Path of Destruction
Easy power brings great destruction in its wake. This is true too for the Werewolves who give in too easily to their inner urges. They become towers of muscle and blood-hunger that don't know when to stop fighting. Those that follow the Path of Destruction know, eventually, their pack mates will have to put them down. Eventually, all those that follow the Path of Destruction become consumed by bestial urges and lose all sense of self.
Hit Points
Hit Dice: 1d10 per level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 5) + your Constitution modifier level after 1st
Starting Proficiencies
You are proficient with the following items, in addition to any Proficiencies provided by your race or Background.
Armour: none
Weapons: simple weapons, handguns, shotguns
Tools: none
Saving Throws: Constitution, Wisdom
Skills: You are proficinet in Intimidate and may choose one more skill from Athletics, Acrobatics, Stealth, or Survival tobe proficient in.
Level | Proficiency | Features | Rages |
---|
1 | +2 | Rage, Danger Sense, Terrible Form | 2 |
2 | +2 | Reckless, Beast Within | 2 |
3 | +2 | Primal | 3 |
4 | +2 | Ability Score Impovement | 3 |
5 | +3 | Extra Attack, Fast Movement | 3 |
Rage
In battle, you fight with primal ferocity. On Your Turn, you can enter a rage as a Bonus Action. While raging, you gain the following benefits if you aren't wearing heavy armor:
You have advantage on Strength Checks and Strength Saving Throws; When you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage roll; You have Resistance to bludgeoning, piercing, and slashing damage; If you are able to cast Spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your rage on Your Turn as a Bonus Action. You may rage 2/day or 3/day at third level. You need to take a long rest to recharge rages.
Danger Sense
At 1st Level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.
Terrible Form
Your Wolf-man and wolf forms are more powerful than they used to be. If your Strength, Dexterity or Constitution are higher in human form than they are in wolf, then they are permanently raised to match your human scores when you take wolf form. Additionally, you add one point of Strength, Dexterity and Constitution to your WolfMan form.
Reckless
Starting at 2nd Level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.
Beast Wthin
The beast under your skin makes its presence felt in everyday life. You have advantage on all Charisma (Intimidate) checks and disadvantage on all other Charisma-based ability checks as your inner beast sees no reason to lie or persuade and just wishes to howl and roar and MAKE people do what it wants.
Primal
When you transform into a wolf or wolfman, you grow in size. Your strength increases by 4 for the duration of the transformation, and though you are still medium-sized, you are considered large for the purposes of encumbrance. The DC for your Racial Feature: Induce Fear is increased to DC20 and affects werewolves two hit dice lower than your hit dice. If you are struck with a critical hit, you make use your reaction to either transform into a wolfman or wolf form, or enter a rage. This transformation takes place after the damage is dealt, and cannot be used if the Werewolf would be rendered unconscious.
Ability Score Improvement
When you reach 4th 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. You can instead choose to select a feat or create a new feat in place of this ability score increase.
Extra Attack
Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
Fast Movement
Starting at 5th Level, your speed increases by 10 feet while you aren't wearing Heavy Armor.
This message was last edited by the GM at 16:48, Mon 01 June 2020.