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Empowered Lycanthrope


Hit Points

Hit Dice: d10 per Empowered Lycanthrope level
Hit Points at first Level: 10 + your constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your constitution modifier per Empowered lycanthrope level after 1st

Proficiences

Armor: Light armor, medium armor
Weapons: Simple weapons, improvised weapons, nets
Tools: None
Saving Throws: Strength, dexterity
Skills: Choose two from Animal Handling, Athletics, Acrobatics, Intimidation Nature, Perception, Stealth, Survival

Overview & Creation

Prerequisites: You must have been inflicted with the curse of lycanthropy, have embraced your curse and have undergone at least 3 transformations to choose this class.   Multiclassing proficiencies: you gain the weapon proficiencies and one skill from the class's skill list.   If your curse is removed you cannot use your class abilities anymore or level up any further in this class.   OBS: You cannot be both an Empowered Lycanthrope and a Blood Hunter of the Order of the Lycan using multiclassing.


Class Features

You retain the rules and actions etc. Described for lycanthropes in the Monster Manual.   Empowered Shapechanging At level 1 you learn to better control your curse. You can only shapechange(as described for lycanthropes in the Monster Manual) a number of times per day equal to your Empowered lycanthrope level. By controlling your abilities this way you gain the following benefits:   You have advantage to dexterity (stealth) ability checks and normal animals won't initiate attacks on you.   At level 2, when transformed, your Speed increases by 10 feet and your AC equals your base lycanthrope AC + your dexterity modifier(to a minimum of +1).     Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options.   You can’t take a Fighting Style option more than once, even if you later get to choose again.   Archery You gain a +2 bonus to attack rolls you make with ranged weapons.   Defense While you are wearing armor, you gain a +1 bonus to AC.   Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.   Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.   Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.     Lycanthropic Pack At level 3 you can undergo a lycanthropic pack ritual to become initiated within a pack. The pack you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.     Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.     Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:   (a) a net or (b) any improvised weapon (a) a spear or (b) any meelee simple weapon leather armor and an explorer's pack


Subclass Options

Lycanthropic Packs: WIP   Pack of the moon: Followers of the moon gain their powers from the mystical energies of the moon cycles.     Pack of the stars: Followers of the stars have turned to a nocturnal lifestyle and learned to harness the mystical energies of the stars for power.   Pack of the sun: Followers of the sun are master infiltrators who have learned to go unseen. Hiding in plain sight, they have learned how to avoid any and all suspicion.


Created by

S. Wolfdragon.

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Class Features

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