Wolf's Bane (5e Class)
From D&D Wiki
- 1.1 The Wolf's bane focus on subclass
- 1.2 Creating a Wolf's Bane class
- 1.3 Class Features
- 1.4 The Big Bad Wolf
- 1.5 At state 1
- 1.6 At state 2
- 1.7 At 3rd state
- 1.8 At 4th state
- 1.9 Other features
- 1.10 Pack Leader
- 1.11 Multiclassing
The Wolf's bane focus on subclass
The main aspect of the Wolf's Bane is to focus on giving help to your subclasses and making you stronger as you mean to go on. The subclasses are as follows: Hybrid and The Big Bad Wolf . Hybrid: focuses more on creating an army of werewolf followers and laying stealthy until you have your numbers. The Big Bad Wolf: you are a 8 foot giant wolf, not a hybrid nor werewolf just pure wolf. In this state you possess the strength and ability to fight alone and take beatings without backing down as well as possessing an health meter which determines your state. The class on a whole focuses on enhancing all of these subclasses and your human form but the focus is to stay as a werewolf for as long as possible rather than being limited.
Creating a Wolf's Bane class
- Quick Build
You can make a Wolf's Bane class quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution or dexterity. Second, choose the Haunted One background. Third, choose any form of weapon other than silver. and avoid shields.
As a Wolf's Bane you gain the following class features.
- Hit Points
Armor: Light armour
Weapons: Simple weapons
Tools: Herbalism Kit
Saving Throws: Strength, Constitution, Wisdom
Skills: Choose 3 from the following: Animal Handling, Athletics, Intimidation, Nature, Perception, Stealth, Survival and Persuation
You start with the following equipment, in addition to the equipment granted by your background:
- 2 Simple Weapons
- A martial weapon
- (a) Dungeoneers or or (b) Explorers pack
- Herbalism kit
- If you are using starting wealth, you have 50gp in funds.
|Features||Transformations before a short rest:|
|1st||+2||Homo Sapien, Scent of smell, Imprinting||N/A|
|3rd||+2||Silver essence Archetype||2|
|4th||+2||Ability Score Improvement||2|
|6th||+3||Silver essence Archetype||4|
|8th||+3||Ability Score Improvement, Silver essence Archetype||4|
|11th||+4||Bone and flesh||4|
|12th||+4||Ability Score Improvement, Super Sniffer||6|
|13th||+5||Silver essence Archetype||6|
|15th||+5||Silver essence Archetype||6|
|16th||+5||Ability Score Improvement, Hunters nightmare||6|
|19th||+6||Ability Score Improvement||Unlimited|
|20th||+6||Silver essence Archetype||Unlimited|
- Homo Sapien
At 1st level you do not have access to any form of transformations. However the blood still boils in you, every night (6pm starting) you have a chance to turn feral. Your character must succeed a constitution saving throw DC 1 + class level: if succeeded you control your blood thirst, upon a fail you burst into a feral rage and have to kill 1 + character level amount of animals/creatures before you can rest, you target the closest living thing within 15ft in sight. You take 4x damage from any form of silver weapon. You cannot eat fruit or veg.( When choosing The pack, silver archetype, all pack members take the same check and have a chance to go feral too). The DM has control over all your actions and abilities until you have successfully killed your target amount.
On the other hand you have a Natural armour of AC 10 + strength + dexterity when not wearing any form of armour. you have +4 to perception (and passive perception) and +1 to strength. You can travel half of your normal speed without exhaustion. You gain dark vision up to 15 feet away.
- Scent of smell
At 1st level you gain access to proficiency in perception. You can track a creature which leaves traces or a smell (to smell a creature/animal: roll perception on a DC 10 + dexterity mod of the creature targeted) you concentrate on it for 5 minutes but only get a general direction of where the creature is. This can be used as an action or bonus action.
At 1st level you become attached to another member of the party at dm's choice. When within a 5ft radius of the member you gain advantage on attack rolls and saving throws. When your imprint is targeted, within a 30ft radius of you to be attacked, you take a constitution DC 15 saving throw: when failed you move to atleast 5 ft of the imprint, despite who's turn it is, and then direction of the attack which attempts to block the incoming attack and focus it on yourself resulting in you being the focus of the attack rather than the imprint, you do not loose any movement on your next turn but you cannot use an action. This also adds the benefits of advantage on attack rolls and saving throws when in the 5 ft. You cannot intentionally hurt your imprint, even during the homo sapien feature.
