Werewolf (5e Class)
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- 2 Class Features
- 2.1 Werewolf Transformation
- 2.2 Fighting style
- 2.3 Natural weapons
- 2.4 Werewolf Packs
- 2.5 Ability Score Increase
- 2.6 Extra Attack
- 2.7 Wild's Leap
- 2.8 Werewolf Claws
- 2.9 Wolf's Calling
- 2.10 Pack Tactics
- 2.11 Werewolf Hide
- 2.12 Werewolf Thirst
- 2.13 Easier Burden
- 2.14 Cursed Defense
- 2.15 Stronger Bond
- 2.16 Quick Transformation
- 2.17 Physically Supernatural
- 2.18 Bloodmoon's Blessing
- 3 Wolfpacts
- 3.1 Furious Claw
- 3.2 Monstrous Brawler
- 3.3 Thick Hide
- 3.4 Multiclassing
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.
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
- 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
As a Werewolf you gain the following class features.
- Hit Points
Armor: Light Armor, medium armor, shields
Weapons: Simple Weapons, martial weapons
Saving Throws: Strength, Wisdom
Skills: Choose 3 from the following: Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, Stealth, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Marital weapon and a shield, or (b) simple weapon
- (a) 5 javelins or (b) simple weapon or (c) Any ranged weapon
- (a) Explorer’s Pack or (b) dungeoneer’s Pack
|Features||Werewolf Transformations||Werewolf Natural Weapons|
|2nd||+2||Natural weapons, Fighting Style||2||1d6|
|4th||+2||Ability Score Improvement||2||1d6|
|5th||+3||Wild's Leap, Extra Attack||2||1d8|
|6th||+3||Wolfpack feature, Werewolf Claws||3||1d8|
|7th||+3||Keen Senses, Wolf's Calling||3||1d8|
|8th||+3||Ability Score Improvement, Pack tactics||3||1d8|
|10th||+4||Wolfpact feature, Werewolf Thirst||3||1d8|
|12th||+4||Ability Score Improvement, Cursed defense||4||1d10|
|16th||+5||Ability Score Improvement, Physically Supernatural||5||1d10|
|17th||+6||Enhanced natural weapons||5||1d12|
|19th||+6||Ability Score Improvement||5||1d12|
Starting at 1st level, you gain control over your curse, and can use your action to transform into a werewolf. You can use this feature a number of times indicated by the Werewolf Transformation column on the Werewolf table. You regain expended uses when you finish long rest. These only apply to willing transformation.
You can stay transformed for a 10 minutes per level you have on this class. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
- your AC in this form equals 11 + dexterity modifier
- you gain dark vision of 30ft if you have dark vision from your race it is increased by 30ft
- you gain 10ft of movement
- you gain advantage in perception checks relying on hearing and smelling
- you cannot speak in werewolf form.
- you gain temporary hit points equal to half your current hit points rounded down. You lose those temporary hit points once you transform back into human form.
- In werewolf form your strength score goes to a 15 if it is not already and your dexterity score goes to a 13 if it is not already.
- When you transform, you deal damage equal to the natural weapons of your new form of the damage from the Werewolf Natural Weapon column on the Werewolf table using strength as your modifier. You become resistant to bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons.
- You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your werewolf transformation. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell.
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
- On a nights of a full moon you must roll a constitution saving throw of a 15 on A fail you shift into your werewolf form spending a transformation, if you are a monstrous brawler you shift using your angry transformation. Once you shift you will hunt and attack the closest living thing once you find something living and kill it you hunt in that area for the night. The full moon transformation lasts until sunrise not your normal transformation time once sunrise comes you revert back to humanoid form only remembering glimpses of your actions throughout the night.
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.
When wielding a Melee weapon in one hand and no other weapons, you gain a +2 to damage rolls with that weapon.
You gain a +2 to attack rolls with ranged weapons.
While you are wearing armor you gain a +1 to AC
Starting at 2nd level you can tap into your werewolf form, Your unarmed strikes now deal D4 damage in human form and can do either bludgeoning or slashing using strength or dexterity also as a bonus action you can bite dealing D6 piercing damage using strength.
When you reach 3rd level you choose one of four paths. A werewolf can take the Path of the Furious Claw, the Monstrous Brawler, the Thick Hide, or the magic hide. Also at level 3 you gain the ability to turn an enemy into a werewolf, only under the following circumstance: bite them when their hit points are at 0.
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.
Beginning at 5th level, you can attack twice, whenever you take the attack action.
At 5th level, you can use your bonus action to leap up to your walking movement speed in any direction. You ignore difficult terrain transversed while using this feature.
From 6th level on, your attacks as a werewolf count as magical for the sake of overcoming resistances.
