Credits
Created by: hereforthebrew
Made with: GM Binder
Cover Illustrator: elgrimlock - Werewolf 2
Credits by Page
Page 3: Sawangza1234 - Werewolf
Page 7: Manzanedo - Lycanthropus
Page 8: Senkkei - Corporeal Banishment
Document-Wide: u/flamableconcrete - Watercolor Borders
References
Goals & Design
This is my first time using GM Binder and also my first time posting any of my work to reddit. This time around I hope to receive some good critique as far as balance and design is concerned. I do want any critics to keep in mind that this work is INTENDED to be stronger than many of the martials in the base game, as I had hoped to make my class strong enough to not worry to much about the martial-caster divide. Still, if you think that my class may be relatively STRONGER than a caster, feel free to let me know, and if you think an ability could be modified to be clearer or to be more fun to use, I absolutely want to hear your thoughts. If you have any concerns with multiclassing, I would also like to hear that.
Testing
No testing has yet been done for this class. Playtesters welcome! I would be happy to run some sessions with anyone willing to try my class out to try and see how it handles. Do keep in mind any such sessions will likely be purely combative tests, unless otherwise necessary.
Werewolf v1.0
A lean elf with a narrow yet muscular build finds himself surrounded in a shady alley. "You're out of luck my friend. You have no further you can go." A pale man in shabby clothes chuckles. "Tonight, I may just end up warm and full in a bed somewhere." The elf turns and raises his head to meet the gaze of the man and his cohorts. "Tonight," replies the elf, "I dont think you will be eating at all. But you will rest." Suddenly, thick, tough gray fur grows on the elf, giving way to the warping and growing of his flesh, until the likeness of a beast is formed. Hulking and yet swift, the elf cleaves the men in twixt, leaving nothing but blood behind after feasting upon the would-be muggers.
Werewolves, as variable as they are, share a few things in common. They all feel a primal calling to hunt, and they are almost never alone. They innately feel the need to form groups, even if it is not a group with other werewolves, although packs of werewolves are common.
Aggression
A Werewolf relies on it's own aggression to survive. If you are to fight, you must press the attack, and shred enemies as quickly as possible, lest you become prey yourself. Many features in this class reward you for attacking, rather than running or taking other actions. Keep this in mind when you are playing.
Gameplay
This class is relatively beginner friendly, focusing mostly on melee attacking, with a few features meant to make it easier to do so. Additionally, this class was developed with the idea that while your transformation makes you stronger, you are not completely helpless without it, with some of your features benefitting you regardless of whether or not you are transformed.
Roleplaying Note
Consider the way you act around others. Do you want them to know of your lycanthropy? Try and think about what your actions mean in the context of your transformations. Also consider that many werewolves get violent impulses. How does your character handle their feelings? Above all else, have fun!
Werewolf
| Level | Proficiency Bonus | Features | Howls |
|---|---|---|---|
| 1st | +2 | Fighting Style, Mark of the Predator, Keen Smell, Dark Curse (Optional) | — |
| 2nd | +2 | Beastly Transformation, Howls of the Beast | 2 |
| 3rd | +2 | Predatory Nature | 2 |
| 4th | +2 | Ability Score Improvement | 2 |
| 5th | +3 | Extra Attack | 3 |
| 6th | +3 | Moonlit Enhancement | 3 |
| 7th | +3 | Predatory Nature Feature | 3 |
| 8th | +3 | Ability Score Improvement | 3 |
| 9th | +4 | Enchanted by Night | 4 |
| 10th | +4 | Unnatural Aggression | 4 |
| 11th | +4 | Nightfeast | 4 |
| 12th | +4 | Ability Score Improvement | 4 |
| 13th | +5 | ─ | 5 |
| 14th | +5 | Predatory Nature Feature | 5 |
| 15th | +5 | ─ | 5 |
| 16th | +5 | Ability Score Improvement | 5 |
| 17th | +6 | Nocturnal Immortality | 6 |
| 18th | +6 | Predatory Nature Feature | 6 |
| 19th | +6 | Ability Score Improvement | 6 |
| 20th | +6 | Apex Predator | 6 |
Creating a Werewolf
Werewolves can be found almost anywhere in the world, as they are a rather tenacious kind. Consider how exactly your character came to be a werewolf. Were they the child of a werewolf (or two) and so born into this fate? Or perhaps, they chose to become a werewolf later in life by joining a pack. Maybe they were forced to become one despite their own feelings on the matter.
