Base Class: Fighter
The Wolfblooded Warrior begins to harness different aspects and pieces of the wolf within, and slowly by gaining more strength and experience, slowly gains greater mastery over the curse.
Darkvision
Gain darkvision out to 60 feet.
Keen senses
Gain advantage on perception checks that rely on sound or smell
Invoke Aspect
Your form becomes more lupine, your body grows a thick fur and your teeth and claws grow sharp. Your unarmed strikes become 2d4 and deal slashing damage, or you can bite as an unarmed strike, which deals 1d8 piercing damage. You are proficient with these attacks. Additional, as a bonus action you can invoke the following aspect of the wolf, gaining the below benefits:
Grizzled Alpha - you gain temp hit points equal to 1d6 + Con Modifier (Minimum of 1). This bonus increases to 2d6 at level 8. At level 14 you also gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.
Youthful fighter - you gain +1 to AC and your movement speed increases by 10. You have resistance to all damage received from opportunity attacks. Your movement bonus increases to 15 at level 8. Your AC bonus increases to +2 at level 14.
Wise Hunter - You gain +5 to your initiative roll. Ranged attacks that you make that have advantage deal an extra 1d6 damage of the attack type.
This extra damage increases to 2d6 at level 8, and 3d6 at level 14.
When you take any damage while you have invoked an aspect you must roll a D20. If the roll is a 20, you shift into a full hybrid werewolf, and you lose control of your character. The DM controls the actions of your character. On a roll of 1 you lose the benefits of your lupine form, your claws and teeth return to their normal state, and you take 1 point of exhaustion.
You can invoke aspect once between rests.
Invoke Aspect
As a bonus action, you can choose to invoke the aspect of the either the Grizzled Alpha, the Wise Hunter, or the Young Challenger. The details of each aspect can be found in the invoke aspect description. The Benefits last for 1 minute, or until you lose the form via the effect of the Invoke Aspect feature. You can invoke aspect once between short or long rests.
Wise Hunter
You gain +5 to your initiative roll. Ranged attacks that you make that have advantage deal an extra 1d6 damage of the attack type.
This extra damage increases to 2d6 at level 7, and 3d6 at level 15.
Youthful Fighter
You gain +1 to AC while moving and your movement speed increases by 10. You have resistance to all damage received from opportunity attacks. Your movement bonus increases to 15 at level 7. Your AC bonus increases to +2 while moving at level 15.
Sharpened Claws and Teeth
Your claws and teeth now rend through an enemy's defenses. If you deal damage with a bite or claw attack the following will occur:
If the target is normally immune to the damage it takes half damage instead.
If the target is resistant to the damage it takes full damage instead.
If the target is vulnerable to the damage the attack is an automatic critical strike, and it deals double the critical strike damage.
If the target isn't immune, resistant or vulnerable to the damage the target takes double damage.
Additional Invoke Aspect
You gain an additional Invoke Aspect between rests.
Will of the Wolf
If you fail a saving throw while using the indomitable trait and while you have invoked aspect you can choose to succeed on the save instead of failing.
Invoke Werewolf
When you invoke aspect you can choose to spend all uses of invoke aspect to take on the aspect of Werewolf. This aspect grants the normal benefits of Invoke Aspect, as well as granting the following benefits:
You become immune to non-magical, non-silvered attacks.
You gain an extra bonus action during each of your turns, which can only be used to take an attack action, and only with your teeth or claws.
Your speed increases by 10 feet.
Attack rolls of 19 or 20 are considered critical strikes.
Comments