The Werewolf
As the Full Moon rises high into the night sky it illuminates the fields, forests, and creeks of the countryside. For some, it means a time of rest, but for you, it means a fight, whether it's against your own demons, or anything foolish enough to cross your path during your "time of the month". For you, it means a long night, for you are a werewolf.
You either chose or have been cursed with this burden, but it can make you a favor. When your enemies are too great in strength and number you can turn into a beast that can turn the situation to better, but also to worse.
A Beast Within
A person afflicted with lycanthropy is forever in doubt of his or her own urges and instincts. In human form, a werewolf feels the pull of the wolf's essence within even while trying to integrate into polite society.
A lycanthrope can feel the war of emotions in his or her heart, but as the moon grows full, the influences of conscience, religion and personal restraint do less and less. Werewolves in feral form are beings of unparalleled savagery and strength.
Their bodies are perfectly engineered for slaughter, with jaws capable of snapping bone and claws sharp enough to rip the entrails from a beast many times their size.
Their minds are explosions of instinct and adrenaline, fed supernatural awareness from their heightened senses yet blind to almost everything but the kill. They can walk upright for manual dexterity or can lope on four limbs for speed.
Werewolves can be divided into those who embrace their new nature and those who consider it a curse instead. The first end spending their lives in the wild, running with their companions even if not shifted.
The second try to remain inside civilization, struggling every month, moving from settlement to settlement as they feel close to be discovered, leaving a blood trail behind them.
The Call And The Hunt
The curse of lycanthropy overtakes a person a period of one or more nights. One or more werewolves howl in the night, calling out to the newborn werewolf. Soon after, someone finds himself in the wilderness, under the silvery moon, surrounded by eyes glowing in the night.
The called infected one begins to express wolf characteristics and as he sinks his teeth into bloody flesh, the curse perceptibly takes hold, and he transforms fully into werewolf form for the first time.
The werewolves crash through the woods together and kill their preys which are usually humanoids. There is a bone-chilling chorus of howls and the hunt is complete.
Later, the new lycanthrope usually staggers back into civilization, half-naked, barely recognizable through the blood and offal and wilderness debris and nearly mad from fear and shameful memories.
After reverting to humanoid form, most werewolves have partial memories of their time in feral form, but they clearly see the aftereffects of the destruction they've caused.
Creating a Werewolf
You may not be A undead or construct to gain benefits from this class, also you must be a humanoid to gain benefits from this class.
The Werewolf
Level | Proficiency Bonus | Features | Werewolf Natural Weapons |
---|---|---|---|
1st | +2 | Werewolf Transformation | 1d6 |
2nd | +2 | Fighting Style | 1d6 |
3rd | +2 | Werewolf Clan | 1d6 |
4th | +2 | Ability Score Improvement | 1d6 |
5th | +3 | Wild's Leap, Extra Attack | 1d8 |
6th | +3 | Sundering Claws, Wolf Transformation | 1d8 |
7th | +3 | Clan Feature | 1d8 |
8th | +3 | Ability Score Improvement | 1d8 |
9th | +4 | Dire Shapeshifter | 1d8 |
10th | +4 | Clan Feature | 1d8 |
11th | +4 | Hybridism | 1d10 |
12th | +4 | Ability Score Improvement | 1d10 |
13th | +5 | Moon Howl | 1d10 |
14th | +5 | Regenerative Powers | 1d10 |
15th | +5 | Clan Feature | 1d10 |
16th | +5 | Ability Score Improvement | 1d10 |
17th | +6 | Cursed Defense | 1d12 |
18th | +6 | Clan Feature | 1d12 |
19th | +6 | Ability Score Improvement | 1d12 |
20th | +6 | Moon's Blessing | 1d12 |
Class Features
As a Werewolf, you gain the following class features:
Hit Points
- Hit Dice: 1d10 per Werewolf level
- Hit Points at 1st Level: 11 + Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + Constitution
- modifier per Werewolf level after 1st
Quick Build
You can make a Werewolf quickly by following these suggestions. First choose Strength or dexterity to be your highest ability score, followed by Constitution, then Wisdom as a close third. Then choose the Outlander background. Third, choose A spear, Longbow with a Quiver and 30 Arrows, and An Explorer's Pack
Proficiencies
- Armor: Light Armor, medium armor, shields
- Weapons: Simple Weapons, martial weapons
- Tools: None
- Saving Throws: Strength, Wisdom
- Skills: Choose two from Acrobatics, Animal Handling,
- Athletics, Intimidation, Perception, Stealth, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield (b) two martial weapons
- (a) chain mail or (b) scale mail or (c) leather armor
- (a) shortbow and 20 arrows or (b) five javelins
- (a) dungeoneer's pack or (b) explorer's pack
Werewolf Transformation
Starting at 1st level, you gain control over your curse, and can use your bonus action to transform into a werewolf, or to transform back to your normal form. While you are in your werewolf form, you use the statistics shown on the werewolf statblock, down bellow. You remain on your werewolf form until you are reduced to 0 hit points while transformed. You can swap between your normal and werewolf form freely, but you can't regain hit points while in the werewolf form.