Think about what your character thinks of their new nature. Maybe the loathe it, or maybe the indulge in it, feeling a sense of liberty in the power it provides. Your character may think entirely differently than that, as well! The options are limitless.
Quick Build
You can make a Werewolf quickly by following these suggestions. First, make Strength your highest score. Second, your Constitution score. Then choose the outlander background.
Multiclassing
To multiclass in and out of this class, your Strength must be at least 13.
Class Features
As a Werewolf, you gain the following class features
Hit Points
- Hit Dice: 1d10 per Werewolf level
- Hit Points at 1st Level: 10 + your Constitution Modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per werewolf level after 1st
Proficiencies
- Armor: All armor
- Weapons: Simple Weapons, Greataxes, Greatswords, Warhammers, Light Crossbows, Heavy Crossbows
- Tools: None
- Saving Throws: Strength, Constitution
- Skills: Choose two from Perception, Survival, Athletics, Animal Handling, Intimidation, or Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Chain mail armor
- One or two weapons with which you are proficient
- A heavy crossbow and 20 bolts
- (a) A dungeoneer’s pack or (b) an explorer’s pack
Fighting Style (1st Level)
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. At your DM's discretion, you may take a different fighting style than the ones listed below.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Great Weapon Fighting
When you roll a 1 or 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. The weapon must have the two-handed or versatile property for you to gain this benefit.
Mark of the Predator (1st Level)
Your hunting instinct has intensified so as to allow you the hyper-focus of a predator. As a bonus action, mark a target creature within 120 feet of you. For the next hour, you have advantage on perception checks and survival checks to detect or track the creature. Additionally, when you hit the target, deal an additional 1d8 damage of the attack's type. At 8th level, this damage bonus increases to 2d8. This additional damage can only occur once per turn. When the target of your mark dies, you can choose another target within 120 feet of you. Only one creature can be the target of your mark at a time.
Keen Smell
Your sense of smell has sharpened. You gain advantage on perception checks using smell, and survival checks made to track something with smell.
Dark Curse (Optional 1st Level)
As an optional rule, you can choose for your werewolf nature to be more curse-like. With this optional ruling, the following debuffs are incurred:
- At midnight on each full moon, you must succeed on a DC 20 Wisdom saving throw or lose control of yourself, going on a violent rampage until dawn, where you pass out. After you awake, you remember nothing of the night before.
- At the start of your turn while transformed, if your current HP is below half of your maximum HP, you must succeed on a DC 14 wisdom saving throw or spend your turn attacking the nearest target.
- After taking damage from a silvered weapon, you cannot heal until the start of your next turn.
Beastly Transformation (2nd Level)
The great blessing of the moon has been bestowed upon you. As an action on your turn, you can transform into a werewolf. For the next 10 minutes, you gain the following benefits:
- You gain advantage on Strength checks and saving throws.
- You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- You gain resistance to bludgeoning, piercing, and slashing damage (does not apply to silvered weapons)
- You gain a 10 foot bonus to your walking speed.
- Your AC equals 10 + your Dexterity or Strength modifier + your Constitution modifier
- You gain two natural weapons which you are proficient in. You can make an attack with your teeth, dealing 1d12 piercing damage. Additionally, you can make an attack with your claws, which deal 1d8 damage. If you attack with your claws, you can make another attack as a bonus action. Both of your natural weapons are counted as finesse weapons for you.
Any equipment being worn or carried that cannot accommodate your new form is absorbed harmlessly into your body until the transformation ends, and loses its effects (except curses). When a creature dies within 60 feet of you, the duration of the transformation is refreshed. You can use this feature twice, after which you must finish a short rest before you can do so again.
Howls of the Beast (2nd Level)
You have unlocked special features you can make use of while transformed. You may choose two normal howls to unlock from the list at the end of this document. At certain levels as is dictated by the Werewolf table, you learn a new howl, and can replace any number of howls you know when you learn a new one or when you gain an Ability Score Increase. Some howls force a creature to make a saving throw. The DC for such a save equals 8 + your proficiency bonus + your constitution modifier.
Predatory Nature (3rd Level)
The nature of the beast within you has been revealed. Choose a predatory nature detailed at the end of this class description. Your choice will give you benefits at 3rd, 7th, 14th, and 18th level.
