Fighter
Base Class: Fighter

Every werewolf in existence, didn’t start out that way. To some it’s a gift and to others it’s a curse. To become a werewolf is to become something new, something greater. Every werewolf has a Hide that is removed at death and in most cases is given as  as a gift in a rite of ceremonial passage. However there have been cases of a Hide choosing a host if it is lost or without a rightful owner. Each Hide contains an Ancient Wolf Spirit that protects some aspect of the natural realm. Once a Hide has Bonded with a Host a struggle for dominance over the body begins. If the Host’s soul can out will the Wolf Spirits power, the host Will form a kinship with that spirit. However if the Host’s soul is to be dominated and consumed by the power of the Wolf Spirit, a new personality emerges within the Host. This new personality marks the rebirth of the Wolf Spirit as they now live on through the Host’s old life. 

Hybrid Form

Beginning at 3rd, you will be able to tap into the wolf spirit’s power and transform your body into a primal/animalistic form. The more in-tune you are with the spirit, the more powerful the transformations will become.
As an action you can force your body to contort and twist into a Hybrid Form of both human and spirit wolf. While in this form you have resistance to non-magical Bludgeoning, Slashing, and Piercing damage.

While in this form at the start of your turn, if you have not taken any damage on the previous turn, you will heal for 1d4 + Constitution Modifier (die amount increases per sub-class level increase.) The number of transformations you have equals your Constitution Modifier + half your Fighter Level rounded down. 

Hide-Bonded

At level 3 your hide fuses with your body, toughing you skin, and increasing your natural perception. When you aren’t wearing armor, your AC is 10+Con Mod+Str Mod. You can use your hide to determine your AC if you are not wearing any armor. Shields apply only when in base and hybrid form(s.)

Your body now has a natural weakness to silver.

 

Bruujahcian Hide

Your Hide seeks the blood of your enemies. While in your your transformed states your melee attacks do an additional 2 damage. This damage increases at 7th Level to +3, 10th Level to +4, 15 Level +5, and starting at 18th Level you can reroll a 1 on a damage die. 

Nazarethien Hide

Starting at 3rd level when you choose this Clan Hide, you now have advantage on perception/survival checks that rely on sound or smell while in your hybrid form. 

You also gain the ability to track the specific scents of humanoids and animals. As long as you have (in your possession) something with a strong enough scent of a person/object, you can track that person/object up to 1mile away. This distance increases at 7th Level (2 miles,) 10th Level (3 miles,) 15th Level (4 miles,) and 18th Level (5 miles.)

Blood-Lust

Starting at 7th level when rolling to attack, you can now land a critical hit on a 19 as well as a 20. 

Also starting at 7th level you begin to feel your animal instincts take over you in battle. After killing an enemy you can use your reaction to travel an additional 10ft to the closest enemy near to you. Attacks against this enemy will do additional damage equal to your Fighter Level rounded down. 

Wolf Spirit Form

At 10th level, you can can choose to forgo a Hybrid Transformation and achieve the Wolf Spirit’s true form. As an action you can wildshape into The Spirit of the Hide (see Spirit if the Hide monster card.) You take on the health and stats of this wolf and replace any of your skills or features with its own. All of your equipment is dropped to the floor and any armor you are wearing at the time is completely destroyed. You can stay in this form for 1+Con Mod hours, (minimum of 1 hour,) leaving this form grants one level of exhaustion.

Lunar-Blood Beast Form

Starting at 15th level, you can forgo your Hybrid Transformation and allow the power of the Wolf Spirit overwhelm and consume your body. This power envelopes your body transforming it into the perfect combination of both man and wolf. At the completion of this transformation, any creature within 15ft that can hear or see the transformation must make a Wisdom Saving throw (DC= 8 + Con Mod + Proficiency Bonus) or be frightened by the player. All of your equipment is dropped to the floor and any armor you are wearing at the time is completely destroyed. You can stay in this form for 1+Con Mod hours, (minimum of 1 hour,) leaving this form grants one level of exhaustion.

 

In this form your health with Regenerate over time (refer to Hybrid Form Regeneration Dies for more info/level scaling.) Also while in this form you have complete control over your your body and the power of the Wolf Spirit while keeping all of your status, abilities, and skills. You lose the ability to speak/understand language, however spells like Speak with Animals will allow communication to be regained, but only to the person who cast the spell.

In this form for claws and teeth become magical and damage done with them are equal to 1d12+Strength Modifier. In this form you have advantage on Athletics checks and Strength Saving throws. As a Bonus Action you may preform a Savage Howl (recharge 1 and 2 on d6. range: 15ft) to Frighten your enemies (DC=Con Mod+Proficiency.) Already Frightened enemies that fail their save a second time take 3d6 psychic damage. 

Leader of the Pack

Starting at 18th level, once per day you can assign two allies as your Pack Partners. Your Pack Partners cannot be changed until after a full 24 hours has passed, regardless of allies falling unconscious or dying. Within those 24 hours, you and your chosen pack have advantage on attack rolls and intimidation checks, as long as they are within 10ft of you. 

Werewolf Image

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