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Embodiment of the Pack

Embodiment of the Pack


Dragons, Prideful and powerful, soar the skies as the rulers they are with no competition except for their own kin. They rule the
skies with an iron claw as they pursue their heart's desire. Fame, Wealth, and Power..... All Dragons, whether they are good or bad,
all desire such things one way or another, and always alone in such pursuits. But why be alone when you can be many? After all, an
entire pack is more dangerous then a lone hunter. Demi-Dragons who embrace this power knows that a lone voice cannot be
heard but a voice of a hundred can be and become more then one.
The Pack As bonus action on your turn you can un-merge one or
more Packlings from yourself and you lose Temporary HP
WE are more, WE are separate, WE are also one in the same, equal to a Packling's HP. If you do not have enough
and WE are one! Temporary HP for all your Packlings, they lose HP equal to
Starting at 3rd level you gain two Packlings that stays with the remaining amount of temporary HP you do not have and
you as a companion, see the stat block for Packling down you can choose to either spread out this damage or keep it on
below. They begin their turn at the end of your turn and they one individual Packling.
carry your will and mind but in separate vessels. As a bonus When a Packling dies, you can replace one by either
action you can command one of your Packlings to do a spending three Hit Dice as reaction or if you finish a short or
certain action that are within their capabilities. But they long rest. You cannot have more then two Packlings at a time.
cannot use magic items and they can only move more then You gain an additional Packling and increase the amount of
30ft of you. If a Packling is more then 30ft away from you, packlings you could have by one at 6th level(Max:3), another
they perish along with any extra Packlings that are at 10th level(Max:4), and again at 17th level(Max:5).
summoned that are above the limit.
You can also order all your Packlings to your side as a On the Hunt
Bonus action. When you do this, all Packlings use their WE have your scent! There's nowhere to hide!
movement to merge with you, they are no longer are part of At 3rd level you gain proficiency in Survival, if you already
the initiative order and can no longer take any actions, but in have this, choose one different skill from Athletics, Insight,
exchange you gain temporary HP equal to the current HP of Intimidation, Investigation, Perception, Persuasion, and
your Packlings. Whenever you attack with either Melee or Stealth.
Range, you do an additional d4 damage equal to the Additionally you gain Keen Senses, which gives you
Packlings merged with you, this damage can be Melee and do advantage on perception checks with hearing and smelling.
either Slashing, Piercing, or Bludgeoning damage, your
choice, or if it's range, this damage does Elemental Damage Leader's Pack Tactics
depending on your Dragon's Breath damage type which has a
range of 30ft. Whenever you take damage and lose these Pack members divide and merge! WE surround the prey!
temporary HP, if the damage is equal to or exceeds of a At 6th level when you use your Bonus action you Merge
Packling's HP, that Packling dies. While you are merged with with your Packlings, you can instead have them merge with
your Packlings you do not benefit from class features, spells, each other instead of you to create a Packling Group, see
etc that specifically only target yourself, such is Stat Block below. The HP is equal to each Packling's current
Invisibility(Your character is invisible but your pack isn't), HP. If a Packling Group where to take damage equal to a
Barbarian Rage(This will protect only your HP and not the Packling's current HP before the merge, a Packling in the
temporary HP you gained by this feature), or for instance Packling Group dies and they permanently lose HP equal to
casting the Spell Thunderwave yourself, this will effect the the dead Packling's Maximum HP. If there's only one
Packlings and they will be effected by the spell as if they were Packling in the Packling Group, the Packling Group ceases
individual creatures. However you now gain additional to exist and the remaining Packling take it's place.
benefits from things that specifically target a group of You can also use your Bonus Action to have the Packling
creatures such as Aura of Vality, which will allow you to gain Group to un-merge and become individual Packlings again. If
Temporary HP equal to the half the amount rounded down the Packling Group does not have enough Temporary HP for
that would of healed a single Packling as if they were all your un-merged Packlings, they lose HP equal to the
separate, or if someone up casts Heroism they can give you remaining amount of temporary HP they do not have and you
the same spell more then one equal to the amount of can choose to either spread out this damage or keep it on one
Packlings merged with you. When you take a short or long individual Packling.
rest, you regain these special temporary HP equal to the The range of your Packlings that can move away from you
amount of each Packling that would of gained the benefits of before perishing increases from 30ft to 60ft. This increases
the short/long rest. again and you and your Packlings that are merged with your
or into a Packling Group gain advantage on saves against
getting deaf, blinded, and incapacitated at 10th level (90ft).