Your werewolf form have hit dices independently of your normal form, and you can't use your hit dices from your normal form to restore hit points from your werewolf form, or vice versa. The werewolf form have the same amount of hit points than you have. When you take a short rest, you can spend hit dices to restore both forms,
When you are reduced to 0 hit points in your werewolf form, you can't transform again until you finish a long rest. When you are reduced to 0 hit points in your werewolf form, any additional damage is transferred over to your normal form. Also, being reduced to 0 hit points on your werewolf form is a traumatic experience of semi-death, and to regain your ability to shapeshift, you need to spend a number of hit dice equal to half your Werewolf level (rounded up).
Whenever you gain a ability score improvement, you can also increase your abilities while in the werewolf form. As normal, your ability scores while in the werewolf form can't be higher than 20. You can't choose feats for your werewolf form.
Werewolf Form
Medium Humanoid (Shapeshifter)
- Armor Class While unarmored, your AC equals 10 +
- your Dexterity modifier in wolf form +
- your proficiency bonus.
- Hit Points 5 + your Constitution bonus in wolf form.
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 14 (+2) 8 (-1) 12 (+1) 10 (+0)
- Saving Throws Same in both forms
- Skills The same as your skills in your normal form
- Senses blindsight 20 ft., darkvision 120 ft., passive
- Perception 10 + your proficiency bonus
- Languages Same as in the normal form (can't speak).
- Wolf Howl You can communicate with wolfs, dogs and similar creatures.
- Keen Hearling and Smell You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Claw. Melee Weapon Attack: proficiency bonus + Dexterity modifier to hit, reach 5ft., one target. Hit:5 (1d6 + 2) slashing damage.
Bite. Melee Weapon Attack: proficiency bonus + Strength modifier to hit, reach 5ft., one target. Hit:5 (1d6 + 2) piercing damage.
Fighting Style
Starting at 2nd level you gain a fighting style chosen from the following below:
Great weapon fighting
When you roll a 1 or A 2 on a damage Die for an attack you make with a melee weapon that you are wielding with two hands you can reroll the die and must use the new roll, Even if the new roll is a 1 or a 2. The weapon must have the two handed or versatile property for you to gain this benefit.
Two weapon fighting
When engaged in two weapon fighting you can add the ability modifier to the damage of the second attack.
Dueling
When wielding a Melee weapon in one hand and no other weapons, you gain a +2 to damage rolls with that weapon.
Archery
You gain a +2 to attack rolls with ranged weapons.
Defense
While you are wearing armor you gain a +1 to AC
Natural Weapons
Starting at 2nd level, you can briefly transform your body, summoning your claws. While not transformed, you can make one claw attack as a bonus action. You use the attack bonuses and damage of your werewolf form for this attack. You can't use this attack if your werewolf form is unavailable to you.
In addition, you can make a powerful bite attack, that you can use while you are on your werewolf form. You make a melee weapon attack against a creature within 5 feet. On a hit, the target takes 1d12 piercing damage. The damage increases to 2d8 at 5th level, 2d10 at 11th level and 2d12 at 17th level. You can use the bite attack a number of times equal to your proficiency bonus.
