Werewolf, Variant (5e Class)

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Werewolf[edit]

The werewolf is a mythological animal and the subject of many stories throughout the world—and more than a few nightmares. Werewolves are, according to some legends, people who morph into vicious, powerful wolves. Others are a mutant combination of human and wolf. But all are bloodthirsty beasts who cannot control their lust for killing people and animals.

    Images (20).jpg


Creating a Werewolf[edit]

Have you been attacked by a werewolf and cursed by it's bite, and now strive to learn how to control said curse? Is your ability to transform into a wolf hybrid actually a blessing, bestowed upon you by a deity? Have you been willingly transformed into a werewolf, as part of a rite of passage in your tribe, using a controlled version of the curse? Or maybe you have been born in this way, being the descendant of a shapeshifter.

Quick Build

You can make a Werewolf quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Outlander background.

Class Features

As a Werewolf you gain the following class features.

Hit Points

Hit Dice: 1d8 per Werewolf level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Werewolf level after 1st

Proficiencies

Armor: Light Armor, Medium Armor, Shield
Weapons: Simple Weapons, martial weapons
Tools:
Saving Throws: Dexterity and Constitution
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) martial weapon and a shield or (b) two martial weapons
  • (a) dungeoneer's pack or (b) explorer's
  • (a) chain mail or (b) scale mail or (c) leather armor
  • (a) shortbow and 20 arrows or (b) five

Table: The Werewolf

Level Proficiency
Bonus
Features Natural Weapons
1st +2 Werewolf Form 1d6
2nd +2 Fighting style 1d6
3rd +2 Wolf Senses, Dark Presence 1d6
4th +2 Ability Score Improvement, Predatory Instincts 1d6
5th +3 Extra Attack Wild's Leap 1d8
6th +3 Furious Recovery, Lunar Claws 1d8
7th +3 Regeneration 1d8
8th +3 Ability Score Improvement, Bleeding Attack, Impenetrable Skin 1d8
9th +4 Elevated Curse 1d8
10th +4 1d8
11th +4 Quick Dodging 1d10
12th +4 Ability Score Improvement, Hazard Avoidance 1d10
13th +5 Moon Mark 1d10
14th +5 1d10
15th +5 Killing 1d10
16th +5 Ability Score Improvement 1d10
17th +6 1d12
18th +6 Hunter's Howl 1d12
19th +6 Ability Score Improvement 1d12
20th +6 Moon's Blessing 1d12

Transformation[edit]

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 stat block, down below. You remain in 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.

If your werewolf form is reduced to 0 life points, you will need to take a short or long rest to regain your werewolf form.

Werewolf Form[edit]

Armor Class While unarmored, your AC equals 10 + your Dexterity modifier in wolf form + your proficiency bonus

Hit Points your level x (6 + your Constitution bonus in wolf form).

Hit Dice d10

Speed 30 ft.

STR 16 (+3) DEX 17 (+3) CON 15 (+2) INT 8 (-1) WIS 12 (+1) CHA 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 Wisdom modifier + 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 Hearing 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: 1d6 + Dexterity slashing damage.

Bite. Melee Weapon Attack: proficiency bonus + Strength modifier to hit, reach 5ft., one target. Hit: 1d6 + Strength piercing damage.

Fighting style[edit]

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

Wolf Senses[edit]

Starting at 3rd level, you become able to speak with wolves and have access to their acute sense of smell and hearing, gaining the "Keen Hearing and Smell" ability even in your normal form.

Dark Presence[edit]

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.

Ability Score Improvement[edit]

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.

Predatory Instincts[edit]

Starting at 4rd level, you can use your feral instincts to react quickly and trace your victims. At 4rd level, you can add your Wisdom modifier to your initiative rolls.

In addition, an attacker doesn't gain advantage on attacks against you as a result of being hidden of you.

Extra Attack e Claws[edit]

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 werewolf form is available.

Your natural attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Wild's Leap[edit]

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.

Furious Recovery[edit]

At 6th level, Whenever your werewolf form is reduced to 0 life points, you can spend your bonus action to recover your werewolf form, you recover equal to half of your wolf's life point dice.

Lunar Claws[edit]

At 6th level, Your claws are now sensing more the presence of the moon making your natural attacks bloodthirsty, they gain a +2d8 bonus on damage.

Regeneration[edit]

At 7th level, Your regeneration is more powerful now through a bonus action you can heal up to 8d8 life points, by rolling a d8 die you can regenerate:

1-5 = 2d8

6-7= 4d8

8= 8d8

Bleeding Attack[edit]

At 8th level If you perform the attack action and even if you miss the attack, it still deals half your damage, you can use this feature equal to your wisdom modifier, you need to finish a short or long rest to recover all uses spent.

Impenetrable Skin[edit]

At 8th level, now whenever you are not wearing armor in your normal form, your AC is equal to 10 + your Constitution modifier + your Dexterity modifier. You can use a shield and keep this benefit.

Elevated Curse[edit]

At 9th level, Your werewolf form is now stronger and you now gain the following benefits when you transform.

- When transforming you gain temporary life points equal to half your maximum life points.

-You gain a +4 bonus on intimidation and +4 on perception that requires smell or hearing.

-You have advantage in intimidation test.

-Your attacks have a +2 bonus hit (+3 level 12°)

Quick Dodging[edit]

Starting at 11th level, against Creatures you can see, you can halve the damage of an attack against you, You can use this ability equal to your wisdom modifier times 2 (Not reduced if attack is with silver weapon)

Hazard Avoidance[edit]

Starting at 12th level, whenever your werewolf form is available, you can use your bonus action to impose disadvantage on the attacks of a creature you can see until the beginning of your next turn.

Moon Mark[edit]

At 13th level, You can mark the scent of nearby creatures. Choose a number of creatures within 18 yards of you, up to a number equal to your proficiency bonus. For 1 hour, you have advantage on all Wisdom (Survival) tests made to track these creatures (you roll an additional d20 if you already have advantage on this test). In addition, you can sense these creatures without relying on sight up to a range of 18 meters.

In addition, whenever you hit a marked creature with an attack roll, you deal additional damage equal to your natural attack die.

Killing[edit]

At 15th level, you can use your bonus action to make three attacks against three separate opponents within 5 meters. These attacks do not provoke attacks of opportunity. The attacks must be made with a natural weapon.

After using this ability, you can't use it again until you finish a short or long rest.

Cursed Defense[edit]

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 usually drop you to 0 hit points, you can choose to drop to 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 piercing, bludgeoning and slashing while in your werewolf form.

Hunter's Howl[edit]

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.

Moon's Blessing[edit]

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.

Multiclassing[edit]

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