- Crushing jaws
at 2nd level you become more agitated: you gain a bite attack that does 2d4 + strength Peircing damage. This can be used as a bonus action.
- Smelling frenzy
At 5th level you gain the ability to smell all creatures within a 10 mile radius, you can then use scent of smell on one creature in that 10 mile radius. Once per short rest.
- Silent killer
at 9th level you can go into a instinct mode which can be used once per long rest. You make no noise in movement. You see in a heat signature making all enemies clearly visible to you in sight, your perception is +10 till instinct affects are no longer. You can smell the exact location of all creatures in a 10 mile radius. The instinct mode cancels when at 0 hp, unconscious or if you have killed an enemy. your attacks do x2 damage and your roll to hit +10. You move at double speed. Instinct lasts 10 minutes, when instinct is over you instantly unconscious for 1 hour and you resist all spells to wake you up. This doesn't count as any form of rest in this period. After you suffer from level 2 exhaustion for 3 hours and cannot transform into any form of werewolf during all this time.
- Bone and flesh
At 11th level you have a rush of hunger in your veins. You can now eat corpses of any dead creature and regenerate 1d4 per level of health back. If the creature is bigger than medium size then its 1d12 per level instead.
- Super Sniffer
Your nose becomes one with the odours of sweating animals.at 12th level you can now use scent of smell to track down the exact location any beast.
- Hunters nightmare
at 16th level you become a fear among the community. Due to your aggression you cause the frightened and incapacitated status affects when making any charisma throws including saving throws.
- Vexed energy
at 18th level you become hungry and full of anger. For every dead creature eaten within 12 hours you gain a token. Every 5 tokens adds a free 1d8 to any roll. When used you lose 5 tokens.
Silver essence Archetype
At 3rd level, you chose a Silver essence Archetype. Choose between Hybrid, The Big Bad Wolf and lupin. Your choice grants you features at 3rd 6th 8th 13th 15th and 20th levels.
Ability Score Increase
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.
Silver essence Archetype
You are now able to pick the type of monstrosity you would like to be, Remember: Pack leader= Dexterity and packs The Big Bad Wolf = Strength and tank
The Big Bad Wolf
You are the legend. The one feared by everyone. You are The Big Bad Wolf.
At 3rd level you have 4 states. 1 human 2 Wolfman, 3 Wereman and 4 Bigby. You ignore the Transformations per 12 hours: for every 1/4 of your health dropped you go up a state starting at 1 human and ending at 4 Bigby. ( for e.g. 100% - 75% = state 1, 75% - 50% = state 2, 50% - 25 % = state 3, less than 25% = state 4)
At state 1
at more than 3/4 of health you have are a standard human and have no extra abilities. You talk normally.
At state 2
between 3/4 and 1/2 health you add your strength to all attack rolls (for all states above this one) and you can perform an unarmed strike ,replacing the original for all unarmed strikes described in the main class, at 2d4B + strength minus the bonus strength on attack rolls your AC is + 1, you gain 1d4 health back per turn or 10 mins. You find it hard to speak so you can only speak for half a sentence in a deep tone.
At 3rd state
between 1/2 and 1/4 health your body becomes slightly hairy, your AC is + 2. You have claws and a full body of hair, you are resistant to cold/frost damage and can do unarmed strikes at 2d8S + strength + constitution whilst keeping the strength addition to all attack rolls including the unarmed strike now, you gain 1d8 health per turn or 10 mins. You move 1/4 further and +5 to perception. You can only growl and bark when speaking and barely manage to write.
At 4th state
at less than 3/4 of health you become an 8-foot black wolf so your size becomes large so you struggle to fit in small spaces and as a result you are incapacitated till you reach an area you can stand in. You Have an AC of 23 but move at half normal speed. you no longer have the unarmed strike but the bite ability is now deals 10d8. Per turn when you are at 1/4 health or per 10 mins: you gain 4d8 hp. All attacks in a 50ft radius are targeted at you. You cannot speak common but can growl and bark, you cannot write. You are large in size. You add strength to all rolls. You have disadvantage on all charisma rolls and skills. You are resistant to cold/frost damage.
