> [!info] Subclass Overview > **Class:** Ranger | **Subclass Type:** Ranger Archetype > **Alignment:** Any non-evil > **Region:** [[Wolf Nomads]], [[Empire of Iuz]] borderlands > > Wolf Sentinels range the lands between the Wolf Nomads and the Empire of Iuz as the eyes and ears of their nation. They report on enemy troop movements, gather news for tribal tarkhans, lay traps for stragglers of Iuz's forces, and track down and kill monsters that threaten the tribes. When a particularly vicious monster is encountered, Wolf Sentinels band together with local warriors and even other Sentinels to bring it down. > > Living amongst the wolves of the plains has fundamentally altered these rangers' senses, pace, and physicality — and at the height of their development, the line between ranger and wolf blurs entirely. --- ## Wolf Sentinel Spells > [!spell] Wolf Sentinel Spells > | Ranger Level | Spell | > |---|---| > | 3rd | *Faerie Fire* | > | 5th | *Earthbind* | > | 9th | *Call Lightning* | > | 13th | *Fire Shield* | > | 17th | *Insect Plague* | --- ## Vigilance of the Wolf *3rd-level Wolf Sentinel feature* > [!tip] Vigilance of the Wolf > Living amongst the wolves has attuned your senses to be more like theirs. You have **advantage on Wisdom (Perception) checks** that rely on **hearing or smell**. ## Aspect of the Long Runner *3rd-level Wolf Sentinel feature* > [!tip] Aspect of the Long Runner > Because you always travel in the company of wolves, horses will not remain calm around you. In response, you have conditioned yourself for extreme long-distance running. Your **base movement speed increases by 20 feet**. --- ## Pack Master *7th-level Wolf Sentinel feature* > [!tip] Pack Master > You gain an instant rapport with any summoned or conjured beasts. You can use a **bonus action** to mentally issue simple commands to them (in addition to normal verbal commands), so long as they are within **60 feet** of you. > > Additionally, you gain the **Pack Tactics** trait with your summoned or conjured allies: you have **advantage on attack rolls** against a creature if at least one of your summoned or conjured allies is within 5 feet of it and is not incapacitated. --- ## Piercing Howl *11th-level Wolf Sentinel feature* > [!tip] Piercing Howl > As an action, you emit a **piercing howl** forcing each creature of your choice within **30 feet** to make a **Wisdom saving throw** (DC = 8 + proficiency bonus + Wisdom modifier). A target that cannot hear or see you automatically succeeds. > > On a **failed save**, the target is **frightened** of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on a success. > > You can use this feature a number of times per long rest equal to **half your Wisdom modifier** (rounded up, minimum 1). --- ## Aspect of the Wolf *15th-level Wolf Sentinel feature* > [!tip] Aspect of the Wolf > As a **bonus action**, you transform into a **Dire Wolf**. All your gear transforms with you (or falls to the ground, your choice). In Dire Wolf form, you have all the physical characteristics and abilities of a Dire Wolf, but your **Intelligence, Wisdom, and Charisma** remain your own. > > You remain in Dire Wolf form **as long as you desire**. Reverting to your normal form takes a **bonus action**. > > You may transform a number of times per long rest equal to your **Wisdom modifier**. --- > [!abstract] Related Content > - **Region:** [[Wolf Nomads]] | [[Empire of Iuz]] borderlands > - **Related Creatures:** [[Wolf]] | [[Dire Wolf]] > - **Ranger Class Hub:** [[Ranger]] > - **Other Archetypes:** [[Mist Walkers of the Burneal Forest]] | [[Spirit Guides of the Rovers of the Barrens]] | [[Harbingers from the North]]