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Werewolf

Werewolves are shapeshifters capable of assuming three distinct forms: a wolf, a humanoid werewolf, and a massive, monstrous beast. Each transformation grants them unique abilities and enhances their physical prowess, making them formidable opponents in battle.
hit dice: 1d12
hit points at 1st level: 12 + your Constitution modifier
hit points at higher levels: 1d12 + your Constitution modifier
armor proficiencies: Light armour, medium armour, shields
weapon proficiencies: Unarmed strikes
tools:
saving throws: Strength, Constitution
skills: Choose three from Intimidation, Acrobatics, Athletics, Survival, Stealth
starting equipment:
spellcasting:
class features:
Level 1: Lycanthropy, Wolf Form, Hunter's Senses
  • Lycanthropy: At 1st level, you acquire darkvision up to 60 feet, allowing you to see in dim light as if it were bright light and in darkness as if it were dim light. Additionally, your keen senses as a wolf give you an advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Wolf Form: As an action, you can shift into a wolf, gaining the ability to move on all fours with increased agility and speed. Your speed increases by 10 feet while in this form, and you can use the Dash action as a bonus action. This form is useful for tracking, scouting, and rapid movement, you gain the ability to perform a claw attack which will deal 1d8 + Dexterity, you gain the ability Bite which deals 1d10 + Strength. In this form, you gain heightened physical capabilities. You receive a +1 bonus to attack and damage rolls made with your natural weapons (such as bites or claws).
The amount of times you can change into your wolf form is Half Your Werewolf Level rounded down in hours per short rest.  
  • Natural Armour: When you aren't wearing armour, your AC is 12 + your Constitution modifier. You can use your natural armour to determine your AC if the armour you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armour.
  Level 2: Enhanced Shapeshifting, Feral Instinct
  • Enhanced Shapeshifting: Your control over your transformations improves. You can now shift into and out of your Wolf Form as a bonus action at will. This seamless transformation allows you to adapt quickly to combat and exploration challenges.
  • Feral Instinct: Your primal instincts grant you an edge in combat. You have an advantage on initiative rolls, allowing you to react faster to threats. Additionally, if you are surprised at the start of combat, you can use your reaction to move up to half your speed, positioning yourself better or avoiding immediate danger.
  Level 3: Bloodlust
  • Bloodlust: Your ferocity in battle is unmatched. When you reduce an enemy to 0 hit points with a melee attack, you can use your bonus action to make an additional unarmed strike or bite attack against another creature within reach. This unarmed strike deals an extra 1d4 + Strength damage, reflecting your savage nature.
  Level 4: Ability Score Improvement
  • You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You cannot increase an ability score above 20 using this feature.
  Level 5: Werewolf Form
  • Werewolf Form: You gain the ability to transform into a humanoid werewolf. As a bonus action, you can shift into this powerful form, standing on two legs while retaining your equipment and clothing. In Werewolf Form, you gain a +2 bonus to attack and damage rolls with your unarmed strikes and natural weapons. Additionally, each time you transform into Werewolf Form, you gain temporary hit points equal to your Werewolf level plus your Constitution modifier, providing you with enhanced durability in battle.
The amount of times you can change into your Werewolf form is Half Your Werewolf Level rounded down in hours per long rest.     Level 6: Pack Tactics
  • Pack Tactics: Your innate sense of teamwork and pack dynamics becomes more pronounced. You have an 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. This makes you highly effective in coordinated assaults.
  Level 7: Unnatural Resilience
  • Unnatural Resilience: Your lycanthropic nature grants you exceptional durability. While in either your Werewolf Form or Beast Form, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks or non-slivered. This makes you significantly harder to injure, allowing you to withstand more punishment.
  Level 8: Ability Score Improvement
  • You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You cannot increase an ability score above 20 using this feature.
  Level 9: Feral Leap
  • Feral Leap: Your physical prowess allows you to perform extraordinary leaps. You can jump three times your normal distance for both long jumps and high jumps, whether or not you have a running start. This enhanced mobility is a significant advantage in combat and exploration, allowing you to reach or evade your enemies with ease.
  Level 10: Alpha's Presence
  • Alpha's Presence: Your commanding aura as a leader of the pack bolsters your allies. Any ally within 30 feet of you gains a +1 bonus to their attack rolls and saving throws. This presence strengthens the morale and effectiveness of your team, making you a rallying point on the battlefield.
  Level 11: Beast Form
  • Beast Form: You unlock the ability to transform into a massive, 12-foot-tall beast. As a bonus action, you can shift into this monstrous form, greatly increasing your size and power. In Beast Form, you gain the following benefits:
  • Your unarmed strikes deal 2d8 additional damage, and you can make two attacks with them when you take the Attack action.
  • You have an advantage on Strength checks and Strength saving throws.
  • Your speed increases by 15 feet.
  • You gain temporary hit points equal to twice your Werewolf level plus your Constitution modifier each time you transform into Beast Form.
  • You gain an advantage on grappling medium or smaller creatures.
You can use Beast form is Your Werewolf Level in minutes per long rest.     Level 12: Ability Score Improvement
  • You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You cannot increase an ability score above 20 using this feature.
  Level 13: Rampage
  • Rampage: Your savagery in combat reaches new heights. When you reduce a creature to 0 hit points with a melee attack while in Werewolf or Beast Form, you can immediately move up to half your speed and make an unarmed strike or bite attack as part of the same action. This enables you to keep your momentum and continue tearing through your enemies.
  Level 14: Werewolf Regeneration
  • Werewolf Regeneration: Your lycanthropic nature allows you to recover from injuries rapidly. At the start of your turn, if you have at least 1 hit point and are in Werewolf or Beast Form, you regain hit points equal to 1d6 + your Constitution modifier. This regeneration helps you remain in the fight longer and recover from injuries quickly.
