Uatha (5e Class based on Werewolf the Apocalypse/Forsaken)

by GoldenQuail

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The Uratha
Level Proficiency Bonus Features Essence Gift Slots Gauru Uses
1st +2 Auspice, Tribe, Beastial Forms 1 0 2
2nd +2 Auspice Feature 2 1 2
3rd +2 Tribe Feature 3 1 3
4th +2 Ability Score Improvement 4 2 3
5th +3 Extra Attack 5 2 3
6th +3 Auspice Feature, Essence Infusion 6 3 4
7th +3 7 3 4
8th +3 Ability Score Improvement 8 4 4
9th +4 Tribe Feature 9 4 4
10th +4 Auspice Feature 10 5 4
11th +4 11 5 4
12th +4 Ability Score Improvement 12 6 5
13th +5 Tribe Feature 13 7 5
14th +5 14 8 5
15th +5 Auspice Feature 15 9 5
16th +5 Ability Score Improvement 16 10 5
17th +6 Tribe Feature 17 11 6
18th +6 18 12 6
19th +6 Ability Score Improvement 19 13 6
20th +6 Tribal Aspect 20 14 Unlimited

Uratha

A man walks through the night with no pack on his back or wagon at his heels. His haggard beard sways gently in the winter breeze but although he wears only rags, he never shivers. A howl pierces the night sky and the man looks slowly towards the source of the sound. A dozen wolves slink towards him, stalking... He sniffs the air. Then he leans over and his body begins to contort, his legs bend and snap and his shoulders pull inwards. Long hair the color of his beard spread over his body and in the moonlight, there are now a thirteen wolves.

"As the hole in the earth opened creatures and spirits poured out, I thought we were were doomed but then a pack of wolves came to our rescue! In front of my eyes some of them became hulking man-wolf hybrids while others assumed a human form and used magic to ward off the evil. This is the only recorded text of this even as after this happened were all we were told we would not remember it so I wrote this so as to remind myself...""

A woman stands against a tide of soldiers, each with iron spears and swords, bows and ballista. She looks battle hardened by not enough to kill all these men let alone escape with her life. But no matter how hard they tried, no matter hoe many arrows found their mark, not a scratch was left on her skin. Then she howls like a beast, a wolf, and she grows as hair begins to cover her body and her face extends into a snout, her teeth grow like fangs and her fingers turn to razor sharp claws. And she smiles... as she tears the army to shreds for not a single one of their weapon could harm her.

These are examples of Uratha, the protectors of the material realm and the guardians of the places where our realm overlaps with the spiritual one.

Creating an Uratha

When creating an Uratha think about where you came from. What tribe did you originate from and what auspice were you? What are your opinions and where do you stand on protecting the material realm from the spirit realm? Maybe you have rejected that duty and been thrown from your tribe, maybe you embrace it and are on a quest to see all the overlaps and check up on their integrity?

Do you embrace you nature as an Uratha or resent it? Was anyone killed due to your rage or first transformation? If so, who and what impact did this have on your character?

Quick Build

You can make an Uratha quickly by following these suggestions. First put your highest ability score in strength, followed by wisdom or constitution. Second, choose the outlander or hermit background.

Class Features

As an Uratha, you gain the following class features.

Hit Points

Hit Dice: 1d10 per Uratha level
Hit Points at 1st Level: 10 + your constitution modifier
Hit Points at higher Levels: 1d10 (or 7) + your constitution modifier per Uratha levels after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Strength, Wisdom
Skills: Animal Handling, Athletics, History, Insight, Intimidation, Medicine, Nature, Perception, Stealth, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Shortbow and 20 arrows (b) Quarterstaff (c) Spear
  • (a) Explorer's Pack (b) Monster Hunter's Pack (see: Cure of Strahd)
  • A symbol/Ornament of from yoru tribe









Essence

Essence is the manifestation of your natural connection to the spirit world. Each Uratha uses it to a different end but the power of them all is one and the same. Expended essence is restored when you finish a long rest.

Choosing Your Beliefs

As an Uratha you must choose whether to be a Forsaken Uratha or a Pure Tribe.

As a Forsaken Uratha you embrace your auspice and your tribe. You have sworn an oath to Luna, the oath of the moon. You must uphold these tenets as one who has sworn the oath:

  • You must not murder other Forsaken Uratha or bear silver against them.
  • You may not eat the flesh of man (humanoid) or wolf
  • You may not mate with other werewolves or wolves

As you have sworn this oath you have undertaken the role of guarding the material realm from the spiritual realm. This is your duty past even your life.

As a member of the Pure, you have burned away your auspice in a ritual after your first change. You do not benefit from the auspice feature but gain additional features from your tribe in place of this. You have descended from the wolves who did not hunt down Father Wolf and resent the forsaken for committing such acts. You see no reason to patrol the border between realms and are indifferent to the needs of spirits. Your kind outnumber the Forsaken and are more susceptible to the curses of Luna as you do not pledge your allegiance to her.

Auspice

Each Forsaken Uratha has an auspice determined by the moon they were born under and their personality. It drives your skills as well as your place in Uratha society.

  • Rahu: These are the warriors and brawlers, they are born under the full moon.
  • Cahalith: These are the storytellers and seers, the are born under the gibbous moon.
  • Elodoth: These are the judges to the spirit courts, arbiters and diplomats, they are born under the half moon.
  • Ithaeur: These are the keepers of lore and rituals, they are born under the crescent moon.
  • Irraka: These are scouts, spies and trackers, they are born under the new moon.

Auspices grant you features at 2nd, 6th, 10th and 15th level. Features are detailed at the end of the class descriptions.

Tribe

Every Uratha must join a tribe, taking an oath to the totem of that tribe. The firstborn are the totems of each tribe, they are the first children of father wolf and each promotes a different way of life. You must pick a tribe that falls under the category of your Belief.

Pure Tribes:

  • Fire Touched: The spiritual leaders of the Pure and the followers of the Rabid Wolf; Izidakh.
  • Ivory Claws: The pure bred, they are planners and schemers, followers of the Silver Wolf; Tzuumfin.
  • Predatory Kings: They are savage hunter and know no fear, they are the followers of the Dire Wolf; Ninna Farakh.

Forsaken Tribes:

  • Blood Talons: They are warriors who emphasize their wolfish aspects, followers of Fenris; Suthar Anzuth.
  • Bone Shadows: They are occultists who seek to repair their relationships with the spirits, followers of the Death Wolf; Hirfathra Hissu.
  • Hunters in Darkness: They are the guardians of the Loci, followers of the Black Wolf; Meninna.
  • Iron Masters: They are smiths and traders, followers of Red Wolf; Farsil Luhal.
  • Storm Lords: Thay are the noble leaders of the Pure, followers of the Winter Wolf; Iminir.

