Sorcerer
Base Class: Sorcerer

Wolf Blood sorcerers are humanoids that have been afflicted with, or were born with, a weaker variant of Lycanthropy. It changes their body to a lesser extent, but the effects are permanent; examples are long, black claws on their finger tips, grey fur sprouting from their skin, and wolf-like eyes. The magical nature of this disease grants powers to few who suffer from it, allowing them to perform super-human feats.

Wolven Arcana

1st level Lykos Hemus feature

At certain levels you gain more spells. These spells are always prepared and don't count against your maximum amount of spells prepared.

Sorcerer Level Spells

1st

Animal Friendship, Detect Evil and Good

3rd

Enhance Ability, Locate Object

5th

Conjure Animals, Fear

7th

Dominate Beast, Locate Creature

9th

Commune with Nature, Hold Monster

Wolf Blood

1st level Lykos Hemus feature

Your lycanthropic blood enhances your magical and physical capabilities. You have advantage on melee spell attack rolls as long as an ally is within 5 ft. of the target creature. In addition, when you deal damage with a spell against a creature within 5 feet of you, you can add your Charisma modifier to your damage roll. You cannot add this bonus if the spell had a Range of 10 feet or more.

Your blood also gives you a connection with wolven creatures. You have advantage on Animal Handling(Wisdom) checks made to canine creatures.

Partial Transformation

6th level Lykos Hemus feature

You have learned how to bolster your hide with your magic for short periods of time, becoming more wolf-like in the process. As a bonus action, you can spend 2 sorcery points to give yourself resistance to bludgeoning, piercing, and slashing damage for 1 minute. Attacks made by silvered weapons ignore this resistance. This effect ends early if you spend any sorcery points, fall unconscious, or cast a spell higher than 5th level.

In addition, your senses have been heightened by your wolf blood. You permanently have advantage on Perception(Wisdom) checks that rely on sight or smell.

Spirit of the Hunt

14th level Lykos Hemus feature

You have discovered how to manifest your cursed blood as spirits to aid you in battle. As an action, you can summon 8 wolves or 2 Dire Wolves(your choice), as if you were casting Conjure Animals at its lowest level. You have advantage on Constitution Saving Throws made to maintain concentration on this spell. In addition, while these allies remain, your walking speed doubles.

Once you use this feature, you cannot do so again until you finish a long rest.

Lycan Transfiguration

18th level Lykos Hemus feature

Your cursed blood has grown more potent, giving you the ability to become a beast yourself. As a bonus action, you can transform into a wolven monstrosity. You remain in this form for 1 hour. You revert early if you use a bonus action on your turn to, or if you lose consciousness, drop to 0 hit points, or die. While you are in this form, the following rules apply:

  • Your creature type changes from humanoid to monstrosity and your size becomes Large. In addition, you gain advantage against Saving Throws that inflict the frightened condition.
  • Thick fur grows from your skin, making you resilient to injury. Your AC becomes 17.
  • Your physique is heightened. Your Dexterity ability score becomes 16 and your Strength ability score becomes 20. In addition, your current hit points and hit point maximum each increases by 60, and your walking speed becomes 40 feet.
  • By nature of your canine mouth and claws, you cannot speak or cast spells with verbal or somatic components while in this form.
  • When you transform, you choose whether your equipment falls to the ground in your space or merges with your wolven form. Equipment that merges with your form has no effect until you leave this form.
  • Long, unnaturally sharp claws extend from your paws. These claws are natural weapons and count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks. You are proficient with your claws, and they use your Strength modifier for attack rolls. Your claws deal 2d10 + your Strength modifier slashing damage, and when you take the Attack action you may attack with these claws twice, instead of once.

Once you use this ability, you can't use it again until you finish a long rest, unless you spend 6 sorcery points to use it again.

Previous Versions

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