Base Class: Warlock
You’ve made a pact with a powerful animal spirit, Druid or nature diety (lovecraftian or not).
Expanded spellcasting
Your patron has bestowed with the knowledge to be able to learn the following spells.
1st level: entangle, speak with animals
2nd: beast sense, moon beam
3rd: conjure animals, call lightning
4th: Dominate beast, grasping vine
5th: contagion, Wrath of nature
Mark of Predation
Your bond with your wolf spirit has grown even more, when you want someone really dead, your wolf will know, as a bonus action, instead of commanding your wolf, you may "mark" a number of targets equal to your wolf's number of attacks in a turn. while an enemy is marked, the side effects for the "maul" and "bite" attacks, are changed (or just added), when a creature is hit, the creatures speed is reduced by 5ft, for 10 minutes, until they are healed, or you unmark them (as a bonus action), this can stack up to half PB (rounded up) number of times. Also, when a marked creature is hit by either of those attacks, you gain a +1 bonus to attack rolls and damage, stacking the same amount of times as the movement reduction. you may do this 1/2 PB (rounded up) times per long rest.
Forced Lycanthropy
Your wolf's spiritual energy has grown into a surplus, now, instead of gaining the benefits from hitting a "marked" creature, you may instead, attempt to force them to become a rampaging werewolf, forcing the enemy to make a Con save (spell save dc), if they suceed they are immune to this effect for the next 24 hours, If they fail however, they become a werewolf, gaining all of the benefits of a a werewolf, and all of the downsides, at the start of their turn, (if it's a full moon THEY AUTOMATICALLY FAIL) they are forced to make a wisdom save (spell save dc), If they fail they are forced spend their entire turn attempting to kill the nearest creature. this effect lasts for 1 minute until dispersing, making the lycanthropy completely disperse. (this is not limited thanks to it being an alternative "mark of predation" use.)
Fenrir
You can now summon your spirit wolf as "Fenrir", they must follow the find familiar rules, but this can be done in a 10-minute ritual, you cannot have "Fenrir", and your spirit wolf out at the same time. (this is meant as a utility tool, that while it can be used in combat, is more meant for transport, so i will not write out it's actions.)
Fenrir:
Str: 30, Dex: 16, Con: 20, Int: 10, Wis: 18, Cha: 14
HP: 7* 1/2 Warlock Level
AC: 10+DEX
Speed: 120ft walking
Senses: 120ft Darkvision, 90ft Blindsight.
Immunities: Bludgeoning piercing, and Slashing damage from non-magical/silvered weapons, any magical effect below 5th level
Condition Immunities: Charmed, Exhaustion, and poisoned
languages: all languages the character knows (understands only), telepathy (360ft)
Creature type: Beast
Creature size: huge
Proficiencies: Athletics: 10+PB Perception: 4+2*PB
artificial soul. the wolf spirit has no need to eat, drink, or breath.
Pack tactics. while an ally is not incapacitated and within 5 ft of an enemy, the wolf spirit has advantage on all attacks.
Big snoot. the wolf has advantage on all perception checks requiring smell or hearing.
Wolf spirit
Your patron has gifted you a magical garment made of beast hide, this garment cannot be forcefully removed, and if lost can be resummoned with a 1 hour ritual, and a written apology to your patron, destroying the previous talisman, allowing you to summon your very own artificial wolf spirit. You can summon your wolf as a bonus action once per short rest, or with a pact slot. you command your wolf to act as a bonus action. The wolf is sentient and shares the same (or opposite) alignment with their warlock, however, they have an unwavering respect for their master (the warlock) for creating them. The wolf can look however you want as long as it resembles a wolf. (P:XXX, stands for the warlocks stat score, whereas a stat score without the P: is the wolf's stat score)
Wolf spirit
Str: (15+P:CHA) Dex: (13+P:CHA) Con: (11+P:CHA) Int: (7+P:CHA) Wis: (11+(P:CHA) Cha: (9+P:CHA)
HP: 7* Warlock Level
AC: 10+DEX+1/3 PB (rounded up)
Speed: 40ft walking
Senses: 60ft Darkvision, 30ft Blindsight.
Immunities: Bludgeoning piercing, and Slashing damage from non-magical/silvered weapons
Condition Immunities: Charmed, Exhaustion, and poisoned
languages: all languages the character knows (understands only), telepathy (120ft)
Creature type: Beast
Creature size: medium
Proficiencies: Athletics: STR+PB Perception: WIS+PB
artificial soul. the wolf spirit has no need to eat, drink, or breath.
Pack tactics. while an ally is not incapacitated and within 5 ft of an enemy, the wolf spirit has advantage on all attacks.
Big snoot. the wolf has advantage on all perception checks requiring smell or hearing.
Spirit bond. The wolf's attacks count as "spell attacks" from the warlock, gaining all benefits that something boosting a "spell attack" would give.
Boon interactions.
- Tome: When casting a spell (using a spell slot, **** your rituals), you may also summon (or resummon) your wolf.
- Chain: Once per long rest, you may replace the familiar given to you with the find familiar spell with this wolf (it must still follow the find familiar rules however). This can stay out during lycanthrope transformation. The wolf I has 5*level hp, and never gains multiattack.
- Blade: Once per short rest you can make your wolf take another action
- Talisman: Your wolf shares the same talisman while summoned, gaining all the abilities, and their uses in a separate pool.
Actions:
Multi-attack. 1 Claw or Maul attack, 2 attacks (5th level), 3 attacks (17th level)
Claw. Melee Weapon Attack: Str+Pb to hit, Hit: (1d6+STR), magical slashing damage, as well as a DC(spell save dc) strength save, or they are knocked prone.
Maul. Melee Weapon Attack: STR+PB to hit, Hit: (1d6+STR), magical piercing damage, when hit their speed is reduced by 5ft until the end of their next turn, as well as the enemy taking 1d4 necrotic damage at the start of their next turn. (This changes when a target is marked to the description of "marked").
Bonus action
Smart puppy. bonus action dash or disengage.
Hexenwolf Lycanthopy
Your artificial wolf spirit was a side effect of the deal, the main goal is to use it's spiritual energy to create a diluted firm of lycanthropy to increase your physical abilities. as a bonus action while your wolf spirit is within 30ft of you, you may merge with it. while you are merged with it, you gain temporary HP equal to your wolf's max hp, and your Strength, And Dexterity Rise to match your Charisma score. However, you lose the ability to cast spells. You also gain the multi-attack of your wolf, and claws (1d6+Str/Dex, light weapon) and a bite (1d8+Str/Dex) as a natural weapon, and resistance to Bludgeoning, piercing, and slashing damage. This lasts for 1 minute, until dismissed (as a bonus action), or until you run out if the temporary hp, in which you and the wolf are forcefully separated. When you separate from your wolf spirit its current health rises (or lowers) to the amount of temp hp you had, promptly removing the temp hp, if the separation is caused by reaching 0 temp hp, your wolf is separated with 1 hp left. This may be used 1/2 PB times Per long rest. The claws and bite natural weapons remain for a day after lycanthropy usage, although much less werewolfy than while merged with your wolf.
Boon enhancements:
- Blade: attacks with your bonded weapon deal an extra 1d6 of its damage type while transformed.
- Chain: The familiar wolf can be used to transform instead of the main one.
- Talisman: All talisman dies, if lower than a d6, become a d6, while transformed.
- Tome: you can cast cantrips while transformed.
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