Wolf's Fury (5e class)

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Wolf Fury[edit]

Long ago, in the ancestral forests, a tribe known as the Lupines lived in harmony with the wolves that surrounded them. The Lupines were fierce warriors and guardians of nature, respected for their mystical connection with the wolves. This connection was so deep that some members of the tribe could channel the spirit of the wolf, partially transforming during battles. These warriors were known as the Wolf Furies.

Legend has it that the first Wolf Fury, a warrior named Ulric, was the leader of the Lupine tribe. Ulric was known for his bravery and wisdom, and his bond with the wolves was unparalleled. During a great threat to his tribe, Ulric made a pact with Fenris, the spirit of the great ancestral wolf. In exchange for his own life, Ulric received the power to transform into a wolf-warrior, gaining supernatural strength, speed, and endurance. With these abilities, he led his tribe in defending their lands against invaders, becoming a living legend.

The Wolf Furies receive the blessing of Fenris, granting them the ability to enter a lupine transformation during their rages. When a Wolf Fury enters a rage, they can manifest sharp claws and a powerful bite attack, becoming a formidable threat on the battlefield. These warriors can also choose additional benefits that reflect the characteristics of wolves, such as increased speed, damage resistance, and the ability to regenerate their wounds through vampiric vitality.

Warriors who wish to become Wolf Furies must undergo rigorous training, both physical and spiritual. They begin their journeys as hunters and protectors of the tribe, learning to survive in the forests and fight with ferocity. During this training, they perform sacred rituals to connect with the spirit of Fenris, seeking his blessing. Only the most worthy and determined can awaken the lupine fury within themselves.

The Wolf Furies do not fight only for themselves but also to protect nature and their tribes. They are the guardians of the forests, defending their territory against external threats and maintaining the natural balance. Their connection with the wolves allows them to understand the language of animals and sense the changes in the nature around them. This makes them not only formidable warriors but also wise protectors of their homes.

The essence of the Wolf Furies is the primal fury that burns within their hearts. For some, this fury is a source of pain and suffering forged into unwavering strength. For others, it is a spiritual blessing, a gift from the great ancestral wolf that grants them the strength and determination of their totemic predecessors. These warriors carry with them the heritage of Ulric and the ancient Lupines, keeping the flame of their lineage alive.

In their journeys, the Wolf Furies face epic challenges and powerful enemies. Their lives are stories of courage, struggle, and sacrifice, echoing the glories of a lost era. They are the heirs of the Lupines, fierce warriors who carry the flame of an ancestral wolf king, ready to face any threat that endangers what they hold most dear. Through their fury and determination, the Wolf Furies continue to protect their lands and their people, keeping alive the legacy of Fenris and the Lupines.

Creating an Wild Wolf Fury[edit]

The bearers of the title of Wild Wolf are warriors who channel the wild essence of wolves in battle, becoming relentless and agile predators, capable of tracking, hunting, and taking down their prey with unmatched ferocity.

Quick Build

You can make a Wild Wolf Fury quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution.

Class Features

As a Wild Wolf's Fury you gain the following class features.

Hit Points

Hit Dice: 1d12 per Wild Wolf's Fury level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Wild Wolf's Fury level after 1st

Proficiencies

Armor: Light and Medium armor
Weapons: Simple Weapons, Martial Melee Weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose up to three from Athletics, Acrobatics, Perception, Insight, Survival, Stealth, Intimidation, Animal Handling, and Nature.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a leather armor or (b) Simple Weapons
  • a Martial Melee Weapons
  • (a) dungeoneer's pack or (b) an explorer's pack

Table: The Wild Wolf's Fury

Level Proficiency
Bonus
Features Rage Rage Damage
1st +2 Lupine Transformation, Path of the Lupine Rage 3 +3
2nd +2 Predation Mechanics 3 +3
3rd +2 Lupine Heritage, Lupine Archetypes 4 +3
4th +2 Ability Score Improvement, Ability Score Improvement 4 +3
5th +3 Silent Steps 4 +3
6th +3 - 5 +3
7th +3 Heightened Senses 5 +3
8th +3 Ability Score Improvement, Ability Score Improvement 5 +3
9th +4 - 5 +4
10th +4 Lupine Fury Assault 5 +4
11th +4 Wolf's Tenacity's 5 +4
12th +4 Ability Score Improvement, Ability Score Improvement 6 +4
13th +5 - 6 +4
14th +5 - 6 +4
15th +5 Fury's Endurance 6 +4
16th +5 Ability Score Improvement, - 6 +5
17th +6 - 7 +5
18th +6 Lupine Regeneration 7 +5
19th +6 Ability Score Improvement, Ability Score Improvement 7 +5
20th +6 Wolf's Avatar Unlimited +6

Lupine Transformation[edit]

Description: Upon choosing this path at 1st level, you can enter a partial wolf transformation during your rage. When you rage, you can choose to manifest sharp claws that count as natural weapons and grant a +3 bonus. This weapon counts as an unarmed strike with 1d10 damage rolls. Additionally, your bite attack deals 1d12 piercing damage.