Ability Score Improvement (4th Level)
When you 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 scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack (5th Level)
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Moonlit Enhancement (6th Level)
The power of the moon has begun to seep into you. While transformed, you gain a +1 bonus to your AC. This bonus increases to +2 at 13th level, and +3 at level 20. Additionally, the natural weapons of your transformation count as magical for the purpose of overcoming immunity and resistance to non-magical weapons. Additionally, your natural weapons have a +1 bonus to hit and damage rolls, which increases to +2 at 10th level and +3 at 13th level.
Enchanted by Night (9th Level)
The night itself has enchanted you, giving you a resistance to magic. You gain a +2 bonus to Strength, Dexterity, and Constitution saving throws as well as saving throws against spells and other magical effects. This bonus increases to +3 at level 15, and +4 at level 20. You do not need to be transformed to gain this benefit.
Unnatural Aggression (10th Level)
Your urge to be violent ascends to the next level. When attacking any creature that is below half of its maximum hit points, you can make an additional attack as part of the attack action. You can tell when a creature is low enough to get an extra attack, although you do not know the exact HP of the creature.
Nightfeast (11th Level)
The hunger of the beast within has surfaced. As a bonus action on your turn while transformed, you can feast upon the corpse of a creature that died within the last hour, which refreshes the duration of your transformation and heals you for an amount equal to your werewolf level.
A creature must be Small or larger to feast on it, and at the DM’s discretion you can feast multiple times on the same corpse if it is Large or larger.
Nocturnal Immortality (17th Level)
The moon has given you unnatural health when you reach your twilight years. After you take the attack action, you immediately heal for an amount equal to your level.
Apex Predator (20th Level)
you have become the symbol of the predator, and gain the following bonuses:
- You can transform an unlimited number of times, and stay in your transformation for as long as you want.
- While transformed, your walking speed is enhanced by a further 20 feet.
- Whenever you would gain an attack from unnatural aggression, you gain two instead.
- You learn a Legendary Howl from the list at the end of this document.
Predatory Natures
Nature of the Bloodwolf
The Nature of the Bloodwolf is a path of extreme violence. You seek blood as viciously as a beast, and draw it twice as fast. You shred your enemies to pieces like a hail of claws and teeth.
Bloodseeker (3rd Level)
Your beastly powers have overridden your drive to hunt, making you thirsty for blood at all times. Whenever you deal damage to a creature with a weapon or unarmed strike, you can deal an additional 1d4 damage of that attack's type. At level 10, this damage bonus increases to 1d6. You do not need to be transformed to incur this bonus.
Bloodrage (7th Level)
The sight of your own blood enrages you. At the start of your turn, if you have taken damage since your last turn, the damage bonus from Bloodseeker doubles. You must be transformed to benefit from this feature.
Endless Hunger (14th Level)
Your hunger for blood is ceaseless. When you use your Nightfeast feature, you gain advantage on attack rolls you make until the end of your next turn.
Unending Blood (18th Level)
Your obsession with blood is so compulsive that you almost cannot resist but to tear your enemies asunder. When you land the killing blow on a creature, you can make an additional attack and move up to half your speed, rounded to the nearest five feet. You can benefit from this feature multiple times in a single turn. You can attack more than once following the same conditions as your Unnatural Aggression feature.
Thematic Choices
Consider that your character may genuinely be obsessed with blood if you choose this Nature. Perhaps they love the taste, or the smell, or maybe they desire it badly even though it makes them feel sick when they see it. Keep it friendly to your table, but if it would not bother your friends, feel free to be brutal!
Nature of the Shadowfang
A muscular predator stalks an oblivious gnome in the night. It strikes as quickly as it moves, and the gnome is dead before he realizes he was ever in danger.
Cloaked in Shadow (3rd Level)
The magic of the night enchants your form to be nearly invisible. You gain proficiency in stealth. If you already have proficiency, you instead gain another proficiency of your choice. Additionally, you can take the hide action as a bonus action and can hide in dim light as if it were darkness.
While you are in dim light or darkness and are hiding, you are invisible to any creature that uses Darkvision or Devil's Sight to see you.
From Shadow (3rd Level)
You appear from shadow and strike with blinding accuracy. When you attack a creature that is surprised, has not taken a turn in combat yet, or could not see your attack, you deal additional damage equal to twice your proficiency bonus, and they must succeed on a dexterity saving throw against your howl save DC or be blinded until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus, and then you must finish a short or long rest before you can do so again.
Additionally, your howls are silent while you are invisible, but still have all their effects.