Unaligned Tribes:

  • Ghost Wolves: They could not find a place in their tribe and now wander the lands alone, they do not follow any firstborn.
  • Bale Hounds: They sworn loyalty to the Souldless Wolf and are servants of evil spirits.

Tribes grant additional features at 3rd, 9th, 13th and 17th level. Features are detailed at the end of the class description.

Beastial Forms

Every Uratha can shapeshift into five different forms. Hishu, Dalu, Gauru, Urshul, and Urhan. Hishu is your human form and in it you blend into society seamlessly. Dalu is your near human form, you grow a few inches and drow hair on parts of your body. Gauru is your warform, in it you grow a few feet and take on a hulking wolf-human hybrid form. Urshul your near to wolf form, in it you appear as a monstrous wolf with menacing teeth and claws. Urhan is your wolf form and in it you take on the form of a wolf.

As a bonus action you can swap between form between Hishu, Dalu, Urshul and Urhan with no limit. You may also use a bonus action to assume your Gauru form but have a limited amount of times you can do this as shown on the class table. You regain all spent uses when you finish a long rest.

Hishu: You gain no additional benefits

Dalu: While in this form you have these features:

  • Advantage on intimidation checks as well as perception checks based on hearing or smell.
  • When you take non-magical, non-silvered bludgeoning, piercing or slashing damage you may reduce the damage taken by 3.
  • You natural weapons also deal 1d4 slashing, bludgeoning, or piercing damage.

Gauru: While in this form you have these features:

  • Advantage on intimidation checks as well as perception checks based on hearing or smell
  • You have resistance to non-silvered bludgeoning, piercing, and slashing damage
  • Your natural weapons deal 1d8 slashing damage. At 5th level the damage increases to 1d10 and it increases again to 1d12 at 10th level and to 2d6 at 15th
  • You gain an additional attack when you take the attack action on your turn
  • You have unarmored defense equal to 10 + your Strength modifier + your Constitution Modifier
  • You also suffer the penalties of 1 less level of exhaustion while in this state (getting 7 levels will kill you or turning back with 6 levels will also kill you)
  • After activating Gauru you can remain in this state for a number of round equal to your constitution modifier (minimum of 1)
  • When this time runs out you may immediately end this state or you may attempt to extend the time it is active, however, doing this inflicts a level of exhaustion for each round you choose to keep it going

Urshul: While in this form you have these benefits:

  • Advantage on intimidation checks as well as perception checks based on hearing or smell
  • You gain a bite attack that deals 2d6 piercing damage. When you land a hit on a creature that is no more than one size category larger than you, you may inflict a strength saving throw on the target. If they fail they are knocked prone. The DC equals 8 + your proficiency bonus + your strength modifier
  • You have a 12 natural armor
  • Your base walking speed becomes 60ft
  • When you take non-magical, non-silvered bludgeoning, piercing or slashing damage you may reduce the damage taken by 3.

Urhan: While in this form you have these benefits:

  • You have advantage on perception checks based on hearing or smell
  • You have advantage on attack rolls against a creature if at least one of your allies is within 5ft of the target and is not incapacitated.
  • You gain a bite attack that deals 2d4 piercing damage. When you land a hit on a creature that is no more than one size category larger than you, you may inflict a strength saving throw on the target. If they fail they are knocked prone. The DC equals 8 + your proficiency bonus + your strength modifier
  • Your base walking speed becomes 40ft
  • You have an 11 natural armor

Gifts

As an Uratha you can be given power or, gifts from spirits. When you meet one of these spirits they can grant you their gift based on their characteristics as described at the end of the class description under the Gift section. You can only possess a number of gifts equal to your gift slots.

These gifts are not magic per say and as such spells such as Counterspell or Anti-Magic Field have no effect on them. These gifts use essence when you use them as detailed in their description.

Being given a gift is a lot harder than you would assume. A spirit cannot give a gift simply because freely, they must have payment in the form of their choosing, be it through a nearly impossible quest, 10 gold pieces or a simple endeavor.

Ability Score Improvement

When your reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability score 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.

Essence Infusion

The spiritual energy that you draw upon has mingled and blended with your body. Your natural weapons count as magical for the purposes of overcoming resistances and immunities.

Auspice

Picking your auspice determines what role you will fill in Uathan society as well as the moon phase you were born under. Unless you are from a Pure tribe you must pick one of these roles, it grants you features at 2nd, 6th, 10th, and 15th level.

Rahu

As a Rahu you embrace the life of the warrior. Your were born under the full moon. You strive to improve your combat abilities in any way you can, be is physical or mental.

Fightning Style

At second level you must hone your abilities on the battlefield. You get to choose from the following options. You can't take a fighting style option more than once even if you later get to choose again. You gain an additional fighting style at 6th level.


Great Weapon Fighting
When your roll a 1 or a 2 on a damage die for an attack you make with a melee weapon you are wielding with two hands or on your Urshul and Urhan bite attacks, you may reroll the die and must use the new roll even if the new roll is a 1 or a 2. If it is a weapon, it must have the versatile or two-handed property for you to gain this benefit.


Savage Demeanor
When you take the Attack Action on you turn with one of your natural weapons or a weapon with the light property, you may use your bonus action to make an attack with one of your natural weapons.


Brute Physique
You gain an 11 natural armor in Hishu and Dalu. You also have advantage on strength based checks and saving throws.


Terrifying Appearance
When a creature you can see and that can hear or see you makes an attack roll against you, you may use your reaction to impose disadvantage on the attack roll.


Ape Craft
You gain a +1 bonus to attack rolls made with ranged weapons.
While wielding a melee weapon in one hand and no other weapons, you gain a +1 bonus to damage rolls with that weapon.


Predatory Fangs
When you land a bite attack with your bite in Urshul or Urhan states you may change the effect of the inflicted strength saving throw (replacing the prone condition with one of the effects listed below).

  • You may grapple the target
  • Increase the damage by 1d6 but only if the target has taken slashing or piercing damage within 10 minutes.

Warrior's Eye
You may use your action to observe your enemy or a creature that you can see clearly. Make an insight check that has a DC set by the DM, if you succeed you gain information on your target in the form of one of the following options of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Current hit points
  • Armor class
  • Alignment

A critical success rewards you with two options instead of one and a critical failure has you completely misread your foe in a way of the DM's choosing.


Reckless Attack
When you make your first attack on your turn you can attack recklessly. Doing this grants advantage on all Strength based attacks this turn but all attack rolls against you have advantage until the start of your next turn.

