Base Class: Barbarian
The Path of the Half-Werewolf is chosen for some barbarian who have at least one parent that is a werewolf. Barbarians of this Path tend to be very easily angered.
After (e.g.) an emotional night under the full moon or a traumatic event where you got very angry and started growing a wolfs snout and claws, you now always partially turn into a wolf every time you are angered.
Provoked Rage
3rd-level Path of the Werewolf feature
When being provoked, roll a Wisdom saving throw DC
- 5 if you or your friends are being insulted or treated very rudely,
- 10 if you or your friends are being threatened or
- 15 if you or your friends are being attacked.
Depending on your mood, the DC may be increased/decreased by 2.
While raging in this way, you have to use the Attack action against the provoker(s) as many times as you can within one action.
You can repeat this saving throw at the start of your turn and until you succeed or the provoker(s) is (are) dead, you cannot stop raging.
If you are out of Rages, you rage but suffer 1 level of Exhaustion after the rage is over. But if your Exhaustion is at level 3, you can no longer rage.
Form of the Wolf
3rd-level Path of the Half-Werewolf feature
When you enter your rage, you transform, revealing the bestial power within you. Until the rage ends, you manifest natural weapons which count as simple melee weapons for you. You add your Strength modifier to the attack and damage rolls when you attack with them, as normal.
Your mouth and hands turn into the snout and claws of a wolf and count as the following weapons:
Bite. Your bite deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.
Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.
Cainine Soul
6th-level Path of the Half-Werewolf feature
The feral power within you increases, causing the natural weapons of your Form of the Wolf to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your walking speed and long jump distance increase by 10 feet each.
Improved Natural Weapons
6th-level Path of the Half-Werewolf feature
You gain a +1 bonus to damage rolls made with your Bite and Claws.
This bonus increases to +2 at level 10.
Infectious Fury
10th-level Path of the Half-Werewolf feature
When you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):
- The target must use its reaction to make a melee attack against another creature of your choice that you can see.
- The target takes 2d12 psychic damage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Improved Natural Weapons (level 10)
10th-level Path of the Half-Werewolf feature
Your bonus to damage rolls made with your Bite or Claws increases to +2.
Call the Hunt
14th-level Path of the Half-Werewolf feature
The beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Previous Versions
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