Umbral Strike (7th Level)
The magic of the night has granted you a boon of mobility. When you successfully land a hit with a weapon or unarmed strike while transformed, you can teleport up to 10 feet away and turn invisible until the end of your turn or until you make an attack roll or force a creature to make a saving throw. You can do so thrice, and then must finish a short or long rest before you can do so again.
Ghostly Hound (14th Level)
Your attunement to the dark has given you the ultimate stealth technique. You can cast Greater Invisibility on yourself without a spell slot or components as an action. Once you do so, you cannot do so again until after you finish a long rest.
Fangs of Darkness (18th Level)
The moon has gifted you with supreme precision. If you ended your last turn in dim light or darkness, the next attack you hit (except spell attacks) doubles its total damage.
Nature of the Ironbone
A massive beast exchanges blows with a dragon, seeming damaged and yet unshaken. The Nature of the Ironbone is one of extreme durability.
Adamantine Flesh (3rd Level)
Your flesh has grown to become like adamantine. While you are transformed, critical hits against you are considered to be normal hits instead.
Additionally, any damage you take is reduced by twice your proficiency bonus while you are transformed. (This damage reduction takes place after resistance and Unbreakable).
Neither bonus from this feature can reduce damage from silvered weapons.
Ironbone Wall (3rd Level)
The iron infused in your bones gives way to the ability to create walls out of the magic of the night. As an action on your turn, you can enter a special stance which grants half cover to you and all creatures of your choice within 10 feet of you, which lasts for one minute. A creature leaving the area loses the half cover.
You can use this feature twice, and then you must finish a short rest before you can do so again.
Prison of Iron (7th Level)
You can create prisons of iron bones to contain your enemies. When you attack the target of your Mark of the Predator and hit them at least two times in one turn, you can form a prison of bone around them. The target and all creatures within 5 feet of it must succeed on a Wisdom saving throw or have their movement speed set to 0 until the start of your next turn.
Steelbone Wall (14th Level)
Your Ironbone Wall has hardened, creating a wall of steel. The radius of your Ironbone Wall is increased to 15 feet, and it gives two-thirds cover instead of half.
Feast of Resolve (14th Level)
You have gained great resolve from your feasts. When you use your Nightfeast feature, you gain temporary hit points equal to the number of hit points you healed.
Unbreakable (18th Level)
You have become so durable that you could be considered invulnerable. While a target is affected by your mark of the predator, damage it deals is halved against you after resistances. This damage reduction does not apply to silvered weapons.
Howls of the Beast
Howl of the Pack (3rd Level)
As an action on your turn (or bonus action if you used your action to transform into your beast form), you release a rallying howl, summoning two spectral wolves in unoccupied spaces within 15 feet of you to fight with you for one minute. They are friendly to you and your allies and follow your commands. They share your initiative, but take their turns one after another immediately after yours. They have the in-game statistics of a wolf, except that they have health equal to 3 times your werewolf level and have resistance to all damage except force damage. You can use this howl twice, and then must finish a long rest before you can do so again.
Predator's Howl (3rd Level)
As an action on your turn, you release the menacing howl of the predator. All creatures of your choice within 20 feet of you must succeed on a wisdom saving throw or be frightened of you for one minute. A creature can repeat this saving throw at the end of each of its turns to end the effect on itself. You can use this howl three times, and then must finish a long rest before you can do so again.
Energizing Howl (3rd Level)
As a bonus action on your turn, you release a howl that fills your allies with energy. You and all creatures of your choice within 60 feet of you gain temporary hit points equal to your werewolf level. You can use this howl a number of times equal to half your proficiency bonus (rounded up), and then must finish a short rest before you can do so again.
Inebriating Howl (3rd Level)
As an action on your turn, release a howl enchanted with the magic of the night. Choose a number of creatures equal to your Constitution modifier within 30 feet of you. They must succeed on a Wisdom saving throw or fall asleep for one minute or until they take damage. You can use this howl three times, and then must finish a long rest before you can do so again.
Emboldening Howl (3rd Level)
As an action, you release a howl which gives your allies great courage. For one minute, you and any number of other creatures of your choice within 30 feet of you have advantage on saving throws against being frightened, and can add 1d4 to their attack rolls. You can use this howl three times, and then you must finish a long rest before you can do so again.
Mobilizing Howl (3rd Level)
As a bonus action, you release a howl which hastens your allies with the swiftness of shadows. For one minute, you and creatures of your choice within 30 feet of you gain 10 feet of speed, and a +3 bonus to dexterity saving throws. You can use this howl a number of times equal to half your proficiency bonus, and then you must finish a long rest before you can do so again.