Grisly Wound

At 6th level, when you hit an attack on a creature with your nartural weapons, and the creature is restrained, paralyzed, grappled, or prone, you may increase the damage dealt by you attack by 2d6. You can only benefit from this bonus once per round. At 10th level the damage increases to 2d8.

Beast's Wrath

When you reach 10th level you gain resistance to all non-magical damage except psychic damage. Additionally while in the Gauru state you are immune to non-magical Bludgeoning, Piercing and Slashing damage. Silvered weapons bypass both these benefits.

Pangean Warrior

When you reach 15th level your power skyrockets in your beastial shapes as you have become a near perfect Rahu. You gain these benefits:

  • You may add your proficiency bonus to your natural weapon damage
  • You gain 10ft blindsight if you can hear or smell
  • In the Gauru state you become a large sized creature
  • In the Gauru state increase your unarmored defense by 2 points
  • In the Gauru state your walking speed increases by 10ft
  • In the Gauru state you gain a climbing speed equal to your walking speed

Cahalith

Born under the gibbous moon your role is that of a storyteller and a seer. You will develop your knowledge of lore and see into the future to plan for events to come.

Astute Mind

Starting at second level your primary role is that of a horder of knowledge. You gain proficiency in Arcana and History. If you are already proficient in either on these skills you may add your proficiency bonus a second time.

You may choose one Intelligence or Wisdom based skill to become proficient in when you reach 6th, 10th and 15th level. Alternatively when you get this you may add your proficiency bonus to a skill that you already are proficient in. You cannot add your proficiency bonus to a skill more than twice.

Future Insight

Starting at second level you may take 10 minutes of uninterrupted concentration to cast this ritual that uses 2 essence. When you finish you gain insight into the future no more than 1d10 days (roll when you cast finish casting). Your DM describes what you see and it is completely up to them. If you do this more than once before you take a long rest you gain a level of exhaustion.

At your DM's discretion you are also more prone to dreams of the future.

Perfect Future

When you reach 10th level your mind exists in the present and the future. When a creature makes an attack that you can see or a creature rolls a saving throw that you are aware of you may use 4 essence to for that creature to reroll their attack or saving throw as a reaction.

Additionally when you must make a saving throw you may use 2 essence to grant yourself advantage on the save.

Second Chance

at 15th level, whenever you are killed or reduced to 0 hit points you may use your reaction and 10 essence to go back in time 1d6 +2 rounds. You may only do this once per long rest.

When you rewind time only you remember the previous outcome. Not even you allies remember. They will take the same actions as long as you do not change what you did during those rounds but will reroll all rolls they made during that time. Until you change what you did the future will try and run the same course. If you act differently in a noticeable way then your allies become no longer bound by this and of course, the dice will nardly ever roll the same outcome twice so your future is likely to never happen.

Elodoth

You are one of the judges of the spirit courts and a diplomat. This auspices grows your natural charisma in all directions, from deceiving others to persuading them to join your cause.

Observant Eye

At second level you may use your action to observe a creature that you can see clearly. Make an insight check that has a DC set by the DM, if you succeed you gain information on your target in the form of one of the following options of your choice:

  • Intelligence score
  • Wisdom score
  • Charisma score
  • Current social status/ Titles
  • A personality trait
  • Alignment

A critical success rewards you with two options instead of one and a critical failure has you completely misread your foe in a way of the DM's choosing.

Judge of Truth

When you reach 6th level your insight abilities have become even more keen. If you do not have proficiency insight you gain it at this time, if you already have proficiency you may add your proficiency bonus to it a second time.

Additionally when a creature makes a deception check against you, the roll has disadvantage and you may also cast Zone of Truth using 3 essence.

Understanding All

By the time you reach 10th level you can understand, read, and speak all languages and can see if magic is affecting a creature by using your action to look at them.

Pangean Diplomat

When you reach 15th level you are able to understand all languages, see lies people tell and see more than meets the eye. Now you may cast the following spells using essence:

  • Calm Emototions (3 essence)
  • Awaken (7 essence)
  • Commune With Nature (7 essence)
  • Geas (7 essence)
  • Legend Lore (7 essence)
  • Speak With Dead (5 essence)

You can ignore material compenents on theses spells except gold costs. You can however, bypass gold costs by using an additional 6 essence when you cast these spells. When you speak all creatures can understand you words in addition to these spells.

Ithaeur

As an Ithaeur you were born under the crescent moon and are a keeper of lore and rituals. As an Ithaeur you gain access to spellcasting of a sort and can protect your secrets better than anyone else.

Spellcasting

At second level you can reach out to the spirits to guide your tongue as your speak words laced with magical power.

Cantrips

You know two cantrips of your choice at this level and you learn additional cantrips at later levels as shown in the cantrips column on the Ithaeur spellcasting table.

Casting Spells

To cast a spell from your list you must expend an amouont of essence appropriate to the level of the spell as shown on the table below.

Spell Level Essence Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Ritual Casting

As an Ithaeur you can cast any spell that has a ritual tag that you know.

Spells Known of 1st Level and Higher

At second level you know 3 spells of your choice from the Ithaeur spell list.
The spells known column of the Ithaeur spellcasting table shows when you learn more Ithaeur spells of your choice. You cannot learn a spell that is higher than the level shown on the Level of Spells Known column on the Ithaeur spellcasting table.

Spellcasting Ability

As an Ithaeur your spellcasting ability is Wisdom as you must use your innate nature to pull magic into existence. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition you use your Wisdom when setting the saving throw DC for an Ithaeur spell you cast or when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + you wisdom modifier

Spell Attack Modifier = your proficiency bonus + your wisdom modifer

Essence Changes

As an Ithaeur you regain a number of essence when you finish a short rest equal to your wisdom modifier + 2 in addition to regaining all of your spent essence when you finish a long rest.





















Ithaeur Spellcasting Table


Uratha Level Cantrips Known Spells Kown Level of Spells Known
2nd 2 3 1st
3rd 2 3 1st
4th 2 4 1st
5th 2 4 2nd
6th 2 4 2nd
7th 2 5 2nd
8th 2 6 2nd
9th 2 6 3rd
10th 3 7 3rd
11th 3 8 3rd
12th 3 8 3rd
13th 3 9 4th
14th 3 10 4th
15th 3 10 4th
16th 3 11 4th
17th 3 11 5th
18th 3 11 5rd
19th 3 12 5th
20th 3 13 5th

Ritual Knowledge

When you reach 6th level you may choose one ritual spell that is on your spell list that you do not already know. You may now cast that spell as a ritual once between short rests. This spell does not count towards your maximum spells known.

