The Werewolf is a dangerous class to play with at the star you are strong but have a chance to lose control of your team mates. In order of play the Werewolf class you must hold restraint over your ability and have a responsibility to be careful who you bite. The Werewolf is a tank like class who excels at damage but at the same time taking a hit.
Transformation
The core of what makes a Werewolf a Werewolf is its ability to transform into a wolf like humanoid. You can transform into a Werewolf but it costs 1 Transformation Point. When you transform you gain the fallowing effects gain +1 to STR changes at levels 9,14, 20, by 1 proficiency on Perception, and you gain gain Darkvision 60ft.
You also gain HP of 1d8+Class Level changes every 6,10,14,18,20, and gain resistance to non magic attacks. You must make a Constitution save of 15-Class level or take 1d8 damage, if you fail your save 3 times in a row and you become feral and attack nearest person or if you make a critical fail. You also replace all armor items with 10+Strength=AC
Molding of the curse
Starting at 2nd level you now gain proficiency to Perception checks in normal form and have Darkvision for 60ft.
Silver Sense
Starting at 4th level you can you sense any Silver within 60ft of you.
Instinctual Transformation
Starting at 6th level At the start of combat you may use 1d4 Transformation Points to transform into your Werewolf form (you do not have to make the saving throw on your first turn) and get a +1 to your Initiative. That increases by 1 at levels 9,12,16,20. You may also pay 2 Transformation Points for +1 to your Initiative.
Claw Furry
When you make a Claw attack you may spend 2 Transformation Points to make an extra claw attack, you may only use this once every turn.
Siphoning Fangs
Starting at level 11 when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Strength modifier + your Werewolf level (minimum of 1).
Ever Evolving Resistance
Starting at 12th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature.
You start with the following equipment, in addition to the equipment granted by your background: (a) Dagger or (b)Club (a) a Simple weapon and a shield or (b) two Simple weapons (a) 10 Darts or (b) Sling (a) a dungeoneer’s pack or (b) an explorer’s pack
Level | Ability's | Transformation points |
---|---|---|
1 | Transformation | 2 |
2 | Molding of the curse | 3 |
3 | Subclass | 4 |
4 | Silver Sense/Ability Score Improvement | 5 |
5 | Subclass Ability | 6 |
6 | Instinctual Transformation/Ability Score Improvement | 7 |
7 | Subclass Ability | 8 |
8 | 9 | |
9 | Claw Furry | 10 |
10 | Subclass Ability | 11 |
11 | Siphoning Fangs | 11 |
12 | Ever Evolving Resistance | 12 |
13 | 12 | |
14 |