werewolf prestiege class
DESCRIPTION
5eTRANSCRIPT
Werewolf Prestige Class for D&D 5ePOSTED BY SHAWN ON NOVEMBER 13, 2015 POSTED IN D&D 5E, CLASSES, CAMPAIGN TRAIL
Prestige classes were introduced in third edition as a further means of individualizing a
character. In anUnearthered Arcana article introduced playtest material for us to create Prestige
Classes for D&D 5th Edition. I’m working with one of my players who was bitten, scratched and
nearly killed by a werewolf. We decided he is going to try to control the curse versus curing it, so
we thought a Werewolf Prestige Classmight be a good player option to help his character
progress from uncontrolled transformation to mastering his curse and unlocking new abilities.
Thoughts on Prestige Classes in D&D 5th EditionMany of the prestige classes of the past such as Assassin, Arcane Trickster and Eldritch Knight
are now just archetypes for the base classes in fifth edition. I think with prestige classes in fifth
edition, we are provided a way to offer players additional rewards as their characters advance.
I’m taking the approach of prestige classes basically being archetypes with prerequisites that
players will need to consider in advance. Any prestige classes I create for my game would
attempt to be mechanically equal to any other character options.
Some hooks for prestige classes could be:
• You are bitten by a Werewolf and are cursed with lycanthrophy
• The old master asks you to start training in an order of monks, rogues, templars or knights due
to your recent accomplishments.
• An invite to finally take the test and become a fully sanctioned mage arrives via messenger from
the academy.
• The captain himself asks you to his office to hire you as a member of the royal guard after
stopping an assassination attempt.
• After saving her fleet, the Queen gives you papers making you a royal privateer, ending your life
on the run as a pirate.
When looking to create a Werewolf Prestige Class for D&D 5th Edition, my player and I looked
toWerewolf – Howl at the Moon for ideas. I thought a prestige class would work better than
taking feats to gain control over his curse. We’re just starting to playtest this 5 level prestige
class, so I’m sure we’ll be tweaking it as we go (this is version 2.5).
Werewolf Prestige ClassA Werewolf is a humanoid that is cursed with chaotic nature magic to transform into a large,
wolf-like creature during the full moon. The most common way to become a Werewolf is to be
bitten, or scratched. Some part of the Werewolf’s claws or saliva must make contact with a
target’s bloodstream to spread the curse. As such, creatures without blood (e.g. Warforged) are
immune. Other races too far removed from mammalian predators are also immune for unknown
reasons. This includes the races of Dragonborn,Thri-kreen, Shardmind, and Tiefling (the
Tiefling’s blood is already considered cursed, which prevents it becoming double-cursed). A child
with one or both Werewolf parents has a chance of being cursed with lycanthrophy at the onset
of puberty.
Once a creature is cursed with lycanthropy, they have until the first night of the following full
moon (approx. 28 days away) to use a remove curse spell, or the condition
becomes permanent. Once the first change into a Werewolf has taken place, only a wish or
other extremely powerful magic can remove the curse. Doing so should be a monumental
undertaking, and possibly the focus of an entire adventure or campaign.
A Werewolf will transform each of the three nights of the full moon, as soon as the moon is in the
sky and the sun has set, against their will. The form they take is that of a very large and vicious
wolf with some humanoid qualities. They will remain in this form until sunrise, or they are
rendered unconscious.
If remove curse is cast at the beginning of the transformation, the Werewolf may make a DC15
Wisdom save to avoid the transformation. This will delay transformation for one night. If the spell
is cast using a 4th-level slot, this save will suppress the transformation for 2 nights.
This Werewolf Prestige Class gives a player’s character increasing control and eventual
mastery of this curse.
PrerequisitesIn order to advance as a Werewolf, you must meet the following prerequisites (in addition to the
multiclassing prerequisites for your existing class):
• Special. You must be cursed with lycanthropy.
• Character Level 7th. The ability to control lycanthropy is only possible for powerful individuals.
Level Class Features Moon Extra Regen
Points Damage
1Lycanthrophic Channeling, Curse of Lycanthrophy, Adept of the New Moon
5 1d6 1d4
2 Adept of the Waxing Moon 5 1d6 1d4
3 Adept of the Waning Moon 10 1d8 2d4
4 Adept of the Full Moon 10 2d8 2d4
5 Lunar Embrace 15 3d8 2d4
Class FeaturesAs a Werewolf you gain the following class features.
Hit Points
Hit Dice: 1d12 per Werewolf level
Hit Points per Level: 1d12 (or 7) + your Constitution modifier per Werewolf level
Proficiencies
Armor: None
Weapons: None
Tools: None
Saving Throws. None
Skills. Survival or Perception
Equipment
The Werewolf prestige class does not grant any special equipment.
