Wolfwalkers are elusive beings, neither wholly mortal nor fully beast, either born with their magic or cursed by another. Taking on a humanoid form when they wake, they are cursed (or perhaps blessed) to have their spirits leave their bodies and assume the form of a wolf when they sleep. Dwelling typically in the most wild of places, Wolfwalkers are regarded by most as figures of myth and folklore, but some are aware of their place in the untamed corners of the land.
You gain this feat from either being the child of a Wolfwalker, or being bitten by one. You gain the following features:
- When you are unconscious by any means other than falling to 0 Hit Points, your spirit leaves your body and takes on the form of a wolf. You cannot wake up unless your spirit physically returns to your body. You use the Wolf stat block, substituting the Wolf's Hit Points with your own. Any damage your wolf form takes is transferred directly to you, and vice versa. When you drop to 0 Hit Points, you return to your body. When in this form, other wolves can telepathically understand you and will follow your orders. When you successfully use your Bite attack on another creature, they must succeed a wisdom (DC 14) saving throw, or they gain this feat. A casting of Remove Curse can remove this feat if gained this way, however only if the afflicted creature has not used this feature.
- You can cast the spell Cure Wounds once. You regain the use of this feature at dawn.
- You know the Druidcraft cantrip and can cast the spell Entangle once. You regain the use of this feature of dawn.
Wisdom is your spellcasting ability for all spells granted by this feat.







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