When you are not wearing any armor or wielding a shield, your Armor Class is 10 + your Dexterity or Strength modifier + your Constitution modifier. (any form)

Path of the Lupine Rage[edit]

Description: When you enter a rage for the first time in a day, you can choose to gain additional benefits based on the type of prey you wish to hunt. Choose 2 of the following options:

  • Swift Prey: You gain +10 meters of movement speed and can disengage or dash as a bonus action on your turn.
  • Lupine Resilience: You gain resistance to slashing, piercing, and bludgeoning damage.
  • Fragile Prey: Your melee attacks deal an extra 1d6 damage to creatures that have less than half of their maximum hit points.
  • Hunted Prey: You gain advantage on attack rolls against creatures that are under the effect of a camouflage or invisibility ability.
  • Vampiric Vitality: When you deal damage with a melee attack, you regain hit points equal to your Strength modifier (minimum of 1).

Note: These benefits replace the benefits of your standard rage. You suffer all the restrictions of your rage while in wolf form and cannot use armor or a shield in this form, but you can wield weapons normally.Below are two features that you gain regardless of the form:

  • You now possess the ability to communicate with wolfs, sharing a common language with them, including the language of the Sylvans.
  • Lupine Physique: Your Dexterity score changes to 19, if it is not already higher. At 16th level, your Dexterity score changes to 22, if it is not already higher.

Predation Mechanics[edit]

Starting at 2nd level, you gain the ability to accumulate Predation Points by entering a rage and performing certain feats. Predation Points represent your ability to become fiercer and more cunning in combat, making the most of your hunter instincts.

Earning Predation Points

  • Beginning of Rage: You gain 1 Predation Point when you enter a rage.
  • Half Hit Points: When your hit points fall to half for the first time during a rage, you gain 2 Predation Points.
  • Critical Hit: When you score a critical hit with an unarmed strike or natural weapon attack, you gain 3 Predation Point.
  • Ally at 0 HP: When an ally within 9 meters drops to 0 hit points, you gain 2 Predation Points.
  • Enemy Elimination: When you reduce a hostile creature to 0 hit points, you gain 2 Predation Points.
  • Successful Saving Throw: When you succeed on a saving throw while raging, you gain 1 Predation Point.
  • Attack against Marked Prey: When you hit an attack against a creature marked as your prey, you gain 1 Predation Point (applicable only once per round, tell the GM who the marked target will be at the start of the turn ).
  • Receive Critical Damage: When you receive a critical hit from an attack, you gain 2 Predation Points.
  • Elimination of Marked Prey: When you reduce a creature marked as your prey to 0 hit points, you gain 3 Predation Points.
  • First Rage Attack: The first successful attack in a rage grants 1 Predation Point.
  • End of Harmful Effect: When a negative effect (condition, spell, etc.) on you ends while raging, you gain 1 Predation Point.
Level Maximum Predation Points
Level 2 8 points
Level 5 12 points
Level 10 16 points
Level 15 20 points
Level 20 24 points

Spending Predation Points You can spend your Predation Points to activate special abilities as described in the lupine archetypes and below are some options for using points:

  • Swift Strike (Cost: 2 Predation Points) You harness your predatory speed, delivering swift and deadly strikes. Additionally, you can spend 1 Predation Point to add 1d6 extra damage to a melee attack. Furthermore, after using this ability, your movement speed increases by 10 feet until the end of your turn.
  • Savage Strike (Cost: 2 Predation Points) You unleash a devastating attack, inflicting maximum weapon damage on a successful melee strike. This ability can only be used once per rage.
  • Predatory Instincts (Cost: 3 Predation Points) You tap into your primal instincts, gaining advantage on all attack rolls against a single designated enemy for one minute or until the target is defeated. This ability can only be used once per rage.
  • Feral Resilience (Cost: 4 Predation Points) Your feral nature grants you temporary hit points equal to your Constitution modifier multiplied by your level. These temporary hit points last for one minute or until depleted. This ability can only be used once per long rest.
  • Bloodthirsty Assault (Cost: 2 Predation Points) Upon landing a successful melee attack, you roll a d6 and regain hit points equal to the result divided by 2 (rounded down).
  • Predator's Resilience (Cost: 3 Predation Points) You tap into your predatory instincts, granting yourself regeneration for a brief period. You regain hit points equal to your Constitution modifier, rolling a d4, at the start of each of your turns for one minute or until the effect ends. This ability can only be used once per rage.
  • Sanguine Strike (Cost: 4 Predation Points) Your strikes are infused with vampiric energy. Upon landing a successful melee attack, you roll a d8 and regain hit points equal to the result. This ability can only be used once per round.