Lycanthrophic ChannelingBeginning at 1st level, you have built up a store of resistance inside you can use to resist your
curse and empower your lycanthropic abilities. You gain a pool of 5 Moon Points that increases
to 10 at 3rd level, and 15 at 5th. Used Moon Points are restored upon the completion of a long
rest.
Curse of LycanthrophyAt 1st level the curse of lycanthrophy provides you with supernatural strengths and weaknesses
that come coupled with your condition.
You gain the following benefits:
Strength of the Moon. While in hybrid form you gain a minimum strength of 15, and +1 bonus to
AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural
weapons are based on Strength.
Unarmed Attacks. You have the following unarmed attacks that are based on Strength.
• Bite (Wolf or Hybrid Form). Melee weapon attack: reach 5 ft., one creature. Hit: 1d6 piercing
damage.
• Claws (Hybrid Form Only). Melee weapon attack: reach 5 ft., one creature. Hit: 1d6 slashing
damage.
• On either attack, if the target is a humanoid (excluding Warforged, Dragonborn, Thri-kreen,
Shardmind, and Tiefling), it must succeed on a DC [8 + your proficiency bonus + your CON
modifier] Constitution saving throw or be cursed with Werewolf lycanthropy.
• When you hit a creature with an unarmed attack you can spend 2 Moon Points to deal an
additional 1d6 damage to the target, in addition to the damage of your bite/claw. This extra
damage increases as you gain levels in Werewolf, as shown on the Extra Damage column of the
table.
Your gain the following flaws:
Curse of the Moon. A humanoid that is made unconscious (0 HP) by your Bite or Claw attack
instantly fails their Constitution Save and becomes cursed.
Eye of the Wolf. While in humanoid, wolf or hybrid form, you have superior vision in dark and
dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in
darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Full Moon Transformation. You will transform each of the three nights of the full moon, as soon
as the moon is in the sky and the sun has set, against your will. The form you take is that of a
very large and vicious wolf with some humanoid qualities. You will remain in this form until
sunrise, or until you are rendered unconscious. While in this form the DM can take control of
your character at any time. When you transform back into your normal humanoid form you gain
one level of exhaustion.
If Remove Curse is cast at the beginning of the transformation, you may make a DC15 Wisdom
save to avoid the transformation. This will delay transformation for one night. If the spell is cast
using a 4th-level slot, this save will suppress the transformation for 2 nights.
Enraged Transformation. When you fail a death save, take 12 or more of your total hit points in
damage in a single round, or witnesses severe harm come to something or someone you care
about, you must make a Wisdom save or immediately transform into a Werewolf (hybrid form).
The DC is determined by the DM and should be dependent on the severity of the insult or injury.
Typically DCs of 15, 20, 25 & 30. Enrage lasts for 1 hour, after which you transform back to your
Humanoid Form, and gain one level of exhaustion, or you may choose to enrage and continue
your rampage at the DM’s discretion (additional one hour).
Adept of the New MoonAt 1st level you start on a path to controlling your curse of lycanthrophy and gain the following
benefits:
Transformation Resistance. You can now resist Full Moon Transformation with a DC12
Wisdom save without the aid of a Remove Curse spell. If you fail the save, you transform as
normal or you can choose to resist the transformation by spending 5 Moon Points. Also, you no
longer need to roll to resist transformation for the rest of a full moon phase after you have
successfully resisted for one night. If aRemove Curse spell is cast you can roll your save to
resist the transformation with advantage. The damage threshold for an Enraged
Transformation increases to 24 plus your Constitution modifier.
Friends. A well-known friend or associate may make a DC15 Wisdom (Animal Handling) check
as a reaction to being attacked by you, to convince you it is friendly, and should not be the target
of your aggression. If the Animal Handling check is successful, you will attempt to run away from
the area if there are no enemy targets to attack.
Regeneration. The regenerative abilities of your curse are starting to emerge. At the start of
your turn as a free action you can:
• Spend 1 Moon Point to regain hit points equal to 1d4 + your Constitution modifier
• Spend 5 Moon Points to regain hit points equal to 1d4 + your Constitution modifier and at the
start of each turn for 1 minute while in combat.
You can not gain this benefit if you have 0 hit points. If you are hit by a silvered weapon or piece
of ammunition your regeneration abilities halt for one turn.
Adept of the Waxing MoonAt 2nd level you continue along your path of learning to control your curse of lycanthrophy. You
gain the following benefits:
Keen Senses. You gain proficiency on Wisdom (Perception) checks that involve hearing or
smell.