Wolf Senses
Starting at 3rd level, you become able to speak with wolves and have access to their acute sense of smell and hearing even in your normal form.
In addition, you can cast the "speak with animals" spell a number of times equal to your Wisdom modifier (minimum once).
Werewolf Packs
When you reach 3rd level you choose one of three paths. A werewolf can take the Path of the Crimson Claw or the Sons of Gaia.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, whenever you take the attack action.
In addition, you can replace any of those attacks with a claw attack while your wolf form is available.
Wild's Leap
At 5th level, you can use your bonus action to leap up to your walking movement speed in any direction. You ignore difficult terrain while using this feature.
Sundering Claws
Starting at 6th level, your natural attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Wolf Transformation
Also at 6th level, you can use your action to assume the form of a wolf. This transformation works in the same manner as the spell polymorph, but you can only use to assume the shape of a wolf or a dire wolf.
Once you use this ability, you can't do so again until you finish a short or a long rest.
Dire Shapeshifter
When you reach 9th level, you can choose to become a large werewolf when you shapeshift.
Hybridism
At 11th level, you begin to assume aspects from your werewolf form even when in human form. Whenever you finish a long rest, you can choose one of the following damage types: blugeoning, piercing or slashing, and become resistant to it from non-magical and non silvered sources until your next rest.
In addition, whenever you are not wearing armor in your normal form, your AC equals 10 + your Constitution modifier + your Dexterity modifier. You can use a shield and retain this benefit.
Moon Howl
Starting at 13th level, you can unleash a powerful howl to the moon, that can generate two different effects. Once you have used this feature, you can't do it again until you complete a long rest.
Wolf's Calling
Call the wolfs for help. While you are in a non urban environment, you can howl to the skies and call forth wolves. You must howl for 1 minute, and roll a d8, to see what creature you have summoned:
- 1-5: 1 Wolf
- 6-7: 1 Dire Wolf
- 8: 1 Werewolf
The creature remain by your side for 1 hour. The summoned wolves are friendly to you and your companions. Roll initiative for the summoned wolves as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
Mark of the Moon
You can mark the scent of nearby creatures. Choose a number of creatures within 60 feet of you, up to a number equal of your proficiency bonus. For 1 hour, you have advantage on all Wisdom (Survival) checks made to track those creatures (you roll one additional d20 if you already have advantage on that check). Also, you can sense those creatures without relying in sight up to a range of 60 feet.
In addition, whenever you hit a marked creature with an attack roll, you deal additional damage equal to your natural attack die.
Regenerative Powers
At 14th level, your regenerative powers are unmatched. You can use your action to roll a hit die. When you do so, you regain hit points as if you had taken a short rest.
In addition, you only age one year for every ten years passed, and can't be magically aged.
Cursed Defense
When you reach 17th level your curse defends you from death. When you are in your werewolf form and get hit by an attack that would let you drop to 0 hit points, you can choose to have 1 hit point instead.
Once you use this feature, you can't use it again until you finish a long rest.
In addition, you now have resistance to the three damage types while in your werewolf form.
Moon's Blessing
At 20th level, your werewolf form and normal form become one. Whenever you take damage, you can choose if the damage is taken by your normal or werewolf form. You also have the damage resistances of your werewolf form while in the normal form. If any of your forms has at least 1 hit point, you don't fall unconscious.
You can use both your's and your's werewolf hit die in either form.
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Werewolf Clan
All werewolves can trace their curse lineage back to an ancient shifter clan, each one with specific powers and strengths. You can choose between:
Crimson Claws
The crimson claws embrace the monstrous nature of the werewolves, becoming brutal and unstoppable hunters. These are the monsters from the folk tales, who terrorize villages on the countryside and turn against their own former kind, becoming a literal wolf in sheep's clothing.
Menacing Presence
Starting at 3rd level, your presence exude a dreadful aura, reflecting your monstrous nature. While you are within 5 feet of a hostile creature, the creature has disadvantage on attack rolls that doesn't target you. You can only use this feature while you have your Werewolf form available (with more than 0 hit points).
In addition, when a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to attempt to grapple or shove the creature.
Predatory Instincts
Starting at 3rd level, you can use your feral instincts to react quickly and trace your victims. At 3rd level, you can add your Wisdom modifier to your initiative rolls.