Lupine Heritage[edit]

When you reach 3rd level, this ability embodies the primal connection between the Wild Wolf and its lupine ancestors, infusing the warrior with unparalleled ferocity and instinctive prowess. You gain the following benefits:

  • Feral Instincts: Your connection to the wolf's savage nature imbues you with heightened senses and agility. You gain advantage on Dexterity (Stealth) checks made to move silently and remain hidden while in natural terrain, such as forests or mountains. Additionally, you have advantage on Dexterity (Acrobatics) checks made to navigate treacherous terrain, such as narrow ledges or slippery slopes.
  • Savage Strikes: In your Wild Wolf's Fury form, your attacks echo the relentless fury of the wild. Your bite attack deals 2d8 damage, and each of your claw attacks deals 2d6 damage. Furthermore, your weapon attacks deal an additional 1d6 damage. This ferocious assault embodies the primal power of the Wild Wolf, allowing you to tear through your enemies with unmatched brutality.
  • Predatory Agility: You harness the swift agility of the wolf, enhancing your physical prowess. Additionally, your keen instincts grant you an edge in anticipating danger. Once per short rest, you can roll a d8 and gain temporary hit points equal to the result plus your Dexterity modifier, and you have advantage on Dexterity checks made to navigate treacherous terrain, such as balancing on narrow ledges or avoiding traps. Additionally, you have advantage on Dexterity (Sleight of Hand) checks made to pick locks or disarm traps
  • Instinctual Adaptation: Your instincts sharpen with each battle, granting you newfound skills. Upon reaching 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to Wild Wolf warriors.
  • Swift Predator: Your reflexes are honed to a razor's edge, allowing you to seize the initiative in any conflict. You have advantage on initiative rolls, and if surprised at the start of combat and not incapacitated, you can act normally on your first turn, provided you enter your rage before taking any other actions.
  • Lupine Hunter's Grace: You embody the stealth and cunning of the ancestral lupine hunters. You can track other creatures while traveling at a fast pace without penalty, and you can move stealthily while traveling at a normal pace.

Lupine Archetypes[edit]

Upon reaching 3rd level, you choose one of the following lupine archetypes = Hunter Wolf, Alpha Wolf, Shadow Wolf, which grants you additional abilities at 3rd, 6th, 13th, and 17th levels.

Ability Score Improvement[edit]

At 4th level, and again at 8th, 10th, 12th, 16th, and 19th levels, your bond with the bear grants you increased resilience and strength. You can choose to increase one ability score of your choice by 2 points, or you can increase two ability scores of your choice by 1 point each. The standard rule that an ability score cannot be raised above 20 with this feature applies. This reflects the enduring nature and adaptability of the bear, enhancing your own abilities in a similar fashion.

Silent Steps[edit]

Beginning at 5th level, while in a rage, you gain an instinctual advantage against death saving throws, rolling with advantage. Additionally, tapping into your primal survival instincts, when you are reduced to 1 hit point, you can harness a burst of dangerous intuition. You can choose a destination within 12 meters to flee to without provoking opportunity attacks, allowing for a swift and strategic escape. This instinctual reaction represents your heightened senses and primal connection to the wild, granting you the ability to navigate danger with unparalleled finesse and agility.

  • Predatory Assault: (Cost: 3 Predation Points) Embracing the primal fury of the Wild Wolf, you unleash a devastating assault on your foes. While in your Wild Wolf's Fury form, when you use the Multiattack action, you can choose to make one bite attack, dealing 1d12 piercing damage, and two claw attacks, each dealing 1d10 slashing damage. Alternatively, you can opt for one bite attack and two weapon attacks. This ability exemplifies the relentless onslaught of a wild predator, allowing you to tear through enemies with primal ferocity, overwhelming them with a flurry of blows.

