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Lycanthrope(Werewolf)


Hit Points

Hit Dice: d10 per Lycanthrope(Werewolf) level
Hit Points at first Level: 10 + Con
Hit Points at Higher Levels: 1d10 ( or 6 ) + Con

Proficiences

Armor: Light armor, Medium armor
Weapons: Simple weapon, martial weapon
Tools: None
Saving Throws: Strenght, Constitution
Skills: Choose two from the following: Animal Handling, Athletics, Intimidation, Nature, Perception, Stealth, and Survival

Overview & Creation

Lycanthropy Lycanthropy is an ancient and feared curse, able to turn the most stalwart of men into slavering and savage beasts. They are rightfully feared by a lot of common folk and are able to tear creatures to pieces with their hands alone. Because of this, lycanthropes are a force to be reckoned with. However, not all lycanthropes are evil beasts enslaved to their vicious nature. Those who take their time to train themselves and focus their minds can unlock their bestial power and use it for their own desires. Able to shift into animalistic hybrids and shrug off wounds that would fell mortal men, lycanthropes that follow this path become the ultimate predators. Should their focus fail, grave peril will befall those around them. Werewolf A werewolf is a savage predator. In its humanoid form, a werewolf has heightened senses, a fiery temper, and a tenqency to eat rare meat. Its wolf form is a fearsome predator, but its hybrid form is more terrifying by far - a furred and well-muscled humanoid body topped by a ravening wolf's head. A werewolf can wield weapons in hybrid form, though it prefers to tear foes apart with its powerful claws and bite.   Multiclassing   Prerequisites. To qualify for multiclassing into the lycanthrope class, you must meet these prerequisites: Strength 13 or Dexterity 13, Lycanthropy curse. Proficiencies. When you multiclass into the lycanthrope class, you gain the following proficiencies: Light armour, simple weapons, martial weapons