Parting The Veil

At 10th level you gain 60ft truesight due to your connection with the spiritual magic that makes up the world. The range increases to 120ft at 15th level.

Crossing the Boundary

When you reach 15th level your connection with the spiritual has granted you much power, now it grants you more. You may cast the Plane Shift spell using 13 essence, or the Gate spell using 20 essence.

You also increase your maximum essence by 5.

Ithaeur Spell List

Cantrips (0 level)
Blade Ward
Druidcraft
Magic Stone
Message
Primal Savagery
Resistance
Shillelagh
Spare The Dying
True Strike
1st Level
Animal Freindship
Cure Wounds
Detect Magic
Feather Fall
Healing Word
Hunter's Mark
Identify
Illusory Script
Inflict Wounds
Longstrider
Purify Food and Drink
2nd Level
Animal Messenger
Barkskin
Beast Sense
Blindness/ Deafness
Dakrvision
Detect Thoughts
Enhance Ability
Gentle Repose
Healing Spirit
Lesser Restoration
Pass Without Trace
See Invisibility
Silence
3rd Level
Call Lightning
Conjure Animals
Dispel Magic
Fear
Flame Arrows
Gaseous Form
Glyph of Warding
Haste
Lightning Arrow
Nondetection
Protection From Energy
Remove Curse
Revivify
Sending
Speak With Plants
Water Breathing
Water Walk
4th Level
Conjure Minor Elementals
Conjure Woodland Beings
Control Water
Death Ward
Dominate Beast
Dimension Door

Freedom of Movement
Guardian of Nature
5th Level
Awaken
Commune With Nature
Conjure Elemental
Conjure Volley
Contagion
Contact Other Plane
Creation
Dominate Person
Flame Strike
Greater Restoration
Hold Monster
Insect Plague
Mass Cure Wounds
Mislead
Passwall
Tree Stride
Wall of Stone

Irraka

Born under the new moon your role is that of a hunter, a tracker and a scout. You will embrace the hunt and excel at stealth and perception.

Hidden Hunter

Starting at seconf level you are most dangerous when your prey does not see you coming. When you make an attack against a creature that is unaware of your presence you may increase you damage dealt by 1d10.

This damage increases to 2d10 at 6th level, 3d10 at 10th level and to 4d10 at 15th.

Tracker's Eye

When you reach 6th level you can spy and smell prey before the see you. While in your Urshul or Urhan states you gain 10ft of movement, may add your proficiency bonus to your perception bonus a second time, and gain advantage on stealth checks.

Scout's Pride

At 10th level you suffer no penalties from being blinded if you can smell. Additionally in your Urshul or Urhan states you gain another 10ft of movement and provoke no attacks of opportunity when you move.

You no longer have a limit on the number of dashes you can take during a chase as well.

See But Not Seen

When you reach 15th level your skills are almost at their peak and you are the best at your job. You gain an additional 20ft of movement in your Urhan and Urshul states and your movement is not hindered by roungh terrain. After a running start you may double your long jump distance.

While in the Urshul or Urhan states you may run for even longer than usual without tiring. For a number of hours equal to your constitution modifier x 6 you can run without tiring past your previous maximum.

Tribe

As an Uratha you must choose a tribe to associate with, this determines the oath you must take as well as your willingness to protect the material realm from the spirit one. Choose a tribe under the category of your belief, Forsaken or Pure, or neither. Keep in mind Pure wolves do not get auspices.

Pure Tribes are weakest to silver and in light of this take an additional 1 pt of damage when they take damage from a silvered source.

The 20th level features for the Uratha are detailed after the tribes. They are based on whether you are a Forsaken, a Pure or of an Unaligned tribe.

Fire-Touched (Pure Tribe)

Oath: As a Fire-Touched you have sworn loyalty to the Rabid Wolf; Izidakh. Your oath is one that requires devotion and firm beliefs. You must burn away all lies inside yourself and then purge the world of sin through fire and faith. Violence is your second answer to your problems with demands of submission being your first, you set the world ablaze with flames to show others the truth.

Absolute honesty is your way of life, you are incapable of lying or bending the truth and in this light cannot detect when others are lying.


Spells listed under Fire-Touched features are all innate abilities and merely mimic the spell effects, they do not count as magic effects.

Bathed In Fire

At second level you are resistant to fire damage and immune to the effects of extreme heat.

Guiding Flames

Purging the world with flame is more literal than would seem... At 3rd level you may cast the Absorb Elements spell (fire only) using 1 essence. You may also use the Control Flames cantrip.

Rush of Life

When you reach 6th level the flames that you create are more powerful than ever. When standing in fire you regain 1d4 hit points at the start of your turn.

Whenever you deal fire damage from Absorb Elements, increase the damage dealt by 1d6.

Rising Ashes

At 9th level you embody the flames of your conquest. Whenever you are reduced to 0hp you may use 5 essence to inflict a dexterity saving throw on all creatures within 5ft of yourself. On a failed saving throw the creatures take 2d4 fire damage or half as much on a success. You regain hit points equal to the fire damage dealt.

At 13th level the damage increases to 2d6 and it increases again to 2d8 at 17th level. The range increases to 30ft at 17th level as well.

At 13th level whenever you activate this ability you may use 4 extra essence to increase the damage dealt by 2d6. This extra damage increases to 2d8 at 17th level.

One With Fire

When you reach 10th level you become immune to fire damage. You may also use a bonus action and 4 essence when you land an attack with one of your natural weapons on your turn to deal an additional 4d8 fire damage.

Armor of Cinders

At 13th level when a creature hits you with an attack within 5ft of you they take 1d8 fire damage. You also gain immunity to disease.

Scorched Life

At 15th level you recover 2d10hp whenever you would take fire damage. Additionally you negate abilities that would allow a creature to bypass your immunity to fire damage.

Aspect of the Rabid Wolf

At 17th level you are the life that lights the way for others with your fire. You gain the following benefits:

  • When a creature would deal fire damage to you with a spell, that spell is turned back on it's caster using his or her own DC or roll to hit.
  • When you are reduced to 0hp all creatures within 30ft must make a constitution saving throw. The DC equal 8 + your proficiency bonus + your wisdom modifier. On a failed save they take 5d10 fire damage. On a successful save they take half as much.
  • When you land a critical hit on a creature and deal fire damage with the attack all creatures within 5ft of the target must make a constitution saving throw. The DC equal 8 + your proficiency bonus + your wisdom modifier. On a failed save they take the fire damage dealt in the original attack and on a successful save they take half as much.
  • On an attack that gains extra damage from Absorb Elements you land a critical hit on a 19 or 20.

