Base Class: Warlock
Imbued with bestial fervor, how long will you be able to maintain your struggle with sanity?
The deal you made has given you all you could ever want, but at what cost?
Hexenbeast
As a ritual (cast time: 1 minute), you may transform into a were-creature of CR 1/2 or lower.
Alternatively you may transform instantaneously by sacrificing 1 bonus action and half your movement if it is your turn, however you will take a point of exhaustion once you return to your original form. After 6th level you are unaffected by Exhaustion while transformed. This persists until you resolve it by taking a long rest and reducing your exhaustion level by 1, or employ Hexenroost.
Transforming using this method with a point of exhaustion already active, will add on additional levels of exhaustion: 1 if cast as a ritual, 2 if without. After 6th level, while transformed, you are unaffected by Exhaustion, even if you gain enough points that would otherwise kill you. The second you revert to your original form, all effects of exhaustion return -including death.
The transformation lasts until you deactivate it (no duration), until you drop to 0 Hit Points or die. Your Ability Scores are replaced by the Stat Block of the chosen Were-form, though you retain your Alignment and Intelligence, Wisdom, and Charisma scores. You may choose to bring along a number of attuned weapons and items (1 at 1st warlock level, 2 at 6th warlock level, and 3 at 14th warlock level) that are not armor (not including shields, belts, boots, or anything else that doesn't count as a suit of armor of some kind.) you possess when you transform, but once transformed you will be unable to use anything in your inventory that isn't equipped at the time of transformation. As well as any capabilities this new form possesses, you also assume the Strength, Dexterity, and Constitution, and Hit Points of its new form, and when it reverts to your normal form, you return to the number of hit point you had before you transformed. If you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious. You are limited in the Actions it can perform by the Nature of its new form, and that of any equipped gear you brought along into the transformation. Though you can still speak, *you cannot cast spells until 10th Warlock level (while in wereform). *This does not include abilities granted by equipped gear, racials, or inherent class abilities, such as a Warlock's Pact of the Blade, or a Barbarian's Rage.
Transforming can only be done from human or hybrid form to Were-form and back again, not from Were-form to Were-form. Any points of exhaustion take effect while transforming.
Lastly, your ability to transform into increasingly powerful Were-forms increases with your Warlock level, and goes as follows:
6th Warlock Level: Your AC in your Were-form is determined by whichever is higher (the AC of the Were-form, or your own, armored AC before you transform) as long as your original form does not have heavy armor equipped. The bonus from equipping shields is applied as normal. You may now also add your proficiency bonus to the Damage, and Attack rolls done, as well as the temporary hit points of a Were-Form of 1 or more Challenge Rating lower than your Control Score. Additionally, you may now transform into any were form at CR 2 or lower.
10th Warlock Level: You may now lower your Control Rating (see Class Feature: Control) by 1 (to a minimum of Control Rating 1) to allow you to cast spells while in Wereform. Additionally, you may now transform into any wereform at CR 3 or lower.
14th Warlock Level: You may now transform into a Wereform of CR 5 or lower. Additionally, if you take enough damage while in normal form to reduce your health below 0, you may accept one failed roll for the next time you must roll death saving throws, and automatically transform into whichever wereform you transformed into last. Transforming in this way gives you an additional 3 points of Exhaustion. Falling below 0 health while transformed reverts you to your original form, unconscious, rolling Death Saving throws, unless you would otherwise die outright from taking your maximum health as damage.
Hexenroost
You cast this spell through bloodletting. Take 1 d4 of damage to begin.
You fall into an uninterruptible sleep. A trance-like state where you cannot see or hear anything outside your body until the spell is complete. During this time you gain all of the effects of a long or short rest (depending on its duration) for both your original form, and your wereform (though, any healing received goes to your original form before going to your wereform. Also, you may roll a D6 to determine how many points of exhaustion you may eliminate. This aspect only works on levels of exhaustion attained from the Hexenbeast spell.
While casting this spell, your Patron may contact you, should they choose to do so.
This spell lasts for one hour for each point of exhaustion you eliminate, or 6 hours, whichever comes first. If you activate this spell without any points of exhaustion, once per day you may take the effect of a long rest for the duration of a short rest.
This spell is castable while in wereform.
Control
Every 24 hours, if you are not in Were-form, roll a D4 and add 1. The result is your Control Rating. Were-forms taken whose Challenge Ratings are above your control rating must roll a control save upon taking any damage (1 D20+proficiency). If you roll lower than your were-form's native AC (before any spells or enhancements) your were-form becomes an NPC for one round, during which time you are hostile to anyone and everyone you see. You are no longer hostile if your Were-form drops due to loss of health.
Were-forms taken below or at your Control Rating are fully under control. You do not need to roll Control Die while transformed into a Were-form, as you maintain your last Control Rating as of the last time you transformed, but you will if you mean to transform at all.
At 10th level you may roll your Control die (1D4+1) at advantage, whenever you have fewer than 4 points of exhaustion.
At 14th level, you may increase your Control Rating by 2, rather than 1, if you have no points of exhaustion at the time of rolling (1D4+2).
Cruel Imposition
At 10th level, you may impose part of your torturous existence on an unwilling creature you can touch.
While untransformed, as an action once per day (resets at Dawn) you may roll 1D6-1 and transfer that many(X) points of exhaustion you possess onto an unwilling target of your size or smaller that you can touch, unless they feature Legendary Resistances or Actions. They must make a Charisma saving throw of 12+your Charisma modifier. On success X points of exhaustion are temporarily removed from you and added to them.
These points of exhaustion are reduced by half (rounded down) if the target is killed, and what remains is returned to you at the start of your next long rest. If receiving this many points of exhaustion would kill you, you transform into the last Were-form you had active.
Hex-Caster
At 14th Level you may now choose reduce your control rating (see class feature: Control) by 1 so that you may cast spells while in Were form. This effect comes into play once, and as soon as you choose to cast a spell while in Were-form, it is reduced until the next time you roll for your Control Rating.
Ritual Transformation
You may, as a ritual that lasts 1 minute, transform into a Were Form of CR½ or lower without taking a point of exhaustion. You may do this in, or out of combat, but during that time it behaves as a concentration spell would.
At higher levels you may transform as a ritual as well, allowing you to transform into Were Forms of Challenge Ratings higher than ½ however you may only do so once per day (resets at Dawn) without taking a point of exhaustion.
Lycanthropes
As a Hexenbeast, you transform into various Were Forms. While transformed you are unable to be affected by spells which passively change your appearance, such as Minor Illusion, or Disguise Self. However, you are able to be affected by those which physically change your appearance, such as Polymorph.
While transformed, your diet can only benefit you if you stick to that which your form would eat, and you require three times the normal weight of food in order to remain healthy. E.G. Carnivores would eat meat, Herbivores plants, Omnivores both.
These are the Were-Forms available to you in their level ranges:
1st Level: CR½
Jackalwere
6th Level: CR2
Wererat, Werebat, Wereraven
10th Level: CR3
Werewolf
14th Level: CR5
(CR4)Weretiger, Wereboar
(CR5) Werebear
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Posted Apr 20, 2026is this inspired by the Hxenbiest from the series Grimm?