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Character Classes: Paths of the Wolf.

Posted by LunaFor group 0
Luna
GM, 9 posts
Sat 30 May 2020
at 11:31
  • msg #1

Character Classes: Paths of the Wolf


Path of the Warrior
The Werewolves that choose the path of the Warrior seek to rend heir foes apart with more than brute strength but with intelligence too. They are more than wild berserker, seeking to help their pack attack to full advantage. A pack with a warrior in it can face down more deadly foes under their thoughtful leadership and guidance.

This class mixes the battlefield support of a Battle Master Fighter class with the boosting abilities of a bard and the hardiness of a standard fighter. Select this class if you want to lead from the front and work well with others.

Hit Points
Hit Dice: 1d10 per Path of the Warrior level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Path of the Warrior level after 1st

Starting Proficiencies
You are proficient with the following items, in addition to any Proficiencies provided by your race or Background.
Armour: Light Armor, Medium Armor, Heavy Armor,
Weapons: Simple Weapons, Martial Weapons
Tools: Gun-cleaning Kit
Saving Throws: Strength, Constitution
Skills: Choose two Skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

LevelProficiencyFeatures
1   +2Fighting Style, Rousing Speech, Terrible Form   
2   +2Action Surge, Second Wind
3   +2Pack Tactics
4   +2Ability Score Improvement
5   +3Extra Attack


Fighting Style
At 1st level, you can choose a fighting style to assist your own ability in combat.
  • Gunfighter
    You gain a +2 bonus to attack rolls you make with Ranged Weapons.
  • Tooth and Claw
    Once per round when you roll damage for a natural weapon attack in your Wolf or Wolfman form, you may reroll any number of the attack's damage dice. You must keep the new roll(s).
  • Master of Archaic Weaponry
    On a missed attack that was not a natural one, you can instead increase the result of the attack roll by 10. This ability can only be used once and recharges after you have had a long rest.

Rousing Speech
At 1st level, shouting encouragement or howling in approval, you bout the hearts and minds of your pack, inspiring them to greater efforts on the battlefield. As a bonus action during combat, you can grant inspiration to one ally in your line of sight who Is within 20ft of you. This inspiration lasts for as long as combat does. This feature may be used in any form as long as you inspire other werewolves. If you wish to inspire a human ally, you need to be in human form. If you wish to inspire a canine ally, you need to be in wolf form. This inspiration can be used to increase an attack roll, saving throw or ability check. This ability can be used a number of times equal to the Warrior's Path level and cannot be used again until the werewolf has taken a long or short rest.

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.

Second Wind
At 2nd level, you have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your level. Once you use this feature, you must finish a short or Long Rest before you can use it again.

Action Surge
Starting at 2nd Level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. Once you use this feature, you must finish a short or Long Rest before you can use it again.

Pack Tactics
At 3rd level, you learn manoeuvres that are fueled by special dice called superiority dice.
  • Manoeuvres. You learn three manoeuvres of your choice. Many manoeuvres enhance an attack in some way. You can use only one manoeuvre per attack. The full list of manoeuvres can be found here
  • Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
  • Saving Throws. Some of your manoeuvres require your target to make a saving throw to resist the manoeuvre's effects. The saving throw DC is calculated as follows:
    Manoeuvre save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

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. For each critical hit you score, you regain a superiority die.
This message was last edited by the GM at 16:46, Mon 01 June 2020.
Luna
GM, 10 posts
Sat 30 May 2020
at 11:36
  • msg #2

Character Classes: Paths of the Wolf

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+2Rage, Danger Sense, Terrible Form  2
2+2Reckless, Beast Within  2
3+2Primal3
4+2Ability Score Impovement  3
5+3Extra 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.
Luna
GM, 11 posts
Sat 30 May 2020
at 11:41
  • msg #3

Character Classes: Paths of the Wolf

Path of the Hunter
The Wolf Must Hunt is a common refrain among the Werewolves who must sate their inner beast's desires. Those that follow the Path of the Hunter become paragons of hunting, better even than wolves, and tracking their prey becomes something at which they excel.

Hit Points
Hit Dice: 1d8 per level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 4) + 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: Light, Medium
Weapons: simple weapons, handguns, rifles
Tools: none
Saving Throws: Dexterity, Wisdom
Skills: You are proficient in Survival and Nature, and either Athletics or Stealth.

Level  Proficency  Features 
1   +2Caught the Scent; Hunter's Speed; Night's Child 
2   +2Predator's Grace; Wolf in the Long Grass
3   +2Stalker's Perfection 
4   +2Ability Score Improvement   
5   +3Sneak Attack 

Caught the Scent
At first level, even in human form, you excel at tracking by smell alone. As long as you have a sample of the scent you wish to follow, you can make survival checks if your prey otherwise would leave no visible tracks (if they could fly, for instance). If they do leave tracks, you get advantage on all mundane forms of tracking if they rely on your sense of smell and your ability to find physical tracks.

Hunter's Speed
As long as you have not taken a dash action in a round of combat, you may use your bonus action to increase your base speed for one round by 15ft at first level. You may use your bonus action to make a full dash action at 3rd Level.