Starting at 7th level, you can 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: 4 Wolf
- 6-7: 2 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.
Once you have used this feature, you can't do it again until you complete a long rest.
At 8th level, you gain advantage on attack rolls against a creature if at least one of the ally is within 5 feet of the creature and the ally isn't incapacitated.
When you reach 9th level, your fur becomes immune to non-magical bludgeoning, and slashing damage except silvered as a werewolf.
At 10th level, you can transform once per long rest without using a Werewolf Transformation point. Instead, you get a level of exhaustion.
From 11th level on, you can transform into a werewolf as a bonus action instead of an action.
When you reach 12th 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 hitpoints you can use your reaction to instead turn into a human again. This puts you at 1 hitpoint in your human form
Once you use this feature you can't turn into a werewolf again and you can't use this feature until you finish a long rest.
At the 13th level, you gain the ability to apply the powers of your werewolf form in human form. When you complete a long rest, choose one ability, such as claws which grants a bonus 1d6 to unarmed strikes or increased AC of +2. You retain this benefit until your next long rest, where you can choose it again or pick a different ability. You gain two benefits at 18th level.
With reaching 15th level, you can shift into your Werewolf form as a free action instead of a bonus action.
At 16th level, Your natural strength cap increases from 20 to 24 along with dexterity.
Enhanced natural weapons
At 17th level your able to tap further into your werewolf form as a human. Your unarmed strikes deal D6 blundering or slashing and your bite now does D8 piercing.
Upon reaching 20th level, once you choose this feature it is permanent you now gain the following passive boons and banes in all your forms.
(Note, if it's too powerful, please edit this feature.)
Your werewolf bite attack is now infectious you can choose who you infect with Lycanthropy. It’s a con save of 10+ proficiency bonus + your con modifier.
You can pass your curse to other willing creatures if they choose to fail the con save.
You do double damage to vampires with your biting attack, and take double damage from vampires biting attacks. Any melee attacks you make against such creatures is done so with advantage.
You can kill a vampire by biting with your infectious bite. The infection deals 2d6 + your con modifier damage at the start of their turn. This damage also negates a vampires mist form if the vampire's HP drops to 0. It passes out if the vampire reaches negative their maximum HP, then it really dies and does not return to its coffin. However, vampires can also do this to you. This infection can be cured by drinking a cure disease potion or a spell that can cure diseases.
You do double damage to non-werewolf werebeasts and can kill them the same way you can kill a vampire. They can do the same to you.
You are immune to all diseases except other werebeast and vampirism.
You cannot die by hot climates.
You cannot die by cold climates.
You gain resistance to all damage types excluding by silver weapons.
Any limbs you lose will fully regenerate on the next full moon.
You now have passive regeneration of 1D6 if you make a successful werewolf bite attack and choose to rip the flesh from your victim's bones and swallow it.
You now can take triple damage from silvered weapons.
You cannot even touch silver or anything coated with silver.
Any children you have from this point forward will be born natural werewolves and cannot be cured of their Lycanthropy without killing them.
You must successfully hunt and devour at least 5 living creature or 2 humans every full moon or you will lose control of your transformations for the following week until you have done so.
As a werewolf, you gain the ability to expand your human and werewolf form in different ways. You can only choose one tradition at a time and can't change it after you chose it.
Furious Claw Werewolf feature
As a werewolf of the Furious Claw Wolfpack you gain the following advantages and disadvantages:
- you gain a bonus +10 speed in werewolf form at 4th, 7th, 12th, 16th, and 20th level.
- your Dexterity is 15 in werewolf form if your Dexterity in human form is lower than 15.
- your proficient in the stealth skill in werewolf form if you are already proficient double the proficiency and add +2 To the stealth skill checks.
- you gain a climb speed of half your movement.
- your unarmored equals 12 + your Dexterity modifier + constitution modifier in werewolf form.
- the time you are transformed into a werewolf is halved.
From 3rd level on, your teeth and claws grow longer, but a bit thinner in werewolf form. You can choose your Dexterity modifier instead of the Strength modifier in all attacking actions.
Also once per long rest you can poison an attack you make with your unarmed strike. You choose so before you attack and it lasts for one round. It ends also at the first hit you make during that round. When you make such a hit you get additional poison damage on the hit. The damage is your unarmed strikes damage die(ce) + 1 and the damage type is poison. The creature you hit with this attack makes a constitution saving throw with the DC of 8 + proficiency + constitution and if it fails it is poisoned for one minute. If it succeeds it is not poisoned, but still takes the damage. You can use this feature part twice between long rests at from 11th level on.
By 6th level, in werewolf form, your unarmed strikes (and only the unarmed strikes) can hurt your enemies more deeply depending on your luck. Your Claws do triple damage on a scored critical instead of double damage.