In addition, an attacker don't gain advantage on attacks against you as a result of being hidden of you.
Danger Avoidance
Starting at 7th level, whenever your werewolf form is available, you can use your bonus action to impose disadvantage on the attacks of one creature you can see until the start of your next turn.
Fast Regeneration
Also at 7th level, when your werewolf form is reduced to 0 hit points, you can use an action on your next turn to keep the form available. When you do so, you regain the ability to shapeshift after 10 minutes, and your werewolf form is back with 1 hit point.
Bestial Reflexes
Starting at 10th level, your movements become quick and unpredictable. You can recover from the prone position without spending any additional movement.
In addition, you have advantage on Dexterity saving throws against effects that you can see.
Wolf Dash
Starting at 15th level, you can claw your way trough your foes. If you move at least 20 feet straight toward a creature and then hits it with a melee weapon attack in the same turn, you deal additional damage equal to your claw damage die.
In addition, your dragon can use an action to make a claw attack against each creature within 5 feet of you. You can make one additional attack against each creature within 5 feet of you by using your reaction. When you do this, you can't do it again until you finish a short or a long rest.
Hunter's Howl
Starting at 18th level, when you use your Moon Howl to mark a creature, you can mark all enemy creatures within 60 feet of you. The creature must succeed on a Charisma saving throw against a DC equal 8 + your proficiency bonus + your Wisdom modifier, or it is marked for 1 minute. A creature can repeat the saving throw in each of its turns to end the effect.
You can move twice your movement speed if you end your movement closer to a marked creature than when you started your turn.
In addition, whenever you hit a marked creature with a natural attack, you roll the damage die twice.
Sons of Gaia
Sons of gaia are the wardens of nature. They don't see the lycantrhopy as a curse, but as a blessing from the gods of nature, and a symbol of the duty they have to protect
sacred sites devoted to gods and entities linked to
the wilderness and the wild life in general.
Spellcasting
When you reach 3rd level, you embrace the
mother nature, that in return grants you the power to
cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 of the Player's Handbook for the druid's spell list.
Cantrips. You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.
Spell Slots. The Sons of Gaia Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spells level or higher. You regain all expended slots when you finish a long rest. For example, if you know the first level spell chromatic orb and have a 1st-level and 2nd-level spell slot available, you can cast chromatic orb using either slot.
Spells Known of 1st Level and Higher. You know two 1st-level druid spells of your choice.
The Spells Known column of the Sons of Gaia Spellcasting table shows when you can learn more druid spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st of 2nd level.
Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your druid spells, since your magic draws from your attunement with nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Natural Replenishment
Starting at 3rd level, whenever you cast a spell of 1st level or higher, the nature you embraces restore your vitality. You regain a number of hit points equal to your Wisdom modifier. If you are with your maximum number of hit points, you gain the same amount in temporary hit points instead.
Natural Movement
At 7th level, when you use your action to cast a spell, you can use your bonus action to enter in a tree within 5 feet of your, and emerge in another tree within 5 feet.
Alternatively, if you don't have any tree nearby, you can burrow for a range up to your movement speed as a bonus action. You must end of your movement above ground, or else you take 1d10 bludgeoning damage and it is expelled from the ground.
Natural Vitality
Starting at 10th level, whenever you restore hit points to a creature, you don't roll the die to restore hit points, and instead you restore the maximum amount of hit points for that die.
Aura of Recovery
Starting 15th level, the natural blessing spread life around you. When you use your Natural Replenishment feature, you can choose two creatures within 10 feet to recover the same amount of hit points.
Animal Nature
At 18th level, whenever you use your Wolf Transformation feature, you retain your Intelligence, Wisdom and Charisma ability scores and proficiency bonus. In addition, the form lasts for a number of hours equal to your level in this class or until your choose to drop it, don't require concentration and you can cast spells while in that form.
Multiclassing
Prerequisites. To qualify for multiclassing into the Werewolf class, you must meet these prerequisites: Strength 13 or Constitution 13.
Proficiencies. When you multiclass into the Werewolf class, you gain the following proficiencies: Light Armor, Martial Weapons, Herbalism kit.