Wolf's Bane (5e Subclass)

From D&D Wiki
(Redirected from Wolf's Bane (5e Class))
Jump to navigation Jump to search

Wolf's Bane[edit]

Ranger Subclass

Wolf's bane rangers are hunters of lycanthropes. These skilled warriors are specialized in tracking and killing shapeshifters, those wolves in sheep's clothing that hide in plain sight amidst the common folk, living alongside their prey. Wolf's banes are capable of identifying creatures hidden by the mask of transmutation, and fight to expose those monsters for what they truly, bringing a swift death to them.

Conclave Spells

Also at 3rd level, you learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Wolf's Bane Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger Level Spells
3rd hunter's mark
5th moonbeam
9th remove curse
13th locate creature
17th hold monster
Shifter's Bane

Starting at 3rd level, you have been trained to hunt and kill creatures able to conceal their true identities through shape changing abilities. You have advantage on Wisdom (Perception) checks made to perceive when a creature is concealing its identity.

You also gain advantage on all your Wisdom checks made to track creatures with the shapechanger subtype, and on Intelligence checks made to track them.

True Self Sight

Starting at 3rd level, you become able to see through the deceptive transformations of shapeshifters. As an action, you can give yourself the ability to see the true form of any creature within 60 feet that you are able to see. This ability lasts for 1 minute, and you can use this feature a number of times equal to your proficiency bonus, regaining the uses after finishing a long rest.

Resolve

At 3rd level, your determination and drive to combat shapechangers grants you special abilities. Your Resolve is fueled by a number of resolve points. You have a number of resolve points equal to twice your proficiency bonus. Once you spend a resolve point, it is unavailable to you until you finish a short or long rest.

You can use your resolve points to activate some of your resolve features. Whenever a resolve feature calls for a saving throw, use your Shapechanger's Bane save DC.

Mark of Bane. You can spend 2 resolve points as a bonus action to mark a creature you can see within 30 feet, for 1 minute. Once in each of your turns when you hit the marked target, you cause additional damage equal to your Wisdom modifier.
Lethal Strike. When you hit a marked creature, you can also choose to make a lethal strike. Doing so ends the mark on that creature, and you deal an additional 2d6 damage.
Aconite Curse

At 7th level, you become able to infect your enemies with poisonous aconite, that can reveal their true form. Once in each of your turns when you hit a creature that is under your Mark of Bane, you can impose the poisoned condition on it. This condition ignore immunity to this condition when used against shapechangers.

In addition, when you hit a marked creature that is not in its true form with a weapon attack, or place a mark on it, the creature must succeed on a Charisma saving throw against your spell save DC. On a failed save, the transformation ends and the creature return to its true form.

Master of the Hunt

At 11th level, you can mark a creature with your Mark of Bane without spending your resolve. When you use your Mark of Bane in that manner, you can't use a Lethal Strike, unless you spend 1 resolve point to do so.

In addition, when attacking a marked creature, you can use your bonus action to give yourself advantage on your next attack. You must be within 30 feet of your target to use this ability.

Slayer Trance

At 15th level, you can enter in a deep state of concentration, where you focus all your mental energy on killing your prey. For the next minute, you gain the following benefits:

  • When you use your Mark of Bane on your target, you can choose to cast slow but affecting only it, or to cast haste on yourself, as part of the same action and without spending a spell slot or any components. This lasts for the duration of the mark and doesn't require concentration.
  • You gain truesight out to a range of 60 feet.
  • You add your Wisdom modifier to all your saving throws against effects created by the marked creature.

Once you enter the slayer trance, you can't do it again until you finish a short or long rest.

0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses