Warg Prestige Class

by Tomer

Search GM Binder Visit User Profile

Prestige Class: Skinchanger

Skinchangers, also known as wargs or beastlings, are individuals who have the capability to enter the minds of beasts, or even other creatures with truly powerful skinchangers, and control their activities. The interaction between a skinchanger and the creature it has bonded with influences the minds of both creatures, and can even have a detrimental effect upon the skinchanger if the beast’s animal influence is not fought. It is far easier to creature a bond between creatures if both already have some kind of positive connection to one another.

It is far easier for a skinchanger to take control of creatures that live within close proximity and are trusting to humanoids, like dogs and horses; it is significantly harder for a skinchanger to force their way into the mind of a humanoid, and is a harrowing event as their mind is temporarily dominated.

It is a deeply traumatic event for a skinchanger’s bonded creature to die while the skinchanger is within their body, and will likely have repeated nightmares related to the manner of the creature's death. If a skinchanger’s body is destroyed or is killed while they have taken control of their bonded creature it is possible for them to live a second simpler life as they permanently take control of their bonded companion as their personalities and mind meld into one animalistic creature.

The Skinchanger
Level Features Spells Known 1st 2nd 3rd
1st Animal Companion, Skinchanger Bond, Spellcasting 2 2
2nd The Sight, Possession 3 3
3rd Violent Command 5 4 2
4th Enhanced Skinchanger 6 4 3
5th Skinchanger Troupe 7 4 3 2

Prerequisites

In order to unlock you skinchanger abilities you must meet the following prerequisites. (in addition to the multiclassing prerequisites for your existing class):

Wisdom 13. The Skinchanger needs to be wise to master their control over the abilities that luck within them.

Proficiency in the Nature Skill. The Skinchangers need to have a deep connection with the natural world, and who to interpret it.

Character level 7th. Skinchanging abilities can only be awoken within powerful individuals, and you must be a 7th-level character before you can gain levels in the skinchanger prestige class.

Class Features

As a Skinchanger, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Skinchanger level
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per skinchanger level

Proficiencies


  • Armor: none
  • Weapons: none
  • Tools: Calligrapher's Supplies, Woodcarver’s tools, or Herbalism Kit:

  • Saving Throws: none
  • Skills: none

Equipment

The skinchanger prestige class does not grant any special equipment.

Animal companion

At 1st level, you learn to use your magic to create a powerful bond with a creature of the natural world.

With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select your companion from among the following animals: a black bear, blood hawk, boar, draft horse, giant badger, giant goat, panther, riding horse, warhorse, wolf. You may choose another creature but it must be a beast and be of at most CR 1/2, might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area.

At the end of the 8 hours, your animal companion appears and gains all the benefits of your Skinchanger Bond ability. You can have only one animal companion at a time.

If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.

If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.

Ranger Animal Companions

Many rangers of the Beast Conclave may feel inclined to take the Skinchanger prestige class and a number of adjustments must be made to the class for that eventuality. A Beast Conclave danger does not gain the benefits of the Animal Companion feature, only being able to have one companion at a time. Similarly the Skinchanger Bond feature is also changed, instead of the above benefits, the companion only gains a multiattack feature, being able to make two attacks instead of one.

Skinchanger’s Bond

Your animal companion gains a variety of benefits while it is linked to you.

  • The animal companion gains a multiattack action, allowing it to use two attacks of your choice. If it already has a multiattack action it is changed to allow it to use two attacks of your choice.

  • The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.

  • Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.

  • Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. For each level you gain after you choose the Skinchanger prestige class, your animal companion gains an additional hit die and increases its hit points accordingly.

  • Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise. Your companion shares your alignment.

Spellcasting

when you multiclass into a shapechanger, you have learn to use the magical essence of Nature to cast Spells, much as a druid or ranger does.

Spells Known of 1st Level and Higher

You know two 1st-level Spells of your choice from the druid spell list.

You learn an additional shapechanger spell of your choice at each level thereafter, and an additional one when you reach 3rd and 5th level. Each of these Spells must be of a level for which you have Spell Slots. For instance, when you reach 5th Level in this class, you can learn one new spell of 1st or 2nd Level.

