The Warded Fenrir. An undying, nigh immortal wolf that has sworn an oath to preserve the nature of Dawnrise and make sure its natural beauty is left unscarred and pure. One of the few that roams the locations within the realms and maintains their sanctity and beauty.
However, it is not a creature without its fangs despite its pacifistic tendencies. The wolf will hunt down threats even if it takes centuries to prevail.
But to those who keep their peace, they have nothing to fear.
||Offense||
Disdain for Destruction
"I do not wish to cause more harm than what I can already do. Please, do not gaze upon this location any further."
||Defense||
Giant's Fortitude
"The body I was born with is my right. I am not required to dislike what I was made from, only to improve it."
With the fortitude of Giants, your current and maximum health doubles to 200% of your normal maximum, increasing by an additional +100% of your normal maximum with each size category you gain. Your healthy, resilient fur becomes a formidable defense by increasing your Armor Class equal to your Constitution modifier, and your Stone's Endurance feature applies to each damage instance you take at will requiring no reaction. Like the enduring Stone Giants, you become functionally immortal, no longer aging or requiring sustenance, air, or sleep to thrive, needing only eight hours of light activity for a Long Rest.
Platinum Shield
"My presence is a shield onto everyone I consider my cohorts. For my enemies, a mountain range they'd need to scale."
Nature itself hesitates to harm you and those within your presence. Your Aura of Protection not only grants its usual benefits but also provides resistance to acid, cold, fire, lightning, thunder, and poison damage. Infused with the aspects of life, purity, and vitality, it prevents maximum hit points from being reduced any further, restores 2d6 Hit Points to creatures at the start of their turns, and grants Advantage on saving throws to resist or end conditions such as Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, or Stunned. Druidic in spirit and aligned with nature, its tranquil might fortify your Aura of Protection by an amount equal to your Wisdom modifier.
||Utility||
Otherworld Ward
"The best defense is one that is ever present even on different planes of reality."
Should you die, your soul will return to your petrified body after 24 hours, provided the creatures whose names are inscribed in your Gift of the Protectors page remain alive. You only truly pass from the world of the living once every name on the page is no longer living. The Gift of the Protectors Invocation within your Book of Shadows can now activate its magic for each name on the page rather than a single individual, with the option for you to deny activation for specific names when triggered. Additionally, when this gift prevents a creature from dropping to 0 hit points, it revitalizes them with the benefits of a Short Rest, allowing them to roll Hit Dice to restore hit points as normal.
Fenrir's Mark
"And for those that I find worthy, they may receive my blessing. For those who are wicked, my curse."
You can mark allied creatures affected by your Aura of Protection as pack members, up to your Proficiency Bonus, by using a Magic Action. These marked creatures retain the benefits of your Aura of Protection class feature even when outside your Emanation range until you designate new creatures, become Incapacitated, or the creatures dismiss it. If your Book of Shadows is on your person, you can target creatures whose names are on your Gift of the Protectors page with your creature-targeted spells and abilities by simply touching their name. Spells cast on these creatures do not consume Mystic Arcanums or spell slots. Furthermore, you can mark any creature, even former allies, as prey. The Hex and Hunter’s Mark spells merge into a single potent spell known as Hunter’s Hex, which requires no concentration, expends no spell slots, and remains available to you.
Hunter’s Hex
Casting Time: Bonus Action
Range: 90 feet
Components: V (haunting whistling)
You magically place a cursed mark on a creature you can see within range as your prey. Until the spell ends, you deal an extra 1d6 Necrotic and 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability due to the constant harrowing whistling only they can hear.
If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a later turn to mark a new creature.
Using a Higher-Level Spell Slot. The spell can last longer with a spell slot of level 3-4 (8 hours) or 5+ (24 hours).
||Drawbacks||
[1] First Fenrir
"It might be a bit paradoxical."
Being the first and possibly the last, your body devised a way to live. You immediately die when brought to 0 Hit Points.
[2] Sculpted Stone
"This is my momentary sarcophagus."
When you die, your body hardens into igneous, sedimentary, and metamorphic rock and you gain the Petrified condition for 24 hours. Such form becomes craggy, mountainous with layers of stone, and untouchable by anything originating from any other creature.
[3] Sore Thumb
"Heavy armor and an even heavier body, what do you expect?"
You are exceptionally hard to hide, you automatically fail all Stealth checks, and Dexterity saving throws are made with Disadvantage.
[4] Mountainous Procrastination
"Can I take a minute more?"
You just are fashionably late. Your initiative rolls are the last of all turns. No effects to Initiative can grant you to have your turn before any other creature.
[5] Size Problems
"Looks like my capability to grow doesn't extend to things I am not handling."
While your equipment increases in size with you, not everything does. Items that are not worn or held by you become drowned in a sea of fluff and are inaccessible when you grow to a size larger than Large.
[6] Armor Chasms
"Stop poking me with a needle!"
Creatures of at least two size categories smaller than you have Advantage on all Attack Rolls to hit you through the gaps in your now massive armor.
[7] Protector's Oath
"I swore to protect my pack. I swore it! NO!"
Whenever one of your allies becomes unconscious due to damage, you gain Disadvantage on all D20 Tests until they are no longer unconscious. This lasts for 24 hours should they die.
[8] Chained Guardian
"The chains keep me in line."
You cannot let creatures shielded by your Aura of Protection perish. If a creature that is benefitting from your Aura of Protection is dying, you must spend your Action and Bonus Actions to restore Hit Points to them.
[9] Unlasting Favor
"Only one extra life."
Creatures are supposed to have one life and pass on when the time comes... Other than your own, when your Gift of the Protector prevents a creature from dropping to 0 Hit Points, their name is immediately removed from your gift's page.
[10] Fabled Silver
"You might be right that I am a werewolf, but I am not sure myself."
The belief that you are a werewolf and have similar weaknesses isn't lost on you, silvered weapons that manage to hit you automatically crits, and bypass your active and passive defense against its damage. It also nullifies your Armor Class bonus from Giant's Fortitude, the aspects of life, purity, and vitality from Platinum Shield, the benefits of a Short Rest from Otherworld Ward, and causes you to be unable to cast Hunter's Hex from Fenrir's Mark, all of it lasting until the end of your next turn.
[11] Focused Hunt
"No aggression against those that are not marked for death."
You can only deal damage to creatures that bear a cursed mark from your Hunter's Hex. Any other creature that does not have a cursed mark does not take any damage from you.
[12] Lycanthrope
"Be not afraid."
Beasts and other creatures within your presence regard you with hesitation, for you are both a predator and a preserver. No matter what, all Charisma checks you try become Intimidation checks.
[13] Last of His Kind
"I... I might be the end of my bloodline."
You are devoted to preserving nature, thus you cannot create life with anyone else. This prevents you from being distracted from your primary duty.
Total abilities: 4
Total flaws: 13
Ratio: [4:13] "These ˹entitlements˺ are the limits set by Allah. Whoever obeys Allah and His Messenger will be admitted into Gardens under which rivers flow, to stay there forever. That is the ultimate triumph!"
Previous Versions
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2/6/2025 10:52:36 AM
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