- Big Breaths
At 13th level you gain the ability to huff and puff. All enemies in a 20ft cone-shaped area must succeed a constitution saving throw of DC 13 + strength or take 12d8 damage and be pushed back 50ft whilst being knocked prone. All objects within that cone area is either destroyed of knocked over unless its an item of arcane strength. This can be used once per long rest as an action and requires a concentration start up of 5 minutes. The affect lasts 2 minutes. Once performed you gain 1 level of exhaustion and are incapacitated for 1 hour. This is can be used once per long rest.
- The wolf among us
at 8th level because your frighteneing image you can make anybody tell you anything: you gain +4 to your charisma and you have proficiency in intimidation and insight.
- The boy who cried wolf
at 6th level every enemy (whilst in combat) within a 10ft radius of you makes you hostile. all enemies within 10 feet of you have to take a constitution saving throw (DC 10 + charisma). Upon a fail all enemies have disadvantage on attack rolls until they fall and cannot
- Whos scared of the big bad wolf?
at 15th level You cannot be petrified frightened or charmed. Every time you speak in a stage that isn't 1 every creature in a 10 ft radius has to succeed a constitution (DC 10 + strength + constitution) or be frightened while they are in your range, this can force them to move away allowing for a reaction.
- The Legend
at 20th level You can change states at will unlimited amount of times a day and you can use huff and puff 5 times per long rest.
- Part wolf
at level 3 you Can become hybrid of a wolf. Transforming times apply. You gain proficiency in stealth and dexterity is increased by 2. You are proficient in athletics acrobatics and dexterity saving throws. When transformed you gain +2 to perception and you can used an unarmed strike with claws being 4d8 + strength + dexterity slash damage. You move at double speed. Your AC is increased by 3. The duration lasts for 3 hours. You can speak and write in all forms.
- Join the pack
at level 6 you can infect a humanoid with moon essence. Biting a humanoid causes wolf blood to flow: The transformation time for them to become like you is 30 minutes. You have full control over that character and they have the same stats as you and abilities and level. All pack members has an imprint on you. You can have upto 3 other Pack members. for Each pack member you gain +1 strength and +1 dexterity. A pack member only leaves your pack when they die.
- The howl
At level 8 as an action you can howl and cause all pack members to gain advantage on attacks. The howl also causes all enemies within 30 ft radius to have the frightened status affect upon failing a DC 10 + strength + charisma. This can only be used once per long rest and by you only until level 20 or 13 when within a secure den.
- secure den
At level 13 as a primative animal you have a constant feeling to set up home. You can choose upto 50ft square of land to create burrows in or a building that currently isn't under inhabitance to set up camp. You can loose your den when one pack member dies or 2 if an alpha dies, the den destroyed is the closest to you. Once all dens have been built you have built 4 dens you cannot build any more. When you take a short rest or long rest in this area you gain advantage on saving throws. While within this area you gain 2d12 hp per hour. You can have upto 4 of these areas but have to be a minimum of 500 meters apart. While you have a maximum number of pack members and all of them are standing within this area, all your pack members gain the howl ability for 1 use, there is no way to regenerate them once used.
- Pack hunting
at level 15 for every enemy killed by a pack member you gain 3d8 health which can be given to yourself or a member of your pack or party. In addition select 2 of your pack members to possess an identity of alpha. As alphas they can use the join the pack feature and the howl feature. When an alpha dies you have a chance to reelect a new member by making them eat the corpse of the dead alpha. The dead alphas body only stays intact for 12 hours before it perishes and the alpha identity is lost so eating it doesn't carry on the identity when 12 hours have surpassed. When eaten all the old alphas access to the two features are carried over to the new alpha. You can only carry the alpha identity to the first pack member to eat the corpse of the old alpha so one old alpha corpse supplies for one new alpha.
- True Alpha
At level 20 you become the almighty leader. You can have up to 5 pack members and all of their stats are +2. As a leader you gain proficiencies in intimidation, persuasion and charisma saving throws. You cannot be frightened. All other pack members that are not alphas gain +2 to their dexterity. Whereas alphas get +3 strength and +2 constitution.
Do not go bloodhunter as it can confuse the class. Going a spell caster doesn't benefit the classes focus on strength. Ranger,fighter and rogue are all suited when based for dexterity or strength build