Ivory Claws (Pure Tribe)

Oath: Your loyalty is sworn to the White Wolf; Tzuumfin. Your oath is one that teaches no remorse for those weaker than yourself and for those who defect from your tribe. You underwent a trial by silver for your position in the tribe and relish in the pain it brought.

You are distrustful of all creatures, be it your brothers or strangers you meet along the road. Your children should only carry on your bloodline if they can survive the trial by silver as well. You cannot eat seeds, honor Luna in any way, wear plant based clothes, intermingle with the dead, or create abstract art.

Ivory Weapons

At second level your claws and teeth and the only weapons you will ever need. They count as magical and adamantine for the purposes of overcoming resistances and immunities.

Purest Breed

At 3rd level the blood in your veins pulses with the howls of your ancestors. You gain a natural armor of 12 in Hishu, Dalu, and Urhan. You are also immune to disease.

Thrown From the Moon

Long ago Hathis-Ur was thrown from the moon and cursed forever more. At 6th level you may reduce fall damage taken by your Uratha level x 5.

Coat of Silver

At 9th level the silver coat of Hathis-Ur is a painful burden he must bear and in turn, you accept this fate. Your claw and bite attacks count as silvered for the purposes of overcoming resistances and immunities.

Silver Hurt More

At 10th level you gain resistance to non-magical, non-silvered bludgeoning, piercing, and slashing damage.

No Rest for the Weak

Starting at 13th level your natural wepaon attacks ignore resistances and reduce immunites to resistances. Additionally you have advantage on strength and charisma saving throws.

Fur Like Armor

When you reach 15th level your physical toughness if rivaled by no wolf or man. You gain a 14 natural armor in Hishu, Dalu, Urshul, and Urhan.

Aspect of the White Wolf

When you reach 17th level your coat shimmers in likeness to the silver adorning the back of the White Wolf. You gain the following benefits:

  • When you take damage you may use your reaction to reduce the damage taken by 1d8 + your constitution modifier. You may do this a number of times equal to your constitution modifier and regain all spent uses on a long rest.
  • When there are more hostile creatures within 30ft of you than allies, you gain advantage on strength, constitution, and wisdom saving throws and gain a +2 bonus to attack rolls and damage rolls.

Predator Kings (Pure Tribe)

Oath: Your oath is one of survival of the fittest. When a weak creature dies you are to feel no remorse, they should have become stronger if they wanted to survive. Accepts your rage as it will guide you to the most savage, brightest future.

You are forbidden from using the tools of man as they bring only shame. Those who do such things have no honor. Huzuruth-Ur teaches you to embrace your rage and live through it.

Highest Strength

At second level your strength is rivaled by no one. You have advantage on strength based checks and saving throws. Additionally when you fail a strength check or saving throw you may choose to succeed instead once per short rest.

Highest Dexterity

At 3rd level your dexterity is one of the assets no one can match you in. You have advantage on dexterity based checks and saving throws. Additionally when you fail a dexterity check of saving throw you may choose to succeed instead once per short rest.

Embrace Rage

At 6th level you embrace your inner rage and anger. When in the Gauru state you have these new features:

  • In order to willingly exit the Gauru state you must succeed on a wisdom saving throw. The DC equals 25 - your wisdom score. When you reach 4 levels of exhaustion you no longer have this problem.
  • You cannot take any actions that do not get you closer to attacking a foe.
  • You cannot roll below a 12 on strength checks and saving throws.

Best of All Breeds

At 9th level you may use essence to do one of the following:

  • Restore 1d6 + your constitution modifier HP as a bonus action using 7 essence.
  • You take the disengage, dash, or hide actions as a bonus action using 3 essence.
  • You increase damage dealt by your natural weapons by 1d6 for this turn as a bonus action using 7 essence.
  • You gain advantage on all saving throws made this round as a bonus action using 7 essence.
  • You ignore difficult terrain this round as a bonus action using 4 essence.

Supreme Hunter

At 10th level you have advantage on survival and perception checks based on hearing or smell and stealth checks. When you hit a creature that is unaware of your presence with your natural weapons you may add 2d6 damage to your damage dealt.

Honor in the Hunt

At 13th level when you attack a creature that is unaware of your presence you gain 2d8 temporary hit points. You also may increase you damage dealt by that attack by your proficiency bonus.

Raging Predator

When you reach 15th level you may use essence when you enter the Gauru state to boost your capabilities until you leave it.

1 Essence: Increase your strength score by 1

3 Essence: Increase your strength score by 2

5 Essence: Increase your Strength score by 2 and gain 15 temporary hit points

10 Essence: Increase your strength score by 3 and gain 30 temporary hit points

15 Essence: Increase your strength score by 4, gain 30 temporary hit points, and become immune to non-silvered bludgeoning, piercing and slashing damage.

20 Essence: Increase your strength score by 6, gain 40 temporary hit points, become immune to non-silvered bludgeoning, piercing and slashing damage, and boost your armor class by your wisdom modifier (minimum of 1).

Aspect of the Dire Wolf

At 17th level you have grown in the image of Fenris. You gain these benefits:

  • In Gauru you gain 20ft of walking speed
  • You gain expertise in perception, survival or stealth
  • You can always find food for yourself if food is available
  • You may increase damage dealt in Gauru by half your proficiency bonus
  • You gain unlimited uses of Gauru at this level instead on 20th

Blood Talons (Forsaken)

Oath: You pledge loyalty to Urfarah, the Destroyer Wolf. You seek to rise to power to defeat your enemies not out of rage or hate, but out of a desire to become the strongest. War is an art, and you, and artist. Only the strong deserve to be part of the tribe and the weak will be throw from it's ranks.

You never surrender no matter the consequences, for giving in is the most horrible offense and those who would do so do not deserve the life they live. To further build on this you never compromise as this is seen as surrendering to another's will.

Never Yeild

At 3rd level when you make contested checks with another creature you have advantage on your roll.

Strike Fast, Strike True

At 9th level you have learned to not waste your time in a battle, psychological warfare means nothing to you. You are immune to the frightened and charmed conditions. Additionally the first attack roll you make each round cannot suffer from disadvantage.

Aggressive Tactics

At 13th level you are an artist on the battlefield. You may use essence to activate the following abilities:

  • When you make an attack roll you may use 3 essence to boost your roll by the number of foes within 30ft.
  • When you are attacked you may use your reaction and 3 essence to increase you Armor Class by your wisdom modifier.
  • When attacking a creature that is within 5ft of another creature that is hostile towards it you may use 1-5 essence to add damage equal to twice the amount of essence expended.
  • When you enter the Gauru state you may use 3 essence to grant yourself a damage bonus equal to your strength score on your first melee attack that hits this round.
  • When you are hit with a melee attack you may use your reaction and 2 essence to make one melee attack against the creature that attacked you if they are within range.