Heightened Senses[edit]

At 7th level, you develop keen senses akin to those of a wolf. You gain darkvision with a range of 18 meters and advantage on Wisdom (Perception) checks that rely on smell or hearing. This enhancement of your senses allows you to perceive the world with clarity even in the darkest of environments, mirroring the acute awareness of a prowling wolf.

Lupine Fury Assault[edit]

Starting at 10th level, while raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with a melee weapon attack. If you hit the target with a melee attack during this charge, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or be knocked prone. If the target falls, you can make an additional bite attack against it as part of the same bonus action. This devastating maneuver exemplifies the savage ferocity of the Wild Wolf, allowing you to swiftly overpower your foes in combat.

Wolf's Tenacity's[edit]

At 11th level, your Wild Wolf's Fury endows you with unparalleled resilience and survival instinct. When you are reduced to 0 hit points, you remain conscious and are not incapacitated. You still must make Death Saving Throws, and you still die if you fail three times. Additionally, you have advantage on saving throws against effects that would render you stunned.

Moreover, you gain proficiency in Constitution saving throws, reflecting your enhanced endurance and physical fortitude.

Furthermore, you add your proficiency bonus to Death Saving Throws. If your roll is a total of 20 or higher (adding the proficiency bonus), you regain 1 hit point, symbolizing your indomitable will to survive against all odds.

Fury's Endurance[edit]

At 15th level, your Wild Wolf's Fury channels the entirety, unleashing an unyielding resilience even in the face of imminent death.

  • Survival Instinct: You enhance your resistance to death. Whenever you are reduced to 0 hit points and are not instantly killed by massive damage, you can spend 1 Predation Point to automatically regain 1d10 + your Constitution modifier hit points. You can use this ability a number of times equal to your Constitution modifier (minimum of once), regaining all uses after a long rest.
  • Lupine Frenzy: In moments of dire need, you can unleash a lupine frenzy, allowing your wild fury to reach a new pinnacle. When you are below half of your maximum hit points, you can spend 2 Predation Points to trigger this frenzy. During the lupine frenzy, your unarmed strikes deal additional damage equal to your Strength modifier, and you have advantage on saving throws against effects that would cause the incapacitated condition. This frenzy state lasts for one minute, after which you suffer one level of exhaustion.
  • Regenerative Ferocity: You use your bonus action to spend 5 Predation Points and regain 1d6 hit points for each point spent. This ability allows you to channel the wild wolf's fury to rapidly regenerate during combat.

Lupine Regeneration[edit]

Starting at 18th level, while raging, you regain 8 hit points at the beginning of each of your turns. However, if you take damage from silver or a spell, this ability doesn't function at the start of your next turn. This remarkable regeneration ability channels the primal vitality of the Wild Wolf, allowing you to swiftly recover from injuries sustained in battle.


Wolf's Avatar[edit]

At 20th level, you become the true avatar of the wolf. When you enter a rage, you can choose to fully transform into a giant wolf, gaining the Large size if you haven't already. In this form, your speed increases by 20 meters and your bite attacks deal 3d8 piercing damage, while your claw attacks deal 3d6 slashing damage. Additionally, you and your allies within 9 meters of you gain resistance to slashing, piercing, and bludgeoning damage. Your allies also gain advantage on saving throws against fear and enchantment effects, and you have full access to all level 1 abilities. This ultimate transformation embodies the primal power and ferocity of the wolf, allowing you to lead your allies with unrivaled strength and resilience.

Hunter Wolf[edit]

Hunter Wolves are adept at tracking and taking down their prey with precision. They utilize their keen senses and predatory instincts to gain the upper hand in battle, making them formidable hunters and fierce combatants.

Level 3 - Hunter's Eyes: You gain advantage on Wisdom (Perception) and Wisdom (Survival) checks to find and track creatures. Additionally, you can detect invisible creatures within 30 feet of you while raging.

  • Level 3 - Precise Hunt: You can spend 1 Predation Point to gain advantage on your next attack roll.

Level 6 - Relentless Hunt: You can use a bonus action to mark an enemy as your prey. While it is marked, you deal extra damage equal to your Strength modifier (minimum of 1) on melee weapon attacks against that creature. The mark lasts until the creature is reduced to 0 hit points or until you mark a new prey.

  • Level 6 - Prey Sense: You can spend 2 Predation Points to anticipate your prey's movements, gaining advantage on attack rolls against it for 1 minute.

Level 13 - Predator's Fury: While raging, you can use a bonus action to increase your movement speed by 20 feet and gain advantage on all attack rolls against the creature you have marked as your prey until the end of your turn.

