Selûne's Werewolf Blessing Image

Selûne has given a blessing onto a character, allowing them to transform into a werewolf. (Work with DM to make sense of it for the PC) 

Once a day, characters with the werewolf blessing can use an action to transform into a hybrid wolf form starting at level 2. They cannot transform in daylight. 

At level 5 they gain the ability to transform in daylight, but all attacks against the werewolf have advantage. 

At level 9, werewolves can use an action to shapeshift into a dire wolf once a day (instead of hybrid form).  From level 12 onwards, a werewolf can transform twice a day. 

During a full moon (or DM-determined lunar event) the werewolf has to pass a Wisdom Saving throw with a DC of 14 or transform into their highest available werewolf form. On a fail, werewolves have 60ft of movement before transformation occurs.

Use an action to transform back to base form. 

All forms (including untransformed):

 Perception checks have advantage when pertaining to smell or hearing. 

Perception checks pertaining to sight are at disadvantage in daylight or exceptionally bright light. 

Hybrid + Dire wolf forms:

When transformed, the werewolf can only attack with bite or claw attacks. The werewolf can make one of each per turn (1 claw AND 1 Bite attack) in an action. For a bonus action, the werewolf can dash for full movement speed.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d4 + 2) piercing damage.  If the target is medium or smaller, the werewolf can also choose to grapple the target before damage is rolled and only do half damage with the attack. Grapple succeeds on successfully contested strength check. Gain 1d4 for every 2 levels after level 2 (lvl4, 6, 8, etc...). At level 16, damage changes 2 5d8+2 and add 1d8 at level 18 and 20.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit:  (2d4 + 2) slashing damage. Gain 1d4 for every 2 levels after level 2 (lvl4, 6, 8, etc...). At level 16, damage changes 2 5d8+2 and add 1d8 at level 18 and 20.

+2 on perception checks (stacks with perception advantage) 

HP = Current hp. Heals 1d8 if hp is lower than 30% when transforming. Add 1d8 for every 3 levels after level 2 (5, 8, 11, etc..) 

AC = Base AC+2

Move speed = Base Move speed + 50%

Strength = 15 or Strength +2 (whichever is higher) 

Hybrid form gains darkvision 60ft in only gray and red hues. Red hues are for successfully perceived living creatures, everything else is gray.

In dire wolf form the darkvision increases to superior darkvision for the duration of the transformation. 

Advantage on athletics and acrobatics checks. 

In dire wolf form gain additional +2 on athletics and acrobatics checks. 

Disadvantage on wisdom and intelligance saving throws. 

BLOODLUST: For 1 turn after a werewolf in hybrid form or dire wolf form kills a creature or does 60% of the creature's max hp damage in a single turn, all attacks made by the werewolf gain reckless. The werewolf must use their turn to move towards the closest enemy creature and attack, prioritising smaller creatures. Bloodlust can be interrupted if an ally within 5 feet attempts to calm the werewolf and the werewolf passes a wisdom saving throw with a dc of 14. 

 

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Selûne's Werewolf Blessing Image

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