Aspect of the Destroyer Wolf

At 17th level your physical prowess has grown to reflect the pride and power of the Destroyer Wolf. You gain the following benefits:

  • When you land a critical hit increase the number of weapon damage die rolled by 2.
  • When you are hit by a critical hit reduce the damage taken by 1d12 + your constitution modifier.
  • When you are in Dalu and Urshul forms you gain the "Pack Tactics" feature of the Urhan state.
  • Increase your maximum Hit Points by your Uratha level.
  • Increase your Natural Armor in Urhan to 14.

Bone Shadows (Forsaken)

Oath: As a bone shadow you follow Kamduis-Ur, the Death Wolf. You see that it is your duty to repair the broken balance of the world that was left askew when Father Wolf died. Often you hoard knowledge etched into bones that you find and when you are ready you throw all your knowledge into the realm of spirits.

Your oath has you treat the spirits with respect and regard them as equals. You treat them fairly and that means if they venture into the realm of the living you hunt them down and eliminate them.

Watch From the Shadows

At 3rd level you prefer to watch your foes and study them before you hunt or attack them. You have advantage on investigation checks and when you make a stealth check you may use 2 essence to give yourself advantage on it.

Spirit Hunter

When you reach 9th level you have grown into the shoes you were made to fill, a hunter of the supernatural. Choose one type of creature to specialize in: Aberrations, Beasts, Celestials, Dragons, Elementals, Fey, Fiends, Giants, Monstrosities, Oozes, or Undead.

You gain advantage on survival, investigation, history, arcana, and nature checks against them. Additionally they have disadvantage on survival checks against you.

You may choose another option from the ones listed above when you reach 13th level and 15th level.

Supernatural Defenses

At 13th level you gain advantage on saving throws made against the creatures types of your choice.

Aspect of the Death Wolf

At 17th level you are the embodiment of the Death Wolf himself. You gain the following benefits:

  • When you are reduced to 0hp you can use 2 essence once per long rest to remain at 1hp
  • When you roll a natural 1 on an attack roll against a creature that is of your chosen type you may expend 2 essence to reroll or count it as a 10.
  • When a critical hit is scored against you by a creature of your chosen type you may use 2 essence to force the foe to reroll.
  • When you attack a creature of your chosen type, ignore it's resistances and reduce it's immunities to resistances.
  • When you kill a creature of your chosen type you regain 4 essence.
  • When you attack a creature of your chosen type you may use 2 essence to grant you advantage on the attack roll.

Any of the above abilities that can only be used against your chosen creature types can also be used for 6 essence against other creature types.

Hunters in Darkness (Forsaken)

Oath: As a hunter in darkness you pledge loyalty to Hikaon-Ur the Black Wolf. You mark your territory and protect it from others. You hunt in this are and do not venture far from it at most times.

You must protect your territory at all costs, it is more important than your life, it is the home of your hunt and your tribe. You lay traps in your territory and wait for prey to come in.

Marking Territory

At 3rd level you can mark territory on the fly. You may take four action to mark the corners of an area no bigger than 300ft by 300ft. For the next 24 hours you know when something enters or exits that area. You also gain advantage on stealth checks in the area.

You may do this once per long rest.

Territory Actions

At 9th level you are more adept at using your tactical advantages in your territory. You may take an additional action on initiative count 20 (losing all initiative ties), it may be one of the actions specified below:

  • You may use this magic to detect the location of all creatures within 60ft of yourself.
  • You may inflict a charisma saving throw on a creature you can see with this magic. The DC equals 8 + your charisma modifier + your wisdom modifier. If the creature fails the saving throw their speed is reduced to 0 until the end of their next turn.
  • You cause a gust of wind or a tremor to shake the knees of all creatures in a 25ft cube. This inflicts a strength saving throw on all creatures in that area. The DC equals 8 + your proficiency bonus + your wisdom modifier. If they fail the saving throw they are knocked prone.

Lair

When you reach 13th level it is time for you to make a true lair of your own so you can expand your tribe. You may spend 15 days in a location of your choice without moving. After that time this area becomes your lair. It lasts for 1 year without you being in the area, and you always know who comes in or out of the area. You know when a spell is cast in the lair. You can use your territory actions in your lair.

Lair Actions are the same as Territory actions and are taken on initiative count 20 (losing all initiative ties).

Lair Magic

At 17th level your lair has become more ingrained with magic. Unless otherwise stated the DC for inflicted saves is 8 + your proficiency bonus + your wisdom modifier.

  • You may use 2 essence while in your lair to grant an ally a d8 die as a bonus action to use once while in the lair, they can add it to an attack roll. ability check, or saving throw within the next minute.
  • You gain blindsight of your entire lair while in it.
  • You regain 1d6 hit points at the start of your turn in your lair.
  • You may regenerate 1d10 Hp of a creature you can see within your lair for 3 essence as a Lair Action.

Some Lair Actions are only available if your lair is in a certain type of location. Some examples are listed below:

In a Building:

  • You may use a Lair Action to cause any number of doors, windows,, drawers, cupboards, etc... to close or open. When one of these is closed in this way it requires a successful DC 20 strength check to open by others.
  • You cause the floors to creak in an eerie way, one creature of your choice must make a wisdom saving throw. On a failed save they become frightened for 1 minute. They may repeat the saving throw at the end of each of their turns ending the effect on a success.
  • You cause a single room to become magically obscured. Whenever a creature leaves the room, if there is more than one exit you choose what exit they leave through. This lasts until the next initiative count 20.

In the Woods:

  • You call upon the forces of nature and cause one of the followign effects:

Living Limbs: You cause a tree you can see you reach out for a creature within 10ft of itself making a grapple attempt. Use the strength score for the Animate Objects spell based on the tree's size category.

Nature's Extension: You call upon the powers of nature using 4 essence while you are within 5ft of a tree that is larger than you are. You may then teleport up to 120ft to another tree you know the location of. This provokes no attacks of opportunity.

Healing Seeds: You draw life from the surrounding area replenishing it with 5 essence and restore 2d8 + your wisdom modifier as HP.


In the Desert:

  • You creature a whirlwind of sand that has a 15ft radius and is 30ft tall. All vision through that area become heavily obscured. This lasts until the next initiative count 20.
  • You move the sand to bury another in their grave using 5 essence. One creature you can see must make a strength saving throw. On a failed save they are buried under sand and effectively restrained but have half cover. They may attempt to escape as an action on their turn with an athletics check against your DC. On a failed escape they take 2d8 damage, untyped, unless they do not need to breathe in which case no damage is taken.
  • You will a blade of sand to life. All creatures in a 15ft line (originating from any point you can see) must make a dexterity saving throw. On a failed save they take 2d10 magical slashing damage and on a successful save they take no damage.