Class Features

Hybrid Form At 1st level, you begin to control the lycanthropic curse that now flows through your blood. As an action, you can transform into your Hybrid form as determined by your Lycanthrope Origin feature. This form lasts for 10 minutes. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier by using an action on your turn. You automatically revert to your normal form if you fall unconscious, drop to 0 Hit Points, or die. You can use this feature twice. You regain expended uses when you finish a short or long rest.   While you are transformed, you gain the following benefits:   Feral Might. You gain a bonus to melee damage rolls equal to half your proficiency bonus, rounded down. You also have advantage on Strength checks and Strength saving throws.   Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t silvered. While you are not wearing heavy armor or wielding a shield, you gain a +1 bonus to your AC.   Predatory Strikes. Your unarmed strikes are considered a melee weapon. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes. When you use the Attack action to attack a creature with an unarmed strike, you can make another unarmed strike as a bonus action.   Your unarmed strikes deal 1d4 slashing damage. The damage of your unarmed strikes increases as you gain lycanthrope levels, as shown in the Predatory Strikes column of the Lycanthrope Table.   Cursed Weakness. Your have vulnerability to damage from silvered weapons.   Bloodlust. At the start of your turn, if you’ve taken damage since the start of your last turn, you must make a Wisdom saving throw to maintain control of your humanity. The DC equals 5, or 1/4 of the total damage you’ve taken from attacks since your last turn, whichever number is higher. On a failed save, you must move directly towards the nearest creature to you and use the Attack action against that creature. If there is more than one possible target, the DM chooses the target. You then regain control of your character for the remainder of your turn.   If you are under an effect that prevents you from concentrating (like the Barbarian’s rage feature), you automatically fail this saving throw.   The benefits of this feature replace the rules for Lycanthropy within the Monster Manual.   Lycanthrope Origin Werewolf.   Natural Armor Starting at the 2nd Level, while you are not wearing any armor nor wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.   Totem Powers At 2nd level, you gain a totem power of your choice. Your totem power options are detailed at the end of the class description. When you gain certain lycanthrope levels, you gain additional powers of your choice, as shown in the Totem Powers column of the Lycanthrope Table.   Additionally, when you gain a level in this class, you can choose one of the powers you know and replace it with another power that you could learn at that level.   A level prerequisite in a totem power refers to lycanthrope level, not character level.   Heightened Senses Starting at 3rd level, you begin to adopt the improved senses of a natural predator. You gain advantage on any Wisdom (Perception) checks that rely on hearing or smell.   Ability Score Improvement 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, instead of once, whenever you take the Attack action on your turn.   Stalker's Prowess At 7th level, your speed increases by 10 feet. You also can add 10 feet to your long jump distance and 3 feet to your high jump distance. In addition, whilst in your hybrid or animal form your unarmed strikes and natural weapons are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.   Bleeding Slash Beginning at 9th level, you can tear deep into your enemies' flesh, leaving gaping wounds. When you make an unarmed strike in your hybrid form you can attempt a bleeding slash. On a hit the target takes the normal damage and must succeed on a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) or take 1d10 slashing damage at the start of their next turn. This increases to 2d10 at 13th level and 3d10 at 17th level.   This feature has no effect on inorganic creatures or objects. You can use this feature a number of times equal to your Strength or Dexterity modifier (whichever is higher, minimum of 1). You regain expended uses when you finish a short or long rest.   Advanced Hybrid Form Starting at 11th level, you learn to unleash and control more of the beast within you. You can now transform into your hybrid form as a bonus action, and your hybrid form now lasts for up to 30 minutes.   In addition, at the start of each of your turns, while you are in your hybrid or animal form and have no more than half of your Hit Points left, you regain hit points equal to your Constitution modifier + 1 (minimum of 1). You don't gain this benefit if you have 0 Hit Points or lower.   Iron Volition Beginning at 15th level, you’ve honed your willpower to better resist the violent urges of your lycanthropic curse. Whenever you make a Wisdom saving throw to maintain control of your hybrid form, you do so with advantage.   Hybrid Form Mastery At 20th level, you have wrestled with your inner predator and mastered it. You can now use your hybrid form feature three times instead of two, and your hybrid form now lasts for up to an hour.   Additionally when you roll initiative and have no uses of your Hybrid Form left, you regain one use.   Werewolf A werewolf is a savage predator. In its humanoid form, a werewolf has heightened senses, a fiery temper, and a tenqency to eat rare meat. Its wolf form is a fearsome predator, but its hybrid form is more terrifying by far - a furred and well-muscled humanoid body topped by a ravening wolf's head. A werewolf can wield weapons in hybrid form, though it prefers to tear foes apart with its powerful claws and bite.   Wolf-Hybrid Form When choosing this origin at 1st level your hybrid form takes the shape of a wolf-humanoid and you become proficient with your bite whilst in that form. As an action you may make a bite attack. It is a melee attack with a range of 5 feet and on a hit you deal 1d8 piercing damage. When using your bite attack, you add your Strength modifier to the attack and damage rolls.   A creature hit by your bite must succeed on a Constitution saving throw with a DC of 10 + your Constitution modifier or be cursed with werewolf lycanthropy.   Silent Tracker At 6th Level You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see chapter 8 for rules on travel pace).   Wolf Form Starting at 10th level you can transform into a wolf instead of your hybrid form when using your Hybrid Form feature. You retain the benefits granted by the hybrid form feature. Any equipment you are wearing or carrying isn't transformed and you can't wear any armor unless it is made to fit your animal form. You have disadvantage when using equipment meant for humanoids and cannot cast spells that require material components while in this form.   