Night's Child
At first level, the Hunter's wolf form turns black as night, with paws silent as they pace the ground. In Wolf form, the Hunter doubles his proficiency bonus for stealth checks when the sun is set. If the wolf's Dexterity is lower than the Hunter's in Human form, it increases to match the human ability score.

Predator's Grace
In the first round of combat, if you act before the enemy, you can take two actions (as in, attack; cast a spell; dash; disengage; dodge; help; hide; ready; search or use an object). The Hunter cannot take the same action twice (for example, cannot take two dash actions or two 'spellcasting' actions). Once this ability has been used, the hunter needs to take a long rest before they can use it again. The hunter can elect not to use this power and reserve the effort for a later time, under the same conditions.

Wolf in the Long Grass
At 2nd level, as a bonus action, you can attempt to hide as long as you are in cover from all targets. Doing so requires an opposed Dexterity (Stealth) roll against their Wisdom (Perception).

Stalker's Perfection
At third level, you can become invisible. As an action, if the werewolf is hidden at the beginning of its turn, it can concentrate and become invisible as per the invisibility spell. The spell's duration is reduced to 10 minutes, and requires an action each round to maintain, where the Hunter can take only movement and bonus actions. Once this ability has been used, the hunter cannot use it again until they have undertaken a long rest.

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.

Sneak Attack
Beginning at 5th Level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 3d6 damage to one creature you hit with an Attack if you have advantage on the attack roll. The Attack must use a Finesse or a natural weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
This message was last edited by the GM at 17:06, Mon 01 June 2020.
Luna
GM, 12 posts
Sat 30 May 2020
at 11:42
  • msg #4

Character Classes: Paths of the Wolf

Path of the Mystic
The werewolves that choose this path sacrifice their own vitality to create effects that change the world. Some might call them witches, or magicians, but their magic comes from the legacy of the White Queen - not from themselves. And because of this, they seem an untrustworthy sort.

Hit Points
Hit Dice: 1d6 per level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + 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: daggers, handguns
Tools: none
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Level  Proficency  Features  Spells Known
         1   2   3   4   5
1   +2Bloodcasting, Cainine Seeming   1
2   +2Font of Magic2
3   +2Metamagic2   1
4   +2Ability Score Improvement   2   2
5   +3 2   2   1


Bloodcasting
Everything has a price in this world - this is a lesson the Mystic knows all too well. The Mystic can use their blood to power magical effects but at a cost of their own health. As an action, they can induce a wound which bleeds, letting the blood form the price of the spell. A cantrip requires a single hp to be expended to fuel it. A first-level spell requires two hit points. A second-level spell requires 4hp, a third-level spell requires 8hp and a fourth-level spell requires a 16hp sacrifice. These hit points can be regained normally through resting or by curative effects.

Bloodcasting cannot be done in any form other than human form, and any concentration spells cast are immediately lost when undergoing any kind of werewolf transformation.

Spells cast using Bloodcasting are Charisma based. The save DC for these spells is:
Spell DC = 8 + Proficiency Bonus + Charisma Bonus.

The spell attack bonus is your Proficiency Bonus + Charisma Bonus.

Cainine Seeming
With a moment of focus, the Mystic can turn their wolf form to resemble a large dog such as a German Sheperd. This ability requires the Mystic to remain in Wolf form and must be activated once Wolf form is assumed. This ability can be used once, and the Mystic needs to take a short rest before it can be used again.

Font of Magic
At 2nd Level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical Effects. 
  • Sorcery Points
    You have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more sorcery points than your level. You regain all spent sorcery points when you finish a Long Rest.
  • Flexible Casting
    You can use your sorcery points to help offset the cost of broadcasting. By using a sorcery point, you can lower  spell of level one or higher by one level.  Thus, a level one spell costs 1hp, a level two spell costs 2hp, and a level three spell costs 4hp.

Metamagic
At 3rd Level, you gain the ability to twist your Spells to suit your needs. You gain two of the following Metamagic options of your choice. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
  • Careful Spell
    When you Cast a Spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
  • Distant Spell
    When you Cast a Spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you Cast a Spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
  • Empowered Spell
    When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
  • Extended Spell
    When you Cast a Spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
  • Heightened Spell
    When you Cast a Spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
  • Quickened Spell
    When you Cast a Spell that has a Casting Time of 1 action, you can spend 2 sorcery points to change the Casting Time to 1 Bonus Action for this casting.
  • Subtle Spell
    When you Cast a Spell, you can spend 1 sorcery point to cast it without any somatic or verbal Components.
  • Twinned Spell
    When you Cast a Spell that Targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, Magic Missile and Scorching Ray aren’t eligible, but Ray of Frost is.

Ability Score Improvement
When you reach 4th Levelyou 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.

Path of the Mystic: Spell Lists
At first glace, the Path of the Mystic spell lists ay seem very slender, with only two choices per spell level. However, this is intended to allow players to find spells in the game, to create their own spell effects more suitable to an action-horror, and to prevent one class from dominating the game. The Mystic has by and far the most options open to them and thus their agency can get too wide on occasion. With broadcasting and sorcery points, they can spam out magic fast.