Near the Ocean:

  • You cause a wave to smash into a 20ft area you can see. All creatures in that area must make a strength saving throw, on a failed save being knocked prone and pulled 5ft towards the water.
  • You cause a creature you can see in the water to be unable to move unless they have a swimming speed in which case their speed is halved.
  • You cause water to leap out and attack a creature within 30ft of it, the creature must make a dexterity saving throw, on a failed save they become grappled and take 1d12 + 3 cold damage.

In a Tundra:

  • You cause the ice underfoot to become magically slippery. A patch of ice no larger than 30ft in diameter becomes slippery and any creature that moves more than half it's maximum speed on it must make a dexterity saving throw, on a fail falling prone and taking 1d6 bludgeoning damage.
  • You summon an Ice Mephit (see: Monster Manual) that appears in an unoccupied space you can see and attacks a creature within 5ft of it with it's Frost Breath (3 essence) or it's claws (1 essence), then it disappears.
  • You cause cold wind to blow through an 300ft by 10ft line. All creature in that area must make a constitution saving throw, on a failed save taking 3d6 cold damage or half as much on a success.

In a Volcano:

  • You cause magma to erupt in a 15ft by 5ft line you can see using 4 essence. All creature in that area must make a dexterity saving throw taking 5d8 fire damage on a failed save or half as much on a success. A creature reduced to 0hp in this way catches on fire and takes 1d6 fire damage each round until another creature uses his/ her action to put the fire out.
  • You cause the heat levels to rise. The entire lair become lightly obscured and all ranged attack rolls have disadvantage. This lasts until the next initiative count 20.
  • You will the volcano to fight for you using 4 essence. All creatures in the lair must make a dexterity saving throw or be knocked prone (excluding you).

Underground:

  • You cause rocks or stalagmites to fall on creatures in a 10ft in diameter area. They must make a dexteity saving throw, on a fail taking 1d12 piercing damage.
  • You will the earth into your command using 5 essence, the cave grows darker. Treat darkness as magical darkness for all creatures in the area until the next initiative count 20.
  • You will 3 5ft wide and 30ft tall pillars of stone to rise in unoccupied spaces you can see using 4 essence.

In a Field:

  • You cause wind to blow through the plain using 3 essence causing all creatures in your lair to become deaf until the next initiative count 20.
  • The next time a creature moves you cause them to move at half their maximum speed using 3 essence.
  • A warm breeze bushes on the faces of all creatures in the area using 1 essence. The next attack roll made by any creature has advantage (only that one attack).

NOTE: You cannot take the same Lair action two rounds in a row. You cannot use Lair actions in your Marked Territory and you cannot use Territory actions in your Lair unless they overlap. If they overlap you must switch between action pools every other round starting with whatever pool you want.

Iron Masters (Forsaken)

Oath: As an irom master your loyalty lies with Sagrim-Ur, the Red Wolf. You must grow with man and evolve your skills with them. Only what you deem worthy will remain in your presence.

Your oath is one of observation, you must watch those around you grow and learn from them. You must report their growth to other's of your tribe so you can all grow to keep up with them.

Skills of the Trade

Starting at 3rd level you must be proficient in a tool of your trade. If you already have a tool proficiency you may add your proficiency bonus to it a second time. If you do not have a tool proficiency you gain one of your choice and you may add your proficiency bonus to it a second time.

At 9th level you become proficient in any tools that you're allies are currently proficient in. If they become proficient in tools, in 1 week you gain proficiency in them as well.

Hunters in Plain Sight

When you reach 9th level while in the Hishu or Urhan forms you are indistinguishable from a humanoid (Hishu) or a wolf (Urhan) to all forms of scrying magic except truesight.

Additionally you need 4 hours of sleep to gain the benefits of a long rest and half the amount of time you used to need for short rests.

Untrickable

At 13th level your cunning is unmatched. You have advantage on perception and insight checks as well as imposing disadvantage on sleight of hand or deception checks made against you.

You also have advantage on saving throws against being charmed.

Aspect of the Red Wolf

When you reach 17th level you're cunning mind is hones like that of the Red Wolf. You gain the following benefits:

  • Your intelligence and wisdom scores increase by 2 and your new maximum cap for those stats becomes 22
  • You are immune to the frightened condition
  • You become proficient in all weapon types
  • Your mind cannot be read by magical abilities
  • You can perfectly recall anything you have heard or seen for 1 month after seeing or hearing it.
  • You gain 3 languages, skills, or tool proficiencies of your choice.

Storm Lords (Forsaken)

Oath: Your loyalty is sworn to Skolis-Ur, the Winter Wolf. You are an alpha and the most superior of the Uratha. However you treat others with respect and your pack mates are allies that you seek to know on a personal level.

You oath is such that showing any sign of weakness is shameful. If you allow another to heal you or save your life this is the greatest shame of all. Being seen in a weakened state or showing your weaknesses is forbidden. You will never surrender as this is seen as weak.

Show No Weakness

At 3rd level you must never show weakness. Whenever another creature attempts to use magic or other means to heal you and you are conscious, you gain no benefits from this healing.

You are also immune to extreme cold and resistant to the effects of extreme heat. You are resistant to cold damage as well.

Alpha Wolves

When you reach 9th level you are the most dominant of wolves. You gain advantage on intimidation and insight checks.

When you fail a saving throw you may choose to succeed instead once, regaining all spent uses when you finish a long rest. At 13th level you have another use of this and you gain a third at 17th level.

Attuned Senses

When you reach 13th level your senses are attuned to the flow of the wold. If there is a creature within 30ft of you, you can tell if they are affected by magic. You may use your action to look at a creature and identify what spell or magic is affecting them, you may not learn how to dispell it but you do lean it's effects.

When you land a critical hit with a weapon attack or a natural weapon attack you may also add one extra die of weapon damage to the damage dealt. You may increase the bonus damage die to 2 when you reach 17th level.

Aspect of the Winter Wolf

At 17th level you embody the power, might, and strength of the Skolis-Ur. You gain the following benefits:

  • You may add your proficiency bonus to your intimidation and insight skills a second time.
  • You gain a natural armor of 11 in Hishu and Dalu.
  • Your bite attack damage in Urshul increases to 2d8 damage
  • You gain resistance to non-magical bludgeoning, piercing, and slashing damage.
  • You are immune to disease and the deafened condition
  • You become immune to cold damage
  • Increases your essence pool by 2

Ghost Wolves (Unaligned)

You have no oath as a ghost wolf, you have no tribe and you have your own agenda and goals. You are not defined by the past of your ancestors or by the laws of society, you are a lone wolf, you are a ghost wolf. The moon is in your blood and the hunt is in your bones but damned if you know why.

