Base Class: Cleric
You have either gained the favor or the ire of a deity, This has given you the ability of lycanthropy and has transformed you, for better or worse, into a monster.
Monstrous Figure
Starting when you choose this domain at 1st level, you can transform, revealing the divine yet gruesome power within you. for one minute, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal. You can take this form 3 + Your Wisdom Modifier times per short rest.
You choose the weapon’s form each transformation,
Baptismal Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d4 piercing damage and 1d4 radiant 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.
Consecrated 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.
Testament Tail. You grow a lashing, spiny tail, which deals 1d6 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.
Channel Divinity: Heightened Senses
Starting at 2nd level, Thanks to your heightened senses as a lycanthrope, you can now sniff, hear, or see magic when using a Channel Divinity. You can use a Channel Divinity to cast Detect Magic without expending a spell slot.
Innate Ability
Beginning at 6th level, the feral power within you increases, causing the natural weapons of your Monstrous Figure to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish a short or long rest:
Climbing
You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Jumping
- When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.
Swimming
- You gain a swimming speed equal to your walking speed, and you can breathe underwater.
Channel Divinity: Savage Determination
At 8th level, Once per long rest, you can expend one of your uses of Channel Divinity to stay a lycanthrope for 4 additional minutes. This makes 5 minutes in total.
Terrifying Resolve
At 17th level, You can now stay in your lycanthropic form as long as you expend any leveled spell slot every 1 minute.
Previous Versions
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6/25/2023 6:49:16 AM
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9/7/2025 1:56:59 AM
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