Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren't wearing heavy armor:
• You have advantage on Strength checks and Strength saving throws.
• When you make a melee weapon attack using Strength, you gain a +3 bonus to the damage roll.
• You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Danger Sense. You have advantage on DEX saving throws against effects that you can see while not blinded, deafened, or incapacitated.
Bestial Soul. The natural weapons of your Form of the Beast count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
You can also adapt to your surroundings, choosing a benefit when you finish a short or long rest.
Feral Instinct. You have advantage on initiative rolls. Also, if you are surprised at the beginning of combat but not incapacitated, you can act normally on your first turn if you enter a rage before doing anything else.
Brutal Critical. You can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.
Multiattack. Wyllam makes three Greataxe attacks per turn.
Greateaxe of Mercy. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 15 (2d12 + 10) [Slashing] damage. Any creature that is targeted by Wyllam's Greateaxe must make a STR save (DC19) or be knocked (1d6 x5 ft) away and knocked prone.
On a critical hit, Wyllam's Greateaxe cleaves off a limb of his target
Action Surge (Special). You can take one additional action on your turn. This can be used 1 times per short rest.
Bestial Soul: Jumping (Special). When you jump, you can make a Strength (Athletics) check and extend your jump by a number of ft. equal to the check’s total. You can make this special check only once per turn.
Call the Hunt (Special). When you enter your rage, you can choose up to 3 willing creatures you can see within 30 ft. of you. You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns:
"When the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled."
Extra Attack (Special). You can attack twice whenever you take the Attack action on your turn.
Infectious Fury (Special). When you hit a creature with your natural weapons while you are raging, the target must succeed on a Wisdom saving throw (DC:17) or suffer one of the following effects (your choice):
- The target must use its reaction to make a melee attack against another creature of your choice that you can see.
- Target takes 2d12 psychic damage
Maneuvers: Disarming Attack (Special). When you hit with a weapon attack, you can expend one superiority die to add it to the damage and to disarm the target if it fails a STR saving throw (DC 19).
Maneuvers: Trip Attack (Special). When you hit with a weapon attack, you can expend one superiority die to add the total to the damage roll, and if the target is Large or smaller, it must make a STR saving throw (DC 19). On failure, you knock the target prone.
Enter or End Rage
Make a Melee Weapon Attack
Dash
Opportunity Attack. You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach.
Form of the Beast: Tail (reaction). If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.
Maneuvers: Parry. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die +2.
Wyllam can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Wyllam regains spent legendary actions at the start of its turn.
Human-Beast Form. Wyllam can transform into a mighty beast-humanoid hybrid for 1 hour. He can revert to his normal form earlier by using a bonus action, otherwise Wyllam automatically reverts if he falls unconscious, drops to 0 hit points, or dies.
• Werewolf
• Werebear
• Weretiger
Ferocity 3x: Whilst Wyllam is enraged, all attacks deal 1/3 of their total damage.
Wyllam can take 1 Mythic action, choosing from the options below. Only one Mythic action option can be used at a time and only at the end of another creature's turn. Wyllam regains spent Mythic actions after a long rest.
MAKU Level 1:
Animal Messenger (Costs 1 Action).
Range: 30 feet
Components: V, S, M (a morsel of food)
Duration: 24 hours
By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as “a man or woman dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.
When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn’t reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.
At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
MAKU Level 2:
Conjure Khyber Beasts (Costs 1 Action).
Range: 60 feet
Target: Unoccupied spaces that you can see within range
Components: V S
Duration: Up to 1 hour
You summon 3 Khyber Beasts that appear as Medium Dogs in unoccupied spaces that you can see within range.
Each beast is also considered a fiend, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
Wyllam can take an action on his turn to consume a Khyber Beast, killing it; and regaining the current HP total of the Khyber Beast.
MAKU Level 3:
Dominate Beast (Costs 1 Action).
Range: 60 feet
Target: A beast that you can see within range
Components: V S
Duration: Up to 1 minute
You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
MAKU Level 4:
Animal Shapes (Costs 1 Action).
Range: 30 feet
Target: Any number of willing creatures that you can see within range
Components: V S
Duration: Up to 24 hours
Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms.
The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target’s game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak or cast spells.
The target’s gear melds into the new form. The target can’t activate, wield, or otherwise benefit from any of its equipment.
Description
Wyllam fought in the last war, and was offered a prestigious position in the NKM during the Treaty of Thronehold. Effectively the second-in-command of the entire NKM, Wyllam took great leaps towards civility and peace, prior to the insurrection. An unknown entity seemingly convinced Wyllam to kill the former NKM-admiral; effectively a coup – to take their position and bring the NKM in its new direction.
Wyllam is a tall, strong, and intimidating individual – and those close to him say he’s more “unhinged” than ever before in the last decade – with aggressive and criminal actions to stay in power. Wyllam has a dragonmark as well – the Beast Mark – which allows him to control wild beasts, and even to change his form to that of a human-beast hybrid.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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12/20/2023 5:37:22 PM
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6
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0
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5e
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Coming Soon
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