Also from 6th you become much better at dodging, when you make any dexterity saving throw and succeed on it and normally take half damage you now take no damage and half on a fail.
When you reach 10th level, all your attack action rolls count as a critical hit on a rolled 19 and 20 in both forms. You may choose to deal poison damage instead of slashing damage with your claws. You can choose which type of these two you take every time before you make an attack.
Once you reach 14th level, your abilities got their best. If you roll max damage on two consecutive Claw damage dies the second hit counts as a critical. Also, if you score a critical hit by rolling a 19 or a 20 you deal four times the damage instead of three times.
Monstrous Brawler Werewolf feature
As a werewolf of the Monstrous Brawler Wolfpack, you gain the following advantages and disadvantages:
- you can use your bonus action to intimidate one creature you can see within 60 feet of you in werewolf form. The DC on the saving throw is 8 + your proficiency modifier + your Strength and it is a Charisma saving throw.
- you count as one size larger when you determine your carrying and lifting capacity in your human and werewolf forms.
- you gain proficiency with medium armour. Also, your unarmored defence as a werewolf is 12 + your Strength modifier + your Constitution modifier.
- your speed is halved for the rest of your turn after you take an attack action in both forms.
- in human form, you can't use weapons with the finesse property, but you can still use ranged weapons.
- your stealth skill decreases in werewolf form by 2.
At 3rd level, you gain the ability to use two instead of one of your Werewolf Transformation points to make an Angry Transformation. When you make an Angry Transformation the time you are transformed remains the same as a normal transformation. You can't make a short rest in this werewolf form.
When using this kind of transformation you gain the following benefits:
- you gain another damage die of the kind of die damage you do, in every action that makes damage. (For example, you use your unarmed strike and you normally do 1d8 + your Strength modifier damage, but instead, you do 2D8 + your Strength modifier)
- You can make one unarmed strike as a bonus action..
- you gain advantage on Strength checks and Strength saving throws.
- you gain advantage on the first attack you make on your first turn as a werewolf.
- when you are hit by a melee attack you can use your reaction to make one unarmed strike against the attacker.
- you cannot gain the benefits of a short rest in this form.
When you reach level 6, you gain the benefit of jumping higher than you could before. You may now, whenever you are in werewolf form, jump for the half of your movement instead of one-third of your movement with your Wild Leap feature as well as have advantage against being pushed shoved or dragged against your will.
From 10th level on, you can make another action your turn in werewolf form but you can’t move until the start of your next turn. you can't use this feature again until you finish a long rest.
By 14th level, you can use one action to make yourself stronger. When you take this action your strength increases to 25 for one minute. You can only use this feature in your Angry Transformation werewolf form. Once you use this feature you revert back to your human form after the minute runs out and you can't turn back into a werewolf until you finish a long rest.
Thick Hide Wolfpact features
As a member of the Thick Hide Wolfpact, you are more human than wolf in werewolf form. You gain the following advantages and disadvantages:
- your weapons now apply either your Werewolf Claw Damage die or the weapons damage die, depending on which is higher. Your weapon does not benefit from the Werewolf Claw feature you get with level 6.
- you can wear special medium werewolf armor and able to use shields. Also you can now use tool proficiencies in werewolf form.
- you can speak in all of your humanoid known languages. Additionally your Werewolf Tranform time is increased to 1 hour per Werewolf level instead of 10 minues per Werewolf level.
- you gain 1 tool proficiency of your choice.
- you now gain advantage in all perception checks in this form.
- creatures have disadvantage on stealth checks when within 30ft of you due to your sense or smell and hearing.
Around 3rd level, your werewolf abilities are now starting to expand under your control. In werewolf form, you can track a creature which leaves traces and concentrate on it for 10 minutes. After that, you can follow the tracks of the creature without losing it even when the creature tries to hide its traces. You and all allies in your reach of 5 feet can't be surprised by the creature while you track it. Every time you take an action or a bonus action or when you take damage you must roll a constitution save as if maintaining concentration on a spell. You can't use this feature again until you make a short or a long rest.
From 6th level on, you gain an additional resistance against fire, cold, lightning, thunder, poison, acid and force damage in your werewolf form. You choose one when you gain this ability.
At your 10th level, you start getting comfortable in your werewolf form. The time you can stay in your werewolf form is doubled and you can gain the benefits of A long rest in werewolf form now.
From 14th level on, you can expend one Werewolf Transformation point to cast Hunter's Mark as a bonus action. It lasts for the duration of one minute, but it does not requires concentration. You also have advantage with attacks on an enemy tagged with Hunter's Mark. You can also expend one Werewolf Transformation point to heal yourself as a bonus action. You can roll up to half your hit dice.
From now on all opportunity attacks you make have advantage.
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