The Werewolf (draft version 1.2) Level Features 0th Shaped by the Moon, Cursed by the Moon 1st Voluntary Transformation, Excessive Attack, Burst of Endurance 2nd Keens Senses, Feed the Beast 3rd Lunar Discipline, Boundless Endurance 4th Extreme Senses, Lupine Prowess 5th Lunar Embrace, Shapechanger

Prestige Class Features

As a Werewolf, you gain the following class features

Prerequisites

Cursed: The character must be cursed with lycanthropy

The character must be cursed with lycanthropy Character Level 5th: Only powerful characters can safely embrace their curse

Hit Points

Hit Dice: 1d12 per level

1d12 per level Hit Points: 1d12 (or 7) + your Constitution modifier per level Proficiencies

Skills: Survival or Perception

Shaped by the moon

A character afflicted with lycanthropy may sometimes take on two additional forms: a ravenous wolf, or a vicious wolf-humanoid hybrid.

Lupine Strength: While in hybrid form, you gain a minimum Strength of 15. While in wolf form, your base walking speed is 40 ft. In both hybrid form and wolf form, you gain a +1 to AC from natural armor. You can speak and use your hands normally in hybrid form, but you can’t in wolf form.

Darkvision: While in humanoid, wolf or hybrid form, you have superior vision in dark and dim conditions. 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.

Natural Weapons:

You gain the following Werewolf unarmed attack options, which are based on Strength. These attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: reach 5 ft., one creature. Hit: 1d8 piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.

Claws (Hybrid Form Only). Melee Weapon Attack: reach 5 ft., one creature. Hit: 2d4 slashing damage.

0th Level? Here, a "0th level" Werewolf represents a character who is afflicted with lycanthropy, but has no control over their affliction. They serve as alternate rules for characters afflicted with lycanthropy, but also lay the groundwork for the later features of this class.

This "level" doesn't grant hit dice, proficiencies, or any features other than those listed under Shaped by the Moon and Cursed by the Moon.

Cursed by the Moon

Enraged Transformation: When you are reduced to half your maximum hit points or witness serious harm come to someone or something you care about (such as seeing a party member drop to 0 hit points), make a DC 15 Wisdom save or immediately transform into a werewolf (hybrid form) and become Enraged. Especially traumatic circumstances can raise this DC, as determined by the DM.

While Enraged, you must spend your turn attempting to attack a hostile creature. If you start your turn without any hostile creatures in sight, you may make a DC 15 Wisdom save to no longer be Enraged. If you fail, you must attack a creature in sight.

Full Moon Transformation: The presence of a full moon almost certainly induces your transformation. Each night under a full moon, make a DC 30 Wisdom save or immediately transform into a werewolf (hybrid form). Your behavior matches that of the Enraged Transformation, but the transformation always lasts until sunrise.

Voluntary Transformation

Starting at 1st level, you have some control over your werewolf transformations. As an action, you may transform into your hybrid form or your wolf form. Keep in mind that you may still become Enraged via Enraged Transformation.

Additionally, you may instead transform as a bonus action by spending one Hit Die.

Excessive Attack

Starting at 1st level, you can tap into your inner stamina to fuel a vicious attack. When you hit a creature with a Werewolf unarmed attack, you may spend a Hit Die to deal additional damage equal to the Hit Die. You may use this feature once per turn.

Burst of Endurance

Starting at 1st level, you can tap into your inner stamina to shrug off harm. As a bonus action, you may spend one Hit Die to gain temporary hit points equal to the Hit Die + your Constitution modifier.