Additionally, when you gain a level in this class, you can choose one of the Shapechanger Spells you know and replace it with another spell from the Druid spell list, which also must be of a level for which you have Spell Slots.

Spellcasting Ability

Wisdom is your Spellcasting Ability for your Shapechanger Spells, since your magic draws on your Attunement to Nature. You use your Wisdom whenever a spell refers to your Spellcasting Ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Shapechanger spell you cast and when Making an Attack roll with one.

Multiclassing

For the purpose of multiclassing, to determine your total spell slots, add your levels in rune scribe to your levels in classes that grant you the Spellcasting feature. For example, if you are a shapechanger 4/Druid 6, you would have the spell slots of a 10th-level character, in addition to having the cantrips of a 6th-level wizard.

The Slight

Starting when you reach 2nd level, you can telepathically communicate with your companion to a range of 1 mile.

Possession

while you are within 1 mile of your companion you can reach into its body and take control of it. As an action, you can see through your companion’s eyes, hear what it hears, taste what it tastes, and completely control your companion. While you are in control of your companion your body enters a inert state, you are unable to see, hear, or feel any sensory inputs, not take any actions yourself; instead you mind as it controls your companion acts on its turn.

While you are in control of your animal companion you use its game Statistics, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. You gain the benefits of any Special Senses that your companion possess. Additionally, while in possession of your companion in gains the following benefits:

  • Your animal companion multiattack feature allows it to attack three times rather than two

  • Your animal companion adds your Wisdom modifier to saving throws, ability checks, and damage rolls

You can dismiss your possession as an action.

You can use this feature equal to your Wisdom modifier (minimum 1).

Violent Command

Starting at 3rd level, as an action, you reach out and dominate the mind of a creature you can see within 100 feet of you. The targeted creature must make a Wisdom saving throw, equal to 10 + your Skinchanger level, and does so with advantage if you or your companions are fighting it. A creature automatically succeeds on it's saving throw if it has an intelligence of 7 or higher it automatically succeeds. On a failed save, you may issue a simple command and the creature must fulfill the task to the best of their ability, even if it would directly harm them. Example of commands include:

Approach. The creature moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop. The creature drops whatever it is holding and then ends its turn.

Flee. The creature spends its turn moving away from you by the fastest available means.

Grovel. The creature falls prone and then ends its turn.

Halt. The creature doesn't move and takes no Actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

Jump. The creature jumps from the nearest high taking any relevant fall damage.

Turn on Allies. The creature attacks its closest ally.

Harm Self. The creature makes all its attacks against itself, and automatically succeeds on its attack rolls.

On each subsequent turn the target will continue to follow its last command as best it can. As an action, you can issue a new command to an affected creature. A creature may repeat it saving throw at the end of each of its turns.

You can use this feature equal to your Skinchager level (minimum 1) before you finish a long rest.

Enhanced Skinchanger

Starting at 4th level, you can telepathically communicate with your companion to a range 3 miles, you can also use your Possession feature range to a range of 3 miles, and you add you Skinchanger level x your Wisdom modifier (minimum 1) to your companion Hit Points. Additionally, while in possession of your companion its multiattack feature allows it to attack four times as opposed to three.

Skinchanger Troupe

Starting at 5th level, you are able to have multiple beasts work with you at the same time. The number of animals you can have within your troupe is equal to your Wisdom modifier (minimum of 1) halved (rounded up) and includes your animal companion. To have a beast enter into your troupe a beast must not be hostile to you, your DM may have you make a Wisdom (animal handling) check, and you must expend 20gp worth of fine foods. The creature must be a beast with a CR of no more than CR1. Additionally any beast within your troupe loses its multiattack feature, you can skinchange into a beast within your troupe to a range of 3 miles but only your animal companion can gain the benefits of your Possession feature, you have a telepathic link to all creatures in your troupe to a range of 1 mile, and the beasts in your troupe do not gain the benefits of you Possession or Enhanced Skingchager features.

Credit

Prestige Class: Reddit u/tomosr

Art: (in order of appearance)

Bran Stark as a Warg by TeiIku

Varamyr Sixskins with his shadowcat, shadowskin cloak, and other animals, by Elena María Vacas

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.