Fighter
Base Class: Fighter

The Were Warrior is shape shifting subclass similar to druid wild shape but maintaining itself as a martial class first and half spell casting class second. This class is intended to be what many though Circle of the Moon should have been. It is a martial class that lags a little bit in damage compared to other martial classes but has utility and buff spells to make up the difference. Unlike its druid counterpart, Were Warriors have no offensive magic. Their half spellcaster magic is limited to utility and buff spells. 

Wereform

Were Form: As a bonus action you can take on the form of a beast. You can remain in the beast form of a number of hours equal to your Fighter level rounded down. You have two uses of Were Form per Short or Long Rest. If you are knocked unconscious or killed, you revert back to your natural druid form.

When you transform, you gain the physical stats of the beast form:

  • Your HP maximum becomes the HP indicated in the subclass table (as opposed to the beast’s listed HP) and your HP is maximum.

  • Your AC becomes that of the beast.

  • Your physical stats change to reflect the beast form’s stats.

  • Your mental stats as well as your personality remains unchanged.

  • You gain any proficiency the beast has as well as keeping your own proficiency. Use your transformed stats for determining the total proficiency modifier.

  • You retain any race, class and beast features including senses except for any incompatible physical traits. For example, a winged flying race does not add wings to its were form and a race with claws does not add such claws to its were form (but the were form might provide its own claws).

  • Your attack bonus is calculated form the beast forms stats and character's proficiency bonus. The attack bonus in the beast stat block is ignored.

  • The number of attacks is dictated by your base class regardless of how many attacks the beast form actually has. If the beast form has more attacks than the character has attacks, use the beast’s attack as attack options. When making multiple attacks using a beast form that has multiple attacks, use different attack options where possible. If the character has more attacks than the beast form, the lowest damaging attack is repeated. For example, a fighter with 3 attacks using the Brown Bear form would attack with Claws once and Bite twice since Bite is the lower damaging attack.

  • The damage done by the attacks is as per the beast stats block but all dice are reduced down one die. This reduction compensates for the extra that some with a beast form that a regular martial class would not get.

  • The subclass table shows beasts which have been balanced for each character level to align with other martial classes. This class has been intentionally balanced to perform slightly under other martial classes in terms of attack and damage to compensate for many damage+effect attacks that many beast forms gain. It is the intention of this subclass that that characters need to rely on their limited spell slot resources to buff themselves in order to match other martial classes toe-to-toe. With GMs permission other beasts form can be added but care should be taken to ensure that additional forms are balanced for the corresponding level. Many beast forms provide benefits like knocking prone or pact tactics which can be used limitless time while transformed while other martial archtypes like the Battlemaster need to expend resources per used, so the beast forms should always under-perform somewhat to offset this.

  • The beast form cannot cast spells but transformation does not end any on going spells. This allows the were warrior to cast buffs before combat and retain those benefits while transformed.

  • Equipment: When a were warrior transforms all equipment merged into the form. Weapons, armor, shields and clothing (magical or not) have no effect. Amulets, rings and similar magic items continue to provide their effect while merged. Exception: Magic items that boost unarmed strikes or natural weapons apply while merged. For example, a druid can have hand wraps +1 which would confer that bonus when in were form. This allows were forms to boost their attack and damage using magic items like any other martial class would be able to do. A were form cannot benefit from any armor or shield, placed on it after transformation except those created by magic that increases or sets AC but not spells that allow a different AC calculation. As such Mage Armor does not work on a were warrior but Barkskin does as does Shield Of Faith.

  • Feats: For the purpose of feat prerequisites, any beast attack that is a D6 (after die reduction) is considered a light weapon. Any beast attack that is D12, 2D6, or more is considered a heavy attack. If the beast's DEX is larger than its STR and the attack is not heavy, it is considered a finesse attack (although it may not be light if the light attack conditions are not met). The Unarmed Fighting style cannot be used while in beast form (although it can still be used in non-beast form). This allows were beast to qualify for use of feats that the base martial class would normally be able to use.

