The Werewolf Character Class Version 1.0

1 Werewolf Possessed by the curse of nature's bestial fury, Werewolves are savage and fierce predators. Those afflicted with the curse of Lycanthropy live constantly on the verge of a transformation, in fear of tearing apart their loved ones and their own lives in a fit of blind rage. Once discovered, Lycans are feared and exiled, if not executed. The curse of the Werekind finds its origin in the Feywild, an ancient trick of the Unseelie Court to watch in amusement as mortals tear themselves apart. In the gleaming Seelie Courts Werewolves served as savage hunting dogs for their Wild Hunts. As the Curse of Lycanthropy spread, so too did rumors and fear. Today, hunters stalk the full moon night as farmers cling to their prayers. Across the world Lycanthropy is known as a fate worse than death. The Beast of Nature While many Lycans find their curse to be a plague on the world, some recognize the deeper reality of their affliction: that their new form only reflects the harsh natural world around them. Embracing the beast, they become one with natures savagery and learn to take their curse as an unlikely gift. In spite of their resignation most Lycans find that coping with their new form is often more complicated than simply accepting it. They must work to ensure they do not brutalize those who would help them as they witness their mind give way gradually to the beast. Class Features As a werewolf, you gain the following class features. Hit Points Hit Dice: 1d6 per werewolf level

1d6 per werewolf level Hit Points at 1st Level: 6 + your Constituion modifier

6 + your Constituion modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constituion modifier per werewolf level after 1st Proficiencies Armor: Light armor, medium armor.

Light armor, medium armor. Weapons: Simple weapons, longswords, rapiers, shortswords.

Simple weapons, longswords, rapiers, shortswords. Tools: Choose one type of artisan’s tools or one musical instrument Saving Throws: Strength, Dexterity

Strength, Dexterity Skills: Choose two from Acrobatics, Athletics, Intimidation, Perception, Survival, and Stealth. Choose a third skill of any kind. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a rapier, (b) a longsword, or (c) any simple weapon

(a) a chain shirt or (b) any light armor

(a) an explorer’s pack or (b) a scholar’s pack

A crafting kit or set of artisan’s tools

A set of manacles and a 5 foot chain

2 The Werewolf Level Proficiency Bonus Features Transformations per Rest 1st +2 Transformation, Bestial Instinct 3 2nd +2 Lupine Agility 3 3rd +2 Cursed Pursuit 4 4th +2 Ability Score Improvement 4 5th +3 Extra Attack 4 6th +3 Honed Form, Cursed Bite 5 7th +3 Pursuit feature 5 8th +3 Ability Score Improvement, Respite of the Guilty 5 9th +4 ─ 5 10th +4 Dominating Stature, Blossomed Venom 5 11th +4 Pursuit feature 5 Transformation On your turn, you can shift into hybrid form as a bonus action. When you see a full moon, you are forced into hybrid form and immediately lose control. While in hybrid form, you gain the following benefits if you aren’t wearing heavy armor: Savage Form You grow up to 4 feet and your size becomes medium if it was smaller before. You also have advantage on Strength checks, and Strength saving throws.

Natural Weapons You gain the natural weapons Claws and Bite which do 1d4 slashing damage and 1d10 piercing damage respectively. After attacking with Claws you may make an off-hand attack with Claws as a bonus action.

Cursed Resilience You have resistance to bludgeoning, piercing, and slashing damage from non-magical and non-silvered weapons and gain +1 to your base AC from natural armor.

Keen Hearing and Smell You have advantage on Wisdom (Perception) checks that rely on hearing or smell. In addition, you have advantage on Wisdom (Survival) checks to track any creature that you have done damage to in the last 24 hours.

Bloodlust As an action you may consume part of the body of any recently killed creature. When you do this you gain 1d6 temporary hit points. The amount of temporary hit points gained increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6). On the same turn as you kill a creature with your Bite you may consume the body of the killed creature as a bonus action. If you are able to cast spells, you can’t cast them or concentrate on them while in hybrid form. Your transformation lasts for 1 hour, but you may end it early as a bonus action. During a full moon you have disadvantage on Constitution checks to end the transformation or regain control. Losing Control In order to maintain control over your hybrid form you must maintain concentration. (See the rules for concentration in Chapter 10 of the Player's Handbook for details.) If you break concentration you lose control of your hybrid form. While not in control, each turn you must move toward the nearest living creature and attack it. Alternatively, if you are below half of your maximum hit points you may choose to feed on the nearest corpse. After you attack a creature or consume a corpse, you may control any remaining movement or bonus actions until the end of the turn. While attacking, you may still control what attacks are used, but you must use your full attack action and you cannot take any actions which would make your attacks weaker. If there are no nearby creatures to attack or consume at the start of the turn, your hybrid form will stalk the nearby area seeking out new victims. As a bonus action you may attempt to end the transformation by passing a DC 13 Consitution saving throw. Any time you've lost control you gain 1 Exhaustion when the transformation ends. Bestial Instinct Beginning at 1st level, your bestial instinct begins to drive you beyond your normal abilities. You gain +2 to all 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 transform before doing anything else on that turn.