Stunning Howl (3rd Level)
As an action, you release a howl which stuns a creature within range. Choose a creature within 60 feet of you. That creature must succeed on a Constitution saving throw or be stunned for one minute. A creature can repeat this saving throw on each of its turns to end the effect on itself. If the creature succeeds on the saving throw, you do not expend a use of this howl. You can use this howl twice, and then you must finish a short or long rest before you can do so again.
Debilitating Howl (5th Level)
As an action on your turn, you release a debilitating howl which weighs down on your foes. All creatures of your choice within 20 feet of you must make a Wisdom saving throw or have their movement speed reduced to 10 for one minute. A creature can repeat this saving throw at the end of each of its turns to end the effect on itself. You can use this howl twice, and then you must finish a short or long rest before you can do so again.
Forceful Howl (5th Level)
As a bonus action on your turn, you let out a howl that is so strong that it can send things flying. All creatures of your choice within 30 feet of you must make a Strength saving throw, being pushed 30 feet directly away from you on a failed save or half as much on a successful one. Any objects that aren't attached to the ground or being worn or carried also move 15 feet away from you. You can use this howl a number of times equal to your proficiency bonus, and then you must finish a short rest before you can do so again.
Shattering Howl (9th level)
As an action on your turn, you release an ear-piercing howl that deafens your prey. All creatures of your choice within 30 feet of you must make a Constitution saving throw. On a failed save, they take 4d10 damage and are deafened for one minute. While deafened this way, they must succeed on a Constitution saving throw or fail to cast any spell they may try and cast. On a successful save, they take half as much damage and are not deafened. You can use this howl three times, and must take a long rest before you can do so again.
Howl of Resilience (9th Level)
As a reaction when you take damage from an attack or fail a saving throw that results in you taking damage, you can use your reaction to release a howl of fortitude that grants you resistance to damage from the source of the trigger until the end of your next turn. You can use this howl a number of times equal to your proficiency bonus, and then you must complete a short rest before you can do so again.
Howl of Defiance (13th Level)
When you fail a saving throw which would subject you to a condition (such as stunned or paralyzed), you can use your reaction to release a howl signaling your defiance, instead succeeding on the save automatically. You can use this howl two times, and then you must finish a long rest before you can do so again.
Howl of the Wall (13th Level)
As an action, you howl a command to the magic of the night, forming cover for you and your allies. This cover takes the shape of either a sphere with a radius of 15 feet or a rectangular wall no more than 60 feet on a side. This cover is placed anywhere within 60 feet of you, and can be angled how you please. While within the sphere or 10 feet of the wall, you and other creatures of your choosing benefit from two-thirds cover, but can still attack through the cover unhindered. If the cover would intersect a creature’s space, that creature is harmlessly shunted to one side of the cover of your choosing. Nothing can physically pass through the barrier unless you choose to allow it. The cover lasts for 10 minutes, or until you dismiss it as a bonus action. You can use this howl twice, and then you must finish a long rest before you can do so again.
Mountain Gale Howl (17th Level)
As an action, you howl with such force of will that even the very earth moves at your command. All creatures of your choice within 60 feet of you must make a Strength saving throw or be moved 30 feet in a direction of your choice (which can be up or down). On a successful save, a creature is pushed half as much. Additionally, any object not being held down, worn, or carried is moved 30 feet in a similar way. You can use this howl six times, and then you must finish a short rest before you can do so again.
Iron Quill Howl (17th Level)
As a bonus action, you can release a howl of iron, forming spikes of crystallized moonlight on your hide. Until your transformation ends, your AC is increased by 3 you and reflect half of the damage you take from melee attacks. You can use this howl three times, and then you must finish a long rest before you can do so again.
Legendary Howls
Howl of the Hunt
As a bonus action, you release a legendary howl that shakes your prey to their core. For one hour, you and creatures of your choice within 120 feet of you know the precise location of creatures within 120 feet of each of you, and know the path to them, if there is one.
Howl of the Moon
As an action, you release a howl that puts the weight of the moon on your enemies. Creatures of your choice within 120 feet of you when you use this howl have their movement speed reduced to 5 for 10 minutes. You can use this howl twice, and then you must finish a long rest before you can do so again.
Howl of the Blood Tide
As a bonus action, you release a howl that puts the weight of the moon on your enemies. Creatures of your choice within 120 feet of you when you use this howl have their movement speed reduced to 5 for 10 minutes. You can use this howl twice, and then you must finish a long rest before you can do so again.