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Werewolf


Hit Points

Hit Dice: d12 per Werewolf level
Hit Points at first Level: ‌Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d 12 (or 7) + your ‌Constitution modifier per werewolf level after 1st

Proficiences

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Overview & Creation

Werewolves, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea. Werewolves draw from a roiling reservoir of anger at a world full of pain. Rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.

Primal Instinct
Werewolves come alive in the chaos of combat. They can enter a transformation into a wild beast that takes on a berserk state where rage takes over, giving them superhuman strength and resilience. A Werewolf can draw on this reservoir of fury only a few times without resting, because of this, it has been said that werewolves only come out during a full moon. Because of your primal instinct you have Darkvision.  
A Life of Danger
A true werewolf among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. werewolves charge headlong into that danger so that their people don’t have to. Their courage in the face of danger makes werewolves perfectly suited for adventuring. Wandering is often a way of life for their native instinct, and the rootless life of the adventurer is little hardship for a werewolf. Some werewolves miss close-knit family structures, but eventually find them replaced by the bonds formed among the members of their adventuring parties.  
Creating a Werewolf
When creating a werewolf character, think about where your character comes from and his or her place in the world. Talk with your DM about an appropriate origin. Were you part of a pack, or were you bitten late one night during an attack?


Class Features

Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:
• You have advantage on Strength checks and Strength saving throws.
• When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a Werewolf, as shown in the Rage Damage column of the Werewolf (Barbarian) table.
• You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your Werewolf level in the Rages column of the Werewolf (Barbarian) table, you must finish a long rest before you can rage again.  
Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.  
Reckless Attack
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.  
Danger Sense
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.   See D&D 5e Player's Handbook Barbarian for more info on class features.


Created by

Talicme.

Statblock Type

Class Features

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