Your statistics other than your AC and size remain the same in your animal form. Your AC when in your animal form is 11 + your Dexterity modifier + your Constitution modifier and your size becomes Medium.   Transforming this way counts as a use of your hybrid form feature.   Pack Hunter At 14th level while you are in your hybrid or wolf form you have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.   Inspiring Howl At 18th level you can use your action to give a long and loud howl, inspiring your allies and terrifying your enemies. Any friendly creature within 30 feet that can hear you when you howl has advantage on their next attack roll and are no longer charmed nor frightened. Hostile creatures within 30 feet of you that can hear you must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or has disadvantage on their next attack roll or saving throw. A creature that succeeds on this saving throw is immune to this feature for the next 24 hours. You need to finish a short or long rest before you can use this feature again.   Totem Powers If a totem power has prerequisites, you must meet them to learn it. You can learn the totem power at the same time that you meet its prerequisites. The Bear Form, Boar Form, Rat Form, Tiger Form, and Wolf Form features are referred to collectively as "Animal Form" in this section.   Bestial Mask Prerequisite: 10th level   While you are in your animal form, you have advantage on Charisma (Deception) checks made to disguise yourself as a normal version of that creature.   Bestial Speech Prerequisite: 10th level   While in your hybrid or animal form you gain the ability to comprehend and verbally communicate with beasts.   The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.   Breath of the Winter Wolf Prerequisite: 8th level, Werewolf Lycanthrope Origin   Whilst in your hybrid or animal form you can exhale a blast of freezing wind in a 15 foot cone as an action. Each creature in that area must make a Dexterity saving throw with a DC equal to 8 + your proficiency + your Constitution modifier, taking 4d8 Cold Damage on a failed save or half as much on a successful one. You need to finish a long rest before you can use this feature again.   Call Animal Allies Prerequisite: 10th level   You can attempt to call animal allies to your side provided you are in the correct environment. At the DM's discretion and depending on your Lycanthrope origin the following animals appear to aid you: Werewolf: four wolves The summoned creatures are friendly to you and your allies. Roll initiative for the summoned creatures as a group. The summoned creatures share a place in initiative and take their turn at the same time. They obey any verbal command given to them by you that isn't outright suicidal. Giving verbal commands to the summoned creatures is a free action. If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.   Cannibalistic Regeneration While you are in your hybrid or animal form you can use your action to consume the flesh and blood of a dead organic creature within 5 feet of you, gaining hit points equal to 1d10 + your Lycanthrope level.   After doing so your turn ends. At the start of your next turn, you must make a DC 10 Wisdom saving throw or move directly towards the nearest creature to you and use the Attack action against that creature. You must finish a long rest before you can use this feature again.   You must finish a long rest before you can use this feature again.   Disease Immunity Prerequisite: 8th level   The lycanthropic curse in your blood makes you immune to all diseases.   Fearless Prerequisite: 8th level   You have advantage on saving throws against being frightened.   Feral Lope Prerequisite: 10th level   While you are in your hybrid or animal form and you aren't holding anything your base walking speed increases by 10 feet.   Hunt the Prey Prerequisite: 8th level   As a bonus action choose one creature you can see. For the next hour you have advantage on Perception and Survival checks to find it. You need to finish a short or long rest before you can use this feature again.   Kin to Beasts You gain proficiency in Animal Handling skill. If you are already proficient in this skill, you may double your proficiency bonus on Animal Handling skill checks you make.   Lunar Transformation You are able to use the light of the full moon to transform but the beast within threatens to break loose. During a full moon you may use your hybrid or animal form feature without expending a use, however if you do so whenever you make a Wisdom saving throw due to bloodlust, you do so with disadvantage.   Night Vision You gain darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.   Pack Master Prerequisite: 15th level, Werewolf Lycanthrope Origin   While in your hybrid or animal form, allied creatures have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you.   Quickrunner Prerequisite: 8th level   Your movement is unaffected by difficult terrain, and you have advantage on saving throws against spells and magical effects that reduce your movement speed or cause you to become restrained.   Rampager When you are in your hybrid or animal form and reduce a creature to 0 hit points with a melee attack on your turn, you can use a bonus action to move up to half your speed and make a bite attack against another creature.   Rending Claws Prerequisite: 20th level   Your hybrid and animal form's claws elognate to terrifying length. Your predatory strikes die increases to 1d12. However, you cannot hold any items while in your hybrid or animal form.   Signs of the Curse Even in your humanoid form your curse changes your body. Your teeth and nails elongate and sharpen. You gain the benefit of your Predatory Strike feature when not in your hybrid or animal form.   Spirit of the Beast Prerequisite: 10th level   You can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of the animal you chose for your Lycanthrope Origin appears to you to convey the information you seek.   Terror of the Night While in your hybrid or animal form you gain advantage on Charisma (Intimidation) checks against humanoid creatures.   Vigorous Shifting After using your hybrid or animal form features you can gain a number of temporary Hit Points equal to your level. You must finish a short or long rest before you can use this feature again.   Wounded Fury When you roll a 1 or 2 on a damage die for an attack you make with a natural weapon or an unarmed strike, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. You must have less than half your Hit Points left in order to receive this benefit.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background: any melee weapon or a shortbow and 20 arrows leather armor or hide armor a dungeoneer’s pack or an explorer’s pack a dagger


Created by

MrHoT.

Statblock Type

Class Features

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