    LV Were HP Were Forms
    3 28 Ape
    4 36 Wolf
    5 44 Brown Bear
    6 52 TBD 
    7 60 TBD 
    8 68 TBD 
    9 76  TBD
    10 91  TBD
    11 106  TBD
    12 121  TBD
    13 131  TBD
    14 141  TBD
    15 151  TBD
    16 161  TBD
    17 171  TBD
    18 181  TBD
    19 191  TBD
    20 201  TBD

Note: With the number of attacks coming from the base class, it should be safe, in most cases, to use a Beast By CR limit such as Wild shape. However, there are some beast that do a single attack of high damage as opposed to many smaller attacks. Such beasts would be unbalancing since, by these rules, a were warrior could get multiple attacks with such an attack. This is why a list of suitable beasts is provided as suggestions. Generally unmodified attacks should range around that of a warriors weapons damage to stay competitive but not overpowered.

Disconnected Consciousness

When a were warrior manifest a form, it manifest like a second skin. When the form is hit, the were warrior is aware of it but feels no pain from it. A were warrior does not make concentration checks to maintain concentration on spells while in beast form.

Wereform Resilience

As a bonus action the were warrior can expend a spell slot and gain a number of hit points equal to 1D8 per spell slot level. This is the same feature as the CoM druid but being only a half caster, less powerful overall.

Were Warrior Spell Casting

Were Warrior Spellcasting: Were warriors are half caster that use a custom spell list. The spell list specifically does not provide access to any offensive spells (battlefield control or damaging). A were warriors spells are limited to utility and buff spells. A were warrior prepares a number of spells equal to his/er wisdom modifier plus fighter level after a long rest which determines the spell available that day.

Number Of Cantrips Known: 2
Number Of Prepared Spells: WIS+ Fighter LV
Spell DC = 8+WIS+PB

Cantrips: Control Flames, Create Bonfire, Druidcraft, Frostbite, Guidance, Gust, Magic Stone, Mending, Mold Earth, Poison Spray, Primal Savagery, Produce Flame, Resistance, Shape Water, Shillelagh, Thorn Whip, Thunderclap.

Level 1 Spells: Bless, Create Or Destroy Water, Cure Wounds, Detect Evil or Good, Detect Magic, Divine Favor, Expeditious Retreat, False Life, Feather Fall, Goodberry, Healing Word, Heroism, Hunter’s Mark, Jump, Longstrider, Protection From Good and Evil, Purify Food And Drink, Shield, Shield of Faith 

Level 2 Spells: Aid, Barkskin, Beast Sense, Blur, Borrow Knowledge, Darkvision, Dragon’s Breath, Enhance Ability, Enlarge/Reduce, Find Traps, Healing Spirit, Fortune’s Favor, Invisibility, Lesser Restoration, Magic Weapon, Mirror Image, Misty Step, Pass Without Trace, Prayer of Healing , See Invisibility, Spider Climb

Level 3 Spells: Beacon of Hope, Blink, Catnap, Create Food And Water, Daylight, Elemental Weapon, Gaseous Form, Haste, Leomund's Tiny Hut, Mass Healing Word, Remove Curse, Revivify, Spirit Shroud, Vampiric Touch, Water Breathing, Water Walk

Level 4 Spells: Aura of Life, Aura of Purity, Death Ward, Dimension Door, Fire Shield, Freedom of Movement, Greater Invisibility, Mordenkainen's Private Sanctum, Polymorph, Shadow Of Moil, Stoneskin

Level 5: TDB

Primal Strike

Starting at 7th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

At The Ready

When using a bonus action to transform, the were warrior can cast one buff spell as part of that bonus action as long as the casting time for the buff spell is not more than one action. The buff spell may target other but must include the were warrior.

Second Nature

Using a bonus action, the were warrior can turn into creature of CR level ¼ or less at will as if a 3rd level were warrior. This means such creatures will be almost useless in combat, since most of their stats will be based on a 3rd level were warrior, but the ability provides strong utility.

Focused Recovery

During a short rest, the were warrior can recover any one spell slot, of any level, as long as it was expended casting a buff spell that included the were warrior.

Previous Versions

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