Base Class: Fighter
Werelings are fighters born with the ability to shapeshift into animals, they often use a small piece of a particular animal such as feathers, fur, teeth or scales to focus their power. In combat they transumute into hybrid animal forms, allowing them to gain some features from a particular animal while helding arms . They are fast and adaptable on the battlefield, continuesly changing their form to face every kind of challenge.
Transmute
At level 3 you can transumute into an hybrid beast form from the list below as a bonus action, your transumutation lasts until the beginning of your next turn. You can transmute a number of times equal to your proficency bonus. You regain all your uses at the end of a short or long rest.
- ferocious beast: your unarmed strikes gain the versatile proprerty (1d10)
- trampling beast: you gain additional 20 ft of extra movement on your turn. When you hit a target with an unarmed strike after moving atleast 20 ft he must roll a strenght (atheltics) check against yours, if it fails it is prone. The target must be no more than a size bigger than you.
- poisonous beast: when you hit a target with an unarmed strike he must roll a Constitution saving throw, on a failure the target is poisoned. The DC is calculated using your dexterity score
- small beast: your size is small, you have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled, you also have advantage on Dexterity (stealth) checks
- armored beast: if you are not wearing a hevy armor you get a +2 AC bonus
With Theet and Nails
At level 3 when you are transmuting your unarmed strikes damage die become a D8 and they gain the slashing and piercing property, they also count as a martial and a finesse weapon for you.
Potent Transmutation
At level 7 when you use your transmutation its effects now last until the end of your next turn, moreover you gain access to a new set of beast forms.
- cunning beast: you don't provoke opportunity attacks and you get advantage on Dexterity saving throws
- agile beast: you gain a borrowing, swimming or flying speed equal to your movement, if you choose the swimming speed you can also breath underwater
- mighty beast: your size increase to large, your reach increase to 10 ft, you gain resistance to piercing, slashing and bludgening damage
- flamboyant beast: while you are in this form enemies that can see you have advantage on attack rolls against you and disadvantage on attack rolls against your allies. You also get advantage on CHA (persuasion) checks
With fangs and claws
At level 10 your unarmed strike damage roll increases to a D10 and the ferocious beast versatile damage roll increases to a D12. Morover your unarmed strikes count as magical for the purpose to overcome magic resistances.
Lasting Transmutation
At level 15 when you use your transmute feature to assume one beast form you can upkeep that form up to a minute. You can interrupt the effects of your transmutation in any moment and you can use a bonus action, spending a transmutation point, to assume another beast form during your turn.
Chimerism
At level 18 while you are transmuting in a beast form you can use a bonus action spending a transmute point and transmute in a second type of beast keeping all the aspects of both beast forms. You can merge no more than two beast forms at a time. During your turn you can use a bonus action spending a transmute point to replace one beast form with onotherone.
Comments