Voluntary Transformation. You may now choose to transform as an action by making a DC15
Wisdom check (On a failed Wisdom check you become enraged) or by spending 5 Moon Points
and you will remain in hybrid form for one hour, and will not be under DM control. This does not
take the place of anEnraged Transformation or Full Moon Transformation. You may choose to
transform into your wolf form as well. The damage threshold for an Enraged
Transformation increases to 32 plus your Constitution modifier.
Good Friends. Your beast form gains some level of awareness, and you are less likely to attack
known friends and associates that you are aware of from your subconscious humanoid mind,
unless they directly threaten you. They may make a DC10 Wisdom (Animal Handling) check as
a reaction to being attacked, which will stop all attacks against them.
Adept of the Waning MoonAt 3rd level, your growing control over your curse provides the following benefits:
Improved Unarmed Attack. The damage from your unarmed attacks increase from 1d6 to 1d8.
• Bite (Wolf or Hybrid Form). Melee weapon attack: reach 5 ft., one creature. Hit: 1d8 piercing
damage.
• Claws (Hybrid Form Only). Melee weapon attack: reach 5 ft., one creature. Hit: 1d8 slashing
damage.
Greater Transformation Control. You gain advantage on rolls to resist any transformations and
you only need to spend 4 Moon Points to resist transformation in the case of a missed save. At
the start of each night during a Full Moon cycle the DC becomes 10 to resist Full Moon
Transformation. The damage threshold for an Enraged Transformation increases to 64 plus your
Constitution modifier.
Best Friends. You will not attack known friends or associates while transformed, even if
enraged.
Greater Regeneration. The regenerative abilities of your curse are starting to emerge. At the
start of your turn as a free action you can:
• Spend 1 Moon Point to regain hit points equal to 2d4 + your Constitution modifier
• Spend 5 Moon Points to regain hit points equal to 2d4 + your Constitution modifier and at the
start of each turn for 1 minute while in combat.
You can not gain this benefit if you have 0 hit points. If you are hit by a silvered weapon or piece
of ammunition your regeneration abilities halt for one turn.
Adept of the Full MoonAt 4th level, you have have nearly mastered controlling your curse of lycanthrophy. You gain the
following benefits:
• Your extra damage on unarmed attacks from spending Moon Points increases to 2d8.
Super Senses. You gain advantage on any Wisdom (Perception) checks that involve hearing or
smell.
Superior Transformation Control. You gain advantage on rolls to resist any transformations
and you only need to spend 3 Moon Points to resist transformation in the case of a missed save.
At the start of each night during a Full Moon cycle the DC becomes 8 to resist Full Moon
Transformation. The damage threshold for an Enraged Transformation increases to 100 plus
your Constitution modifier.
You can not gain this benefit if you have 0 hit points. If you are hit by a silvered weapon or piece
of ammunition your regeneration abilities halt for one turn.
Voluntary Transformation. As an action, you can voluntary transform into your hybrid or wolf
form for one hour by spending 1 Moon Point, after which you either take one level of exhaustion
and revert to humanoid form, or you may choose to spend 1 Moon Point and continue your
rampage for an additional hour. While transformed you have more control:
• You can’t cast spells, speak, or take any action that requires hands or is limited by your
physiology. Concentration on any ongoing spells is broken.
• You may make use of class features if your beast form is physically capable of doing so.
• Your equipment falls to the ground in your space. You will need to pack some spare clothes.
• Taking any action that is not directly related to stalking, hunting, fighting, tracking, feeding, or
other wolf-like activities may prompt the DM to make you roll a Wisdom Save against DC 15 or
lose control. You act as if enraged which lasts one hour, afterwards you transforms back to your
humanoid form.
Lunar EmbraceAt 5th level, you have learned to fully control your curse. You gain the following benefits:
• You are immune from Enraged Transformation.
• Your extra damage on unarmed attacks from spending Moon Points increases to 3d8.
Increased Strength and Speed. The curse is making your stronger and quicker.
• Your base Strength while in humanoid form permanently increases by 1.
• Your speed while in Wolf or Hybrid form increases by 5′ feet.
Shapechanger. You can transform as a bonus action into a wolf-humanoid hybrid or into a wolf
for one hour, or back into your true humanoid form. Your statistics are the same, other than
Strength and AC, in each form. Any equipment you are wearing or carrying isn’t transformed.
You revert to your true form if you are reduced to 0 hit points. Transforming is less taxing on you:
• You no longer take any exhaustion for transforming and you have full control of your actions.
• While in hybrid form you can cast spells, speak and take any action that requires hands but is
not limited by your physiology.
• While in wolf form you can take actions that are not directly related to stalking, hunting, fighting,
tracking, feeding, or other wolf-like activities.