Cantrips            Level-One              Level-Two             Level-Three
Acid Splash       Animal Friendship    Alter Self           Call Lightning
Chill Touch       Charm Person         Animal Messanger     Daylight
Druidcraft        Chromatic Orb        Beast Sense          Dispell Magic
Fire Bolt         Detect Magic         Calm Emotions        Glyph of Warding
Friends           Disguise Self        Darkvision           Gaseous Form
Light             Entangle             Gust of Wind         Haste
Poison Spray      Fairie Fire          Lesser Restoration   Plant Growth
Ray of Frost      Fog Cloud            Misty Step           Speak with Plants
Shocking Grasp    Sleep                Moonbeam             Stinking Cloud
True Strike       Speak with Animals   Spider-Climb         Water Breathing

This message was last edited by the GM at 22:24, Mon 01 June 2020.
Luna
GM, 29 posts
Sun 31 May 2020
at 23:54
  • msg #5

Character Classes: Paths of the Wolf


Path of the Judge
The egos of men ae bad enough - how much worse than when the men can transform into killing machines of fur and teeth? This is what the Path of the Judge was created for - to ensure a pack can function, to discern the truth and to find the facts. Not all those who follow the Path of the Judge are skilled interrogators or investigators, but then, they do not need to be. Their gifts and powers revolve around discovering the truth of things regardless.

Those that follow the Path of the Judge use a weapon to discern the truth about the world and the beings within it instead of relying on their claws and teeth.

Hit Points
Hit Dice: 1d8 per Path of the Judge level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 4) + your Constitution modifier Perl evel after 1st

Starting Proficiencies
You are proficient with the following items, in addition to any Proficiencies provided by your race or Background.
Armour: Light Armor, Medium Armor,
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Strength and Intelligence
Skills: Choose two Skills from History, Insight, Intimidation, Investigation or Perception.

LevelProficiencyFeatures
1   +2Blade of Judgement, Scent of the Grave
2   +2Weight of Judgement, Fighting Style
3   +2Sentence the Wicked, Zone of Truth
4   +2Ability Score Improvement 
5   +3Extra Attack


Blade of Judgement
At first level, the Judge can perform a ritual that binds his magical nature to the mundane implement of war. This ritual takes an hour and only works for a melee weapon. Once bonded to the weapon, the Judge gains advantage on checks and saves to resist becoming disarmed. In addition, it holds a number of charges equal to twice the Werewolf's level in Path of the Judge. These charges are recovered after a long or short rest and can be spent on the following abilities:
  • Honest Blade
    For one charge, the Judge can force any creature he cuts with his sword to only speak the truth. Any being hit by a weapon invested with this power must succeed in a Charisma save (DC 8 + the Judge's Charisma Modifier + their Proficiency Bonus) or be unable to speak falsehoods as though affected by a Zone of Truth spell.
  • Guardian Blade
    For one charge, the Judge can increase their maximum and current hit point total by 4 + their Path of the Judge level for 1 minute. Once this power is used, it cannot be used again until the Judge has had a short rest.
  • Judgement
    For a single charge, the Judge can increase the damage of their weapon by 1d8 necrotic damage. This damage increases to 2d8 at 3rd level, and 3d8 at 5th level.
  • Fearful Smite
    For one charge the Judge inflicts an extra 1d6 damage on an attack and the target must make a Wisdom saving throw (DC: 8 + Judges' Intelligence Mod + Judge's Proficiency Bonus) or be frightened. It can make a save at the end of each turn to end the effect.
  • Juror's Vote
    For three charges the Judge can make an extra attack using the attack action for one round.

Scent of the Grave
At 1st level, the Judge can spend an action to sense the presence of Undead within 100ft. The sense does not provide any information about the direction or strength of the hundred presence, only if they are present or not.

Weight of Judgement
At 2nd level, the Judge can select a target creature in 100ft in line of sight. The target creature has disadvantage on ability checks (of your choice) while the Judge maintains concentration, for a total of one minute per long rest. If you hit the target with a melee attack, you can choose to deal your usual weapon damage type, or deal necrotic damage instead.

Fighting Style
At 2nd level, you adopt a style of fighting as your speciality. Choose one of the following benefits as your fighting style.
  • Reckless Attack
    You gain advantage on your attacks this turn but all attacks against you have advantage until the end/beginning of your next turn.
  • Defensive Duelist
    When you are not flanked, you have +2 AC in melee
  • Murderous Blade
    When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting
    When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Sentence the Wicked
At third level, the Judge can proclaim the target of his 'Weight of Judgement' class feature as guilty as an action. Doing so causes the target to immediately suffer 2d4+1 necrotic damage. This damage increases by 1d4 each odd level thereafter. Once this ability is used, the Judge needs to take a long rest before it can be used again.

Zone of Truth
At third level, the Judge may produce an effect that works identically to the 'Zone of Truth' spell. The spell uses the Judge's Intelligence modifier to determine the save DC. This ability can be used once and then the Judge needs to take a long rest before this ability can be used again.

Ability Score Improvement
When you reach 4th Levelyou 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.
This message was last edited by the GM at 22:34, Mon 01 June 2020.
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