duration Until the end of your turn
Movement May move through target's space on failed save without extra cost
Attack / Save Strength saving throw vs Pack Drive DC
Defense None

You bull through a defender to reach the true quarry behind it.

Rules Text:

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.

Prerequisites:

Must take the Dash action

Control Effect
Saving Throw: Strength vs Pack Drive DC
Range: 5 feet
Target: One creature
Duration: Until end of your turn
Movement: Move through target space; no OA from it on failed save
Resource: Spend 1 Pack Drive
Quarry Shift
Bonus Action 1 Pack Drive Level 9
Range 60 feet
Target One creature you can see
Duration Until the start of your next turn
Movement None
Attack / Save None
Defense None

You redirect pack pressure from one enemy to another in a blink.

Rules Text:

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).

Prerequisites:

Pack Leader's Mark feature

Buff Effect
Range: 60 feet
Target: One creature
Damage: Wisdom modifier flat same as ally attack (Equals Wisdom modifier (minimum 1))
Duration: Until start of your next turn
Resource: Spend 1 Pack Drive; may consume Pack Leader's Mark use if applying fresh

Class Progression

Primary Ruleset D&D 5.5 / SRD 5.2
Compatible Rulesets D&D 5.5 / SRD 5.2, D&D 5e / SRD 5.1
Balance Notes Positioned as a d10 frontline skirmisher between Fighter durability and Ranger skirmish identity. Damage depends on ally adjacency (Coordinated Flank), so isolated output trails Champion/Battle Master while coordinated parties approach mid-tier martial DPR. Pack Drive (2–12 points, short-rest recovery) funds control and mobility without matching full Superiority Dice flexibility or spellcaster utility. No spellcasting keeps exploration power focused on tracking, endurance, and forced movement.
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)

Your base walking speed increases by 5 feet. You have advantage on saving throws made to resist the Exhaustion condition. You can take the Dash action as a Bonus Action a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.

Resource Cost: 1 Endurance Courser use (Bonus Action Dash)

Coordinated Flank (Level 1)

Once per turn, when you hit a creature with a weapon attack, you can deal an extra 1d6 damage to the target if at least one of your allies is within 5 feet of the creature and that ally doesn't have the Incapacitated condition. The extra damage is the same type as the weapon's damage. This extra damage increases as you gain Pack-Strider levels (see progression).

Pack Drive (Level 2)

You gain a pool of Pack Drive points used to fuel Pack-Strider martial techniques. Your Pack-Strider level determines the number of points you have, as shown in the progression table. You regain all expended Pack Drive points when you finish a Short or Long Rest. Your Pack Drive save DC equals 8 + your Proficiency Bonus + your Wisdom modifier.

Trail Sense (Level 2)

You gain proficiency in Survival if you don't already have it. If you are already proficient, you instead gain expertise (double proficiency bonus) in Survival. In addition, while tracking a creature, you can determine its exact distance and direction from you if it is within 1 mile and you have studied its tracks for at least 1 minute within the last hour.

Pack Calling (Level 3)

You choose a Pack Calling, a specialized hunting doctrine that grants features at 3rd, 6th, 10th, and 14th level.

Extra Attack (Level 5)

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Tireless Pursuit (Level 7)

When you use Endurance Courser to Dash as a Bonus Action, opportunity attacks against you have disadvantage until the start of your next turn. In addition, moving through nonmagical difficult terrain costs you no extra movement.

Pack Leader's Mark (Level 9)

As a Bonus Action, choose one creature you can see within 60 feet. Until the start of your next turn, the first time each ally hits the marked creature with an attack, the ally deals extra damage equal to your Wisdom modifier (minimum of 1). You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Resource Cost: 1 Pack Leader's Mark use

Improved Coordinated Flank (Level 11)

Your Coordinated Flank extra damage becomes 2d6. In addition, if two or more allies are within 5 feet of the target and none of them have the Incapacitated condition, you can add your Wisdom modifier to the extra damage once per turn.

Relentless Tracker (Level 13)

You have advantage on Wisdom (Perception) and Wisdom (Survival) checks to find or track creatures. When a hostile creature within 30 feet of you that you can see takes the Disengage or Hide action, you can use your Reaction to move up to half your speed toward that creature without provoking opportunity attacks.

Apex Endurance (Level 15)

When you finish a Short Rest, you can reduce your Exhaustion level by 1 (if any). You also regain all expended uses of Endurance Courser when you finish a Short or Long Rest. Whenever you start your turn with at least 1 Hit Point and no more than half your Hit Point maximum, you gain temporary Hit Points equal to your Wisdom modifier (minimum of 1).

Packmaster's Call (Level 17)

As a Magic action, you unleash a hunting howl. Each ally of your choice within 30 feet of you that can hear you gains advantage on attack rolls until the start of your next turn, and can immediately move up to 15 feet without provoking opportunity attacks. Once you use this feature, you can't use it again until you finish a Short or Long Rest, unless you spend 3 Pack Drive points to use it again.

Resource Cost: None (1/rest) or 3 Pack Drive

Unbroken Stride (Level 18)

Your walking speed increases by an additional 5 feet (total +10 feet from Pack-Strider features). You ignore the effects of the Restrained condition on your speed from nonmagical sources, and magical effects that would reduce your speed do so by no more than 10 feet.

Alpha of the Endless Hunt (Level 20)

You are the apex of long-distance pack warfare. Coordinated Flank extra damage becomes 3d6. When you hit a creature with Coordinated Flank, one ally within 5 feet of the target can use its Reaction to make one weapon attack against that creature. In addition, when you roll Initiative and have no Pack Drive points remaining, you regain 2 Pack Drive points.

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