  • Level 13 - Predatory Charge: You can spend 3 Predation Points to make an additional attack against a creature marked as your prey.

Level 17 - Deadly Hunt: When your marked prey has less than half of its maximum hit points, your melee attacks against it deal an additional die of damage (2d6 for claws, 2d8 for bites).

  • Level 17 - Death Instinct: You can spend 4 Predation Points to become immune to all debilitating conditions for 1 minute.


Alpha Wolf[edit]

Alpha Wolves are natural leaders who inspire and protect their pack. They use their commanding presence and strategic acumen to bolster their allies and intimidate their foes.

Level 3 - Pack Inspiration: You can use a bonus action to grant advantage on attack rolls to up to three allied creatures within 60 feet of you until the start of your next turn.

  • Level 3 - Pack Command: You can spend 1 Predation Point to allow an ally within 60 feet to make an additional attack on their turn.

Level 6 - Pack Defender: When an allied creature within 15 feet of you is targeted by an attack, you can use your reaction to impose disadvantage on the attack roll.

  • Level 6 - Alpha Guard: You can spend 2 Predation Points to intercept an attack directed at an ally within 30 feet, becoming the target of the attack instead of them.

Level 13 - Alpha Command: While raging, you can use a bonus action to grant all allied creatures within 60 feet advantage on saving throws against fear and charm effects until the end of your rage.

  • Level 13 - Inspiring Roar: You can spend 3 Predation Points to grant all allies within 60 feet a +2 bonus on attack rolls and saving throws for 1 minute.

Level 17 - Dominant Presence: You become immune to being frightened and charmed. Additionally, while raging, all hostile creatures within 60 feet of you have disadvantage on saving throws against fear.

  • Level 17 - Leadership Aura: You can spend 4 Predation Points to grant all allies within 60 feet resistance to slashing, piercing, and bludgeoning damage for 1 minute.

Shadow Wolf[edit]

Shadow Wolves are eerie predators who thrive in darkness, spreading fear and draining the life force from their foes.

Level 3 - Death Howl: You can use a bonus action to unleash a howl that instills fear in your prey. All hostile creatures within 30 feet of you that can hear you must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or become frightened for 1 minute. Affected creatures can repeat the saving throw at the end of each of their turns, ending the effect on themselves on a success.

  • Level 3 - Menacing Shadow: You can spend 1 Predation Point to cause a creature frightened by you to have disadvantage on its saving throws against your attacks and abilities.

Level 6 - Dark Darkness: You can spend 4 Predation Points to cast "Darkness" as an action. Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can't see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can't illuminate the area. Groans, whispers, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw against DC 15, taking 1d12 necrotic damage on a failed save, or half as much damage on a successful one.

Level 6 - Vampiric Bite: When you deal damage with your bite attack while raging, you regain hit points equal to the damage dealt.

  • Level 6 - Bloodlust: You can spend 2 Predation Points to increase the damage of your bite by 1d8 and regain additional hit points equal to the extra damage dealt.

Level 13 - Lupine Shadow: While raging, you can use a bonus action to teleport to an unoccupied space within 60 feet of you that is in darkness or dim light.

  • Level 13 - Shadow Prey: You can spend 3 Predation Points to make your claws and bites deal additional necrotic damage equal to your Strength modifier (minimum of 1) for 1 minute.

Level 17 - Shadow Form: While raging, you become resistant to necrotic and psychic damage and gain immunity to being charmed or frightened.

Level 17 - Shadow Terror: You can spend 4 Predation Points to shroud yourself in an aura of darkness and fear for 1 minute. During this time, you gain the following abilities:

  • Shadow Vision: You can see in magical darkness up to 60 feet.
  • Frighten Enemies: All hostile creatures within 30 feet of you must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) at the start of each of your turns or become frightened while in the area and for an additional 1d4 rounds after leaving the area.
  • Summon Shadows: As a bonus action, you can conjure shadowy tendrils that reach all hostile creatures within 30 feet. Those creatures must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or take 3d6 necrotic damage and become restrained by the shadow until the end of your next turn.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Wolf Fury, you must meet these prerequisites: 13 Strength, 13 Dexterity

Proficiencies. When you multiclass into the Wolf Fury class, you gain the following proficiencies: Armor: Light and Medium armor

Proficiencies. When you multiclass into the Wolf Fury class, you gain the following proficiencies: weapons: Simple weapons, martial gloves

Proficiencies. When you multiclass into the Wolf Fury class, you gain the following proficiencies: skills: Acrobatics, Nature.

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