dnd 5e werewolf


The werewolf lord presented here is a 10th-level human fighter and natural lycanthrope, using the following base ability scores: Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 12. Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Werewolf level after 1st, Armor: Light Armor, medium armor, shields The summoned wolves are friendly to you and your companions. If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. This is a DnD 5th edition Player Character class I made, specifically designed for those who want to become a Werewolf (From level 1 onward). Terms of Service and Privacy Policy Update. At 3rd level, you can add your Wisdom modifier to your initiative rolls. Starting at 2nd level, you can briefly transform your body, summoning your claws. A booklet of colourful one-page adventures for D&D 5th Edition ranging from levels 1-9 and designed for a single session of play. 2020 Fantasy, Dungeons & Dragons 5e, Campaing Setting One file The planes of Magic: The Gathering collide once again with the Dungeons & Dragons tabletop roleplaying game. Is the multiattack a full attack action, as in it's the basically the same as just having a second attack? The Werewolf race will outshine just about anything at low-to-mid-levels, and be powerless against higher-level opponents with resistances. A creature can repeat the saving throw in each of its turns to end the effect. All werwolfs can trace their curse lineage back to an ancient shifter clan, each one with specific powers and strengths. You either chose or have been cursed with this burden, but it can make you a favor. For some, it means a time of rest, but for you, it means a fight, whether it's against your own demons, or anything foolish enough to cross your path during your "time of the month". You can make one additional attack against each creature within 5 feet of you by using your reaction. Pack Tactics: The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated. Contents. Starting at 10th level, whenever you restore hit points to a creature, you don't roll the die to restore hit points, and instead you restore the maximum amount of hit points for that die. … Traits Keen Hearing and Smell: The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Armor Class 11 in humanoid form, 13 (natural armor) in shark or hybrid form Hit Points 90 (12d8+36) Speed 30 ft., swim 40 ft. (in shark form only) STR DEX CON INT WIS CHA; 18 (+4) 13 (+1) 17 (+3) 10 (+0) 13 (+1) 10 (+0) Skills Perception +7, Stealth +7 Damage Immunities … D&D 5E 5E - Curing Lycanthropy. Weapons: Simple Weapons, martial weapons You can use the bite attack a number of times equal to your proficiency bonus. I wanted to start as a werewolf from first level, and I need kind of a lot of clarification . Starting at 2nd level you gain a fighting style chosen from the following below: When you roll a 1 or A 2 on a damage Die for an attack you make with a melee weapon that you are wielding with two hands you can reroll the die and must use the new roll, Even if the new roll is a 1 or a 2. Your werewolf form have hit dices independently of your normal form, and you can't use your hit dices from your normal form to restore hit points from your werewolf form, or vice versa. In addition, you can replace any of those attacks with a claw attack while your wolf form is available. Call the wolfs for help. On Social Media: Roll20® is a Registered Trademark of The Orr Group, LLC. They also help us understand how our site is being used. Werewolves are popular in many works of fiction, and they come in a range of different forms too. It’s part of the reason they’ve managed to survive for so long. In addition, you now have resistance to the three damage types while in your werewolf form. Then choose the Outlander background. Home. You use the attack bonuses and damage of your werewolf form for this attack. Skills: Choose two from Acrobatics, Animal Handling, Athletics, Intimidation, Perception, Stealth, and Survival. Alternatively, if you don't have any tree nearby, you can burrow for a range up to your movement speed as a bonus action. Its statistics, other than its AC, are the same in each form." Any equipment it is wearing or carrying isn’t transformed. You also have the damage resistances of your werewolf form while in the normal form. This page is considered complete and balanced. He grips … If any of your forms has at least 1 hit point, you don't fall unconscious. Keen Hearing and Smell. Werewolf lords can assume a hybrid form as well as an animal form. Vote. 2.1 Gallery; 2.2 Appearances; 2.3 References; 2.4 Connections; Notable Werewolves [edit | edit source] Talbot Uskevren: the second son of a high … First choose Strength or dexterity to be your highest ability score, followed by Constitution, then Wisdom as a close third. Their stats are: STR 15 (+2), DEX 13 (+1), CON 14 (+2), INT 10 (+0), WIS 11 (+0), and CHA 10 (+0). The race has too many things going for it , if you take a look at other races, they usually have 3 or 4 defining traits (not including ability score bonuses, darkvision, languages, etc), this race has a whopping 8. Hit: 5 (1d6 + 2) slashing damage. In addition, when a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to attempt to grapple or shove the creature. You gain a +2 to attack rolls with ranged weapons. Proficiencies. As such, the page has been locked so that only administrators can edit it. In addition, your dragon can use an action to make a claw attack against each creature within 5 feet of you. As the Full Moon rises high into the night sky it illuminates the fields, forests, and creeks of the countryside. Due to the complete Moon rising high into the dark sky, it brightens the grounds, forests, and streams of the country. "Shapechanger. 