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Werewolf

A werewolf is a savage predator. In its humanoid form, a werewolf has heightened senses, a fiery temper, and a tendency 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.
hit dice: See Lycanthrope
hit points at 1st level: See Lycanthrope
hit points at higher levels: See Lycanthrope
armor proficiencies: See Lycanthrope
weapon proficiencies: See Lycanthrope
tools: See Lycanthrope
saving throws: See Lycanthrope
skills: See Lycanthrope
starting equipment:
See Lycanthrope
spellcasting:
-
class features:
See Lycanthrope
subclass options:

Wolf-Hybrid & Wolf 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. When making a melee attack with your bite, you have a reach of 5 feet and deal 1d8 piercing damage on a hit. 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 8 + your proficiency bonus + your Constitution modifier or be cursed with werewolf lycanthropy.   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.  

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 of the Player's Handbook for rules on travel pace).  

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 have 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.    

Created by

Lionwoman.

Statblock Type

Class Features

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