As you have fewer ties to the spirit realm you can only benefit from half the number of gifts your fellow Uratha usually do (rounded down).

Wanderer

Starting at 3rd level you walk alone. You may use 1pt of essence when you make an attack with a melee weapon or your natural weapons to grant +1 to the attack or damage bonus.

You may also expend 3 essence to restore 1d8 HP to yourself as a bonus action. The healing increases to 2d8 at 9th level and to 2d10 at 17th.

Lone Wolf

When you reach 9th level you work fine in a group but better on your own. When you have no allies within 20ft of yourself you gain the following benefits:

  • Advantage on stealth and survival checks
  • Advantage on Strength and wisdom saving throws
  • +1 to hit and damage with melee weapon attacks or your natural weapons
  • +1 to Armor Class

Only Forward

At 13th level you have nothing to return to, no ties from your past still linger. You are now immune to the frightened condition.

You may also use 1-5 essence to boost an attack roll, damage roll, ability check, or saving throw by the amount of essence expended. You must decide this after you roll but before the outcome is determined.

Aspect of Self

When you reach 17th level you can truly say you are better than you brothers who devoted their lives to a tribe, be they Pure of Forsaken. All you need is the hunt and yourself. You gain the following benefits:

  • You have advantage on saving throws made against exhaustion
  • When you finish a short rest during your phase of the moon (see: Auspice) you gain temporary hit points equal to your level
  • During you phase of the moon you may use Gauru for twice as long before you begin to suffer levels of exhaustion
  • While no allies are within 20ft of you and there are at least three hostile creatures in that are, and you are below 50% health, you have advantage on attack rolls
  • You need half as much food and water to survive
  • Decrease the cost of healing from "Lone Wolf" to 2 essence
  • Increase the bonus to attack or damage rolls from "Lone Wolf" to a +2

Bale Hounds (Unaligned)

Oath: You allegiance unlike your Uratha'n brothers is to the spirit realm. You believe that the spirits will overrun the material realm and want to be on the winning side, but no one can know this. You parade as a member of another tribe but gain benefits from the bale hounds tribe.

You carry the evil of the spirit realm on your back and others who spend too much time with you can slowly become tainted by this evil. You follow in the wake of the Soulless Wolf, unnamed as they might be.

Double Agent

At second level you gain proficiency in deception and stealth, if you already have proficiency in these skills you may add your proficiency bonus to them a second time.

Additionally magic capable of detecting truth that is of a level lower than the corresponding levels shown in the table below is unable to detect when you lie.

Uratha Level Spell Level
1st 1st
3rd 2nd
5th 3rd
7th 4th
9th 5th
11th 6th
13th 7th
15th 8th
17th 9th

No Loyalty

At 9th level you become immune to the frightened and charmed conditions. You may also expend essence to cast one of the following spells (this does not count as magic as it is an innate ability):

  • Nondetection (5 essence)
  • Mislead (7 essence)
  • Etherealness (9 essence)
  • Word of Recall (8 essence)
  • Invisibility (3 essence)
  • Unseen Servant (2 essence)

Sickening Strength

At 13th level you can tap into a rage that no other tribes can. You gain the following benefits in the Gauru state:

  • When you take damage from a creature within 5ft of you, you may use your reaction to make an attack against them
  • You may use 1-5 essence when you land an attack to increase the damage you deal by 3 times the amount of essence expended
  • You are immune to the paralyzed, poisoned, confused, petrified, and stunned conditions
  • You may use a dash action as a bonus action using 2 essence
  • When an attack reduces you to 0hp you may immediately take the attack action (extra attack applies) after which you go down.

Aspect of the Spirits

At 17th level the evil you carry has become part of you. You gain the following benefits:

  • You impose disadvantage on checks made against disease within 30ft of you and become immune to disease
  • You become immune to psychic damage and resistant to damage from spells of 6th level of lower
  • You are unaffected by abilities that would reduce your statistics (such as the Feeblemind spell or a shadow's attack)
  • Your strength score increases by 4 and your new maximum cap for you strength statistic becomes a 24
  • In the Gauru state you have advantage on constitution saving throws

Tribal Aspect

When you reach 20th level as an Uratha you embrace not only your tribe but you beliefs as a whole. You gain different features depending on whether you are from a Forsaken Tribe, a Pure Tribe, or an Unaligned Tribe.

Pure Aspect

As a Pure Uratha your ancestors did not kill Father Wolf and you in this light are innately better than they are. Your Pure blood now awakens:

  • Your wisdom score increases by 4 and you new maximum cap for your wisdom score becomes a 24.
  • All your abilities that use essence have their cost reduced by 1 essence (minimum of 1)
  • You are immune to poison damage and the poisoned condition
  • When a Forsaken Uratha that you can see within 60ft enters Gauru on their turn you may use your reaction to enter the Gauru state immediately
  • When a werewolf you can see within 60ft turns into their hybrid form you may use your reaction to enter the Gauru state immediately

Forsaken Aspect

As a Forsaken Uratha you descended from the wolves who killed Father Wolf and now are atoning for these acts. You gain the blessing of Luna as follows.

  • Your wisdom score increases by 4 and your new maximum cap for your wisdom score becomes 24.

During your phase of the moon (see: auspice) you gain the following benefits:

  • You cannot suffer from exhaustion (you can still suffer from exhaustion from the Gauru state)
  • Double any temporary hit points you receive
  • Essence restores fully on a short rest
  • Whenever you miss an attack roll you may expend 3 essence to reroll it.
  • Your Gauru state lasts for an extra round before you start gaining levels of exhaustion

Unaligned Aspect

As an Unaligned Uratha you strive to achieve your own goals and nothing will stop you from achieving them. You gain the following features from the moon in your blood:

  • Your wisdom score increases by 4 and your new maximum cap for your wisdom score becomes a 24
  • You constitution score increases by 2 and your new maximum cap for your constitution score becomes a 22
  • When you recover hit points from any source except your own hit die, increase the healing received by half your Uratha level

Gifts

See:
https://www.gmbinder.com/share/-LYJjf-IXGGZHWPZjTzO


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Other Options

See:


The document above describes options for other shapeshifing variants, Were-Hyenas and Were-Bears included. There are also options for werewolf, werehyena, werebear, etc... races instead of full classes in a more fluent way than traditional 5e.

 

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