Werewolf (4e Theme)
Werewolf
You possess latent, inherent lycanthropey, or the blessing, known by some as a curse, of the werewolf. Stories have existed for centuries about werewolves and their capabilities, and while werewolves vary depending on their type, these werewolves are shapeshifters, able to transform in to a man-wolf hybrid beast.
Building
Any race can potentially be a werewolf, but generally only living creatures do so. As the form relies heavily on transformation in to a humanoid biological form, it is typically humanoid and biological creature, rather than artificial constructs (such as warforged or Sharmind) that take this form, however due to the magical nature of the transformation can apply even to non-biological creatures.
- Class Prerequisites
None
- Race Prerequisites
Any race can potentially be a werewolf, but generally only living creatures do so.
Background
You possess latent werewolf Ancestry, and thus you are part wolf, granting you powers not otherwise ordinary of your race.
Associated Skill: Nature, Stealth
Starting Feature
Form of the Beast
- Benefit
For purposes of determining prerequisites, such as for feats or paragon paths, you are considered both a werewolf and your original race. You also gain a 2 additional healing surges. In addition to this, you gain the werewolf "Form of the Beast" racial power.
Additional Features
Level 5 Feature
Heart of the Beast
- Benefit
Being a beast is a part of you, no matter what form you are in. You gain a +2 bonus to perception, insight and nature rolls, and any skill checks related to tracking. Furthermore, you have exceptionally keen senses, capable of tracking targets by smell, and gain darkvision and truesight out to 10 ranges.
Level 10 Feature
Invigorating form
- Benefit
You gain +5 extra bonus hitpoints. Furthermore when you are bloodied, you can shift in to your beast form as a free action.
Optional Powers
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Invigorating Fury | Werewolf Utility 2 |
The thrill of battle invigorates you, with spilling blood only further increasing your determination to fight. | |
Encounter | |
Free Action | Personal |
Trigger: You shift in to your beast form. | |
Target: Self | |
Effect: When you shift in to your beast form, you gain temporary hitpoints equal to your healing surge value. |
Blood of the Beast | Werewolf Utility 6 |
The power of the beast is infused within you, giving you incredible power with each strike. | |
Encounter | |
Minor Action | Personal |
Target: Self | |
Effect: On your next successful attack, you can choose to do 1d8 extra damage, slow the target, and knock it prone. | |
Special: You may only use this power when in your beast form. |
Way of the Beast | Werewolf Utility 10 |
Despite your immense size and power, you are incredibly fast and agile, moving with blinding and practically unnatural speed. | |
At-Will | |
Move Action | Personal |
Target: Self | |
Effect: You may move your speed +1. While moving, you may move around corners, or through enemy spaces (although you may not remain there), although you incur an opportunity attack for doing so. You gain a +2 bonus to defenses against all opportunity attacks, and a +4 bonus to opportunity attacks when moving through an enemy space. In addition, you can climb or swim your speed, and do not need to make an athletics or acrobatics roll for doing so. You may use the move action in replace of the ordinary move action you would possess when charging or making a bull rush. | |
Special: This power may only be used when in beast form. |
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