3 Lupine Agility Beginning at 2nd level, even once you return to humanoid form some of your lupine survival skills linger. You do not provoke opportunity attacks from enemies that are at disadvantage to attack you. When you make an attack with both of your claws, if both attacks hit then the target is knocked prone. In addition, any time you successfully grapple a creature it is also knocked prone. Cursed Pursuit At 3rd level, you may begin to shape how you draw on the strengths of your curse by either connecting with the Beast or pursuing Control. Both Pursuits are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th levels. Ability Score Improvement When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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 Honed Form At 6th level, you gain the following benefits: The damage for your Claws becomes 1d6.

Your movement speed increases by an additional 15 ft while transformed.

While transformed you can leap 30 feet and gain a climb speed of 30 ft. Cursed Bite Starting at 6th level, once per turn when you Bite a living creature it must make a Constitution save. On a failed save the target takes 2d6 poison damage. While in beast form all bites are Cursed Bites. The poison's save DC is calculated as follows: Poison Save DC = 8 + your proficiency bonus + your Constitution modifier If a cursed bite attack doesn't kill the target it recieves the curse of Lycanthropy. If a creature remains cursed with Lycanthropy for 24 hours it becomes a werewolf and transforms against its will. Respite of the Guilty By 8th level, you've become more accustomed to the horrors of your curse. You may reduce your exhaustion by 1 and regain 1 transformation at a short rest.

4 Dominating Stature At 10th level, you notice your body is increasingly lost to the influence of the beast, displaying lupine features at almost all times. In all forms you count as one size larger when determining your carrying capacity, the weight you can push, drag, or lift, and the size of creature that you can grapple. Blossomed Venom Starting at 10th level, your bite begins you drain the life from creatures with renewed vigor. The poison damage of your Cursed Bite is now 2d10. Cursed Pursuits The Werewolf who embraces their curse does so in one of two ways: with Control, or by becoming The Beast. The Beast Embracing the bestial power rising inside you means letting go, allowing the curse to wash over your consciousness and to allow the bloodlust to transform you, body and mind. As you delve further into this feral curse you will learn how to shift your body completely into the direwolf form within you to gain incredible power, but only if you can control the new beast form. Beast Form Starting at 3rd level, any time you transform you may choose to shift into beast form instead of hybrid form, dropping to four paws and turning into a hulking direwolf. Any time you are forced into a transformation, you also go into beast form. While in beast form, you gain the following benefits in addition to the benefits of hybrid form: When you enter beast form you gain temporary hit points equal to half of your maximum hit points.

You become a large beast type creature.

You gain +4 Strength.

Your base speed becomes 45 ft.

Your AC becomes 12 + Dex modifier (natural armor).

When you consume a corpse, instead of gaining temporary hit points you may heal that amount. You also gain the following features until the transformation ends: Pack Tactics: You have advantage on attack rolls against a creature if at least one of your allies is within 5 ft of that creature.

Mind of the Beast: You never have full control over your beast form. You must take all actions as you would if you'd lost control of your hybrid form. You also can’t be charmed or frightened. If you are able to cast spells, you can’t cast them or concentrate on them while in beast form. You also can't hold any weapons in beast form. All nonmagical items that you were wearing or carrying are engulfed by your form and are not accessible until the transformation ends, however any magic effects from those items still function as usual. Your transformation lasts for 1 hour. As a bonus action you may attempt to end the transformation early by passing a DC 16 Consitution saving throw. If the transformation ends early you gain 1 exhaustion. During a full moon you have disadvantage on Constitution saves to end the transformation. One With The Beast At 7th level, you gain one of the following features of your choice: Defensive Posture: If a creature walks into your melee range, you may use your reaction to make an opportunity attack against that creature. If you don't have control over your current form, you must always make this opportunity attack if you can. Ruthless Pounce: In all forms, you may score a critical hit on a roll of 19. While in beast form, you can roll one additional weapon damage die when determining the extra damage for a critical hit. Eminent Command As of 11th level, you begin to find new ways to direct the beast. Once per day, when you enter beast form you may choose one creature. The beast will attempt to pursue and attack that creature as long as it can see it or detect a sign of it with a Wisdom (Survival) or Wisdom (Perception) check. If the beast cannot detect any sign of the chosen creature it will attack the nearest creature as usual. This effect ends early if you lose concentration. After you use this effect, you have disadvantage on Constitution saving throws to end your transformation until the transformation ends or until the chosen creature is dead.