  Level 15: Bestial Fury
  • Bestial Fury: Your attacks become even more ferocious. When you hit a creature with a melee attack in your Werewolf or Beast Form, you can choose to make another attack with the same weapon or natural weapon as a bonus action. This allows you to unleash a relentless assault on your foes.
  Level 16: Ability Score Improvement
  • You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You cannot increase an ability score above 20 using this feature.
  Level 17: Howl of Terror
  • Howl of Terror: Your fearsome howl can strike terror into the hearts of your enemies. As an action, you can let out a terrifying howl. Each creature of your choice within 60 feet that can hear you must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be frightened of you for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  Level 18: Master Shapeshifter
  • Master Shapeshifter: Your control over your transformations is perfected. You can now transform into any of your forms (Wolf Form, Werewolf Form, or Beast Form) as a free action on your turn, instead of as a bonus action. This allows you to adapt instantly to any situation.
  Level 19: Ability Score Improvement
  • You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You cannot increase an ability score above 20 using this feature.
  Level 20: Apex Predator
  • Apex Predator: You have reached the pinnacle of your lycanthropic power. In any of your forms, you gain the following benefits:
  • Your Strength and Constitution scores increase by 2, up to a maximum of 24.
  • You gain immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks.
You can change into your Wolf and Werewolf form without time limitations. You can stay in beast form for up to an hour.
subclass options:
Moonclaw   The Moonclaw taps into the mystical connection with the moon, gaining enhanced magical abilities and spiritual insight. These werewolves are often seen as shamans or spiritual leaders within their packs, guiding others with their lunar wisdom and supernatural powers.   Level 3: Lunar Magic
  • Lunar Magic: You gain access to a limited form of spellcasting, drawing power from the moon. You learn three spells of your choice from the druid spell list. These spells must be of a level for which you have spell slots. You can cast each of these spells once per day without expending a spell slot. You regain the ability to cast these spells when you finish a long rest. Your spellcasting ability for these spells is Wisdom.
Level 6: Moonlit Agility
  • Moonlit Agility: Under the light of the moon, your reflexes and agility are heightened. While you are outside at night, or under moonlight, you gain advantage on Dexterity saving throws and your movement speed increases by 10 feet.
Level 10: Silver Resilience
  • Silver Resilience: Your mystical bond with the moon fortifies you against one of your greatest weaknesses. You gain resistance to damage from silvered weapons.
Level 14: Celestial Transformation
  • Celestial Transformation: You can channel the power of the full moon to enhance your transformations. When you shift into any of your forms, you can choose to glow with a silvery light, shedding bright light in a 20-foot radius and dim light for an additional 20 feet. Additionally, while you are glowing, you gain temporary hit points equal to your Werewolf level at the start of each of your turns. This transformation lasts for 1 minute or until you end it as a bonus action. You can use this feature once per long rest.
Bloodfang   The Bloodfang archetype embraces the ferocious and predatory aspects of lycanthropy. These werewolves are relentless hunters, excelling in combat and driven by their primal urges. They often lead the charge in battle, their thirst for blood fueling their devastating attacks.   Level 3: Bloodthirst
  • Bloodthirst: Your savage instincts drive you to seek out the blood of your foes. When you hit a creature with a melee attack, you can use your bonus action to regain hit points equal to the damage dealt. You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses after a long rest.
Level 6: Scent of Blood
  • Scent of Blood: Your ability to track wounded prey is unparalleled. You have advantage on Wisdom (Survival) checks to track creatures that are bleeding. Additionally, you gain advantage on attack rolls against any creature that is below its hit point maximum.
Level 10: Frenzied Assault
  • Frenzied Assault: Your attacks become more ferocious when you are in the heat of battle. Once per turn, when you make a melee attack in your Werewolf or Beast Form, you can make an additional melee attack as part of the same action.
Level 14: Unstoppable Predator
  • Unstoppable Predator: You become a relentless force in combat. When you reduce a creature to 0 hit points, you can move up to your speed and make a melee attack against another creature as a bonus action. You also gain immunity to the frightened condition, as nothing can shake your bloodthirsty resolve.
  Packlord   The Packlord is a leader and protector, excelling in coordinating and supporting their allies. They thrive in the company of their pack, using their abilities to bolster their companions and dominate the battlefield through superior tactics and unity.   Level 3: Pack Leader
  • Pack Leader: Your presence inspires and strengthens your allies. When you are within 10 feet of at least two allies, you gain a +1 bonus to your AC and saving throws. Additionally, your allies within 10 feet of you gain the same bonus.
Level 6: Rallying Howl
  • Rallying Howl: You can let out a powerful howl to rally your allies. As an action, you can choose a number of creatures within 30 feet of you equal to your Charisma modifier (minimum of one). Each chosen creature gains temporary hit points equal to your Werewolf level + your Charisma modifier. You can use this feature once per long rest.
Level 10: Tactical Superiority
  • Tactical Superiority: You have a keen sense of battlefield tactics. As a reaction when an ally within 30 feet of you is attacked, you can impose a disadvantage on the attack roll, provided you can see the attacker. You can use this reaction a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses after a long rest.
Level 14: Alpha's Command
  • Alpha's Command: Your authority and leadership reach their peak. As an action, you can command your allies to move and act with precise coordination. Each ally within 30 feet of you can immediately use their reaction to move up to their speed and make one weapon attack or take the Dodge action. You can use this feature once per long rest.

Created by

Uliptis.

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