5e Werewolf pc. Anyone could potentially be a lycanthrope, considering there aren’t any defining features to indicate one. From vicious creatures without self-control only able to change during a full moon, to humans with perfect control of their abilities. Starting at 6th level, your natural attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. If you move at least 20 feet straight toward a creature and then hits it with a melee weapon attack in the same turn, you deal additional damage equal to your claw damage die. A Dnd 5e Werewolf is a violent creature who can appear as a wolf, or in a frightening fusion type—a fierce and well-muscled human structure topped the head of a mad wolf. When you reach 17th level your curse defends you from death. Starting at 3rd level, you become able to speak with wolves and have access to their acute sense of smell and hearing even in your normal form. While you are wearing armor you gain a +1 to AC. Marred but resolute, his grimacing face dripping with sweat, a half-orc reddens a finger across his wounds to draw a glowing, ruby glyph in the air. As normal, you can't increase an ability score above 20 using this feature. They did in 3rd edition. They obey any verbal commands that you issue to them (no action required by you). They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events unless otherwise stated. Melee Weapon Attack: proficiency bonus + Strength modifier to hit, reach 5ft., one target. Also at 7th level, when your werewolf form is reduced to 0 hit points, you can use an action on your next turn to keep the form available. At 14th level, your regenerative powers are unmatched. Its statistics, other than its AC, are the same in each form. Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. By continuing to use our site, you consent to our use of cookies. Combat. In the 5eWerewolf type, you cannot rest for a long time; you can take short breaks. Starting at 7th level, whenever your werewolf form is available, you can use your bonus action to impose disadvantage on the attacks of one creature you can see until the start of your next turn. You have advantage on Wisdom (Perception) checks that rely on hearing or smell. At 18th level, whenever you use your Wolf Transformation feature, you retain your Intelligence, Wisdom and Charisma ability scores and proficiency bonus. 5th Edition. To qualify for multiclassing into the Werewolf class, you must meet these prerequisites: Strength 13 or Constitution 13. A booklet of colourful one-page adventures for D&D 5th Edition ranging from levels 1-9 and designed for a single session of play. Lycanthrope (5e Class) From D&D Wiki. Also, you can sense those creatures without relying in sight up to a range of 60 feet. Community. Both scenarios include a caveat â the DM may take control of the character until the vampirism or lycanthropy is cured. You start with the following equipment, in addition to the equipment granted by your background: Starting at 1st level, you gain control over your curse, and can use your bonus action to transform into a werewolf, or to transform back to your normal form. You can move twice your movement speed if you end your movement closer to a marked creature than when you started your turn. The crimson claws embrace the monstrous nature of the werewolfs, becoming brutal and unstoppable hunters. The primary contributor has requested no further edits to this page; The user above has requested no further edits to this page. Tools: None Visit our blog for a full explanation. The Fifth Edition Werewolf has an armor class of 11 in humanoid form or a 12 in wolf form. General Tabletop Discussion *Dungeons & Dragons. Lycanthrope, Wereshark (Legendary Games) Medium humanoid (human, shapechanger), chaotic evil. Also at 6th level, you can use your action to assume the form of a wolf. Armor Class While unarmored, your AC equals 10 + your Dexterity modifier in wolf form + your proficiency bonus. Spells Known of 1st Level and Higher. The weapon must have the two handed or versatile property for you to gain this benefit. Whenever you take damage, you can choose if the damage is taken by your normal or werewolf form. Both in my own early games and more recently in campaigns … When you do so, you regain the ability to shapeshift after 10 minutes, and your werewolf form is back with 1 hit point.