Knight of the Order of Wulf (5e Subclass)

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Knight of the Order of Wulf[edit]

Fighter Subclass

The wulf order was formed about a century ago, by an ancient knightly order, that had to constantly defend the realm from werewolves. The exact details of the events that led to the creation of the order are unknown, but what most sects that compose the group agree on is that, at some point, a group of skilled fighters managed to capture one werewolf alive.

Using the blood of that shapeshifter, mixed with magical alchemy, they created a magical concoction that, when ingested, infuses the drinker with a weakened and controlled form of the lycantropy curse. When someone joins the order, they first have to drink dangerous doses of this potion. When the process fail, a true werewolf is created, and must be destroyed. When it succeeds, however, a member of the order is born.

Primal Fury

At 3rd level, in battle, you channel the power of your curse into a sheer primal rage to decimate foes and withstand the toughest blows. On your turn, you can enter a Fury as a bonus action.

While in a Fury, you gain the following benefits:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you cause additional 1d4 damage. The damage increases to 1d6 at 7th level, 1d8 at 13th level, 1d10 at 19th level.
  • You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while in fury. Your Fury lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your Fury on your turn as a bonus action.

You can use Fury twice, and must finish a long rest before you may fury again. You gain one additional use of Fury at 13th level, and a fourth use at 19th level.

Feral Instinct

Also at 3rd level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Danger Sense

At 7th level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.

You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Supernatural Durability

At 10th level, while in a Fury you have resistance to all damage.

Share the Load

Starting at 15th level, whenever you take damage while grappling a creature, the grappled creature take half that damage.

Indomitable Might

Starting at 18th level if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Optional Features[edit]

Stalwart Soul (Replaces Extra Attack (3))

Beginning at 20th level, your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24. Additionally, while in a Fury you are immune to the Charmed, Frightened, Petrified and Prone Conditions and have advantage on ability checks and saving throws vs Exhaustion.

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