2
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Haunting Howls
Yes! WE fight as one! Come fellow packlings! WE Howl as Links
ONE! They shall flee in terror as WE give chase! The Art and the original Class do not belong to me,
At 10th level, you and your pack, striking fear in the hearts please support the original Authors!
of our enemies. As an Action you can spend a use of your Author's Note: Please consult your DM before
Dragon's Breath to Howl, causing creatures of your choice choosing this subclass as things that give you
that can hear you and your Packlings within a 60ft radius more then one initiative are both really strong,
from both you or your Packlings to make a Wisdom Saving annoying, and just slow (Looking at you Conjure
throw against a DC equal to 10 + 2 x the amount of Packlings Animals!), make sure they're alright with this
on the field, merged with you, or in a Packling Group. choice before using this. Also I did my best to
balance this as best as I could, but it really needs
Creatures who fail are frightened of you and your Packlings play testing so I don't mind some feedback! :D
for 24 hours. They repeat this Saving Throw at the end of Demi-Dragon
their turns, ending it on a success.
When a creature is frighten of you or your Packlings and
you Attack or a Packling/Packling Group attacks it, you and
the Packling/Packling group can do an additional Attack as
part of that Action whether you hit or not.
The Alpha's Call
Come my Pack! For WE must hunt prey! Prey is elusive!
Dangerous! WE need more Pack! They shall never escape!
When you reach 17th level, you can double the number of
Packlings that are on the field, merged with you, and in
Packling Groups you have. When you do this, can you have
these Packlings already merged into a Packling Group,
Merged with you, or as individuals on the field. While this
feature is active, you can ignore the Packling Maximum and
can begin spending your Hit Dice to make more.
Additionally while this feature is active, the maximum
range of your Packlings that can move away from before
perishing is tripled You and your Packlings also gain 10ft of
movement equal to the amount of Packlings that are within
10ft of you or each other Packling and this movement
stacks(10ft x the number of Packlings). The effects of this
feature lasts for 10 minutes.
You can only use this feature once before you have to take a
long rest to use this feature again.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Packling Packling Group
Medium + one size category for each extra Packling
Small Dragon, Unaligned in the Group past 2 Dragon Swarm, Unaligned

Armor Class 10 + Half your Demi-Dragon Level Armor Class 10 + Half your Demi-Dragon Level
rounded up. rounded up
Hit Points 3 x Your Demi-Dragon level. Hit Points - Equal to the combined amount of
Speed 30ft, Gliding/Flying equal to your Packlings merged
Gliding/Flying speed. Speed 30ft, Gliding/Flying equal to your
Gliding/Flying speed.
STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 11 (+0) 10 (+0) 10 (+0) 11 (+0) STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 12 (+1) 11 (+0) 11 (+0) 12 (+1)
Saving Throws - Uses your Saving Throws
Skills - Uses your skills Saving Throws - Uses your Saving Throws
Damage Resistances - Has your Resistances. Skills - Uses your skills
Senses - Has your senses. Damage Resistances - Has your Resistances.
Languages - Knows your Languages but can't speak. Senses - Has your senses
Challenge - Equal to half your Demi-Dragon level Languages - Knows your Languages but can't speak.
Challenge - Equal to half your Demi-Dragon level
Actions
Swarm. The Packling Group can occupy another
Packling Strike. Melee Attack: Your Dragon Spark
creature's space and vice versa, and the swarm can
Attack Modifier to hit, Reach 5ft, one target. Hit:
move through any opening large enough for a Small
1d4 Slashing, Piercing, or Bludgeoning damage,
Dragon.
your choice.
Packling Spit. Range Attack: Your Dragon Spark Actions
Attack Modifier to hit, Reach 60ft, one target. Hit: Multiattack. The Packling Group can make a number
1d4 of your Dragon's Breath damage type. of Packling Group Strikes or Packling Group Spit
attacks equal to the amount of Packlings merged in
this Packling Group. You cannot use both in one
Multiattack.
Packling Group Strike. Melee Attack: Your Dragon
Spark Attack Modifier to hit, Reach 5ft, one target.
Hit: 1d4 Slashing, Piercing, or Bludgeoning damage,
your choice.
Packling Group Spit. Range Attack: Your Dragon
Spark Attack Modifier to hit, Reach 60ft, one target.
Hit: 1d4 of your Dragon's Breath damage type.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 
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