Werewolf Lord (3.5e Class)

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Author: Montwind (talk)
Date Created: 23/08/2015
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Play as a Werewolf starting from first level.

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Werewolf Lord

Werewolf Lords are natural lychanthropes that draw power from their animal roots. They are really predatory both in looks and personality. Werewolf Lords are one of the first generation werewolves that survived for ages.

Making a Werewolf Lord

Werewolf Lords are strong frontline fighters that excel in taking down wild beasts since they don't carry silver weapons on them. Physical stats are really important for Werewolf Lords. If you can get a utility caster on your team then you are good to go!

Abilities: Strength, constution and dexterity is realy important but a bit of wisdom and charisma can help.

Races: Only humanoids and giants can become a Werewolf Lord.

Alignment: Any.

Starting Gold: 6d4x10gp

Starting Age: Simple

Table: The Werewolf Lord

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +2  ?Attribute Boost, Natural Attacks, Scent, Transform, Skills of the Hunter, Low-Light Vision
2nd +2 +3 +3 +3  ?Attribute Boost, Hide of the Wolf, Invincible Hunter, Bonus Feat
3rd +3 +3 +3 +3 Attribute Boost, Trip, Bonus Feat
4th +4 +4 +4 +4 Attribute Boost, Bonus Feat, Lycanthropic Empathy
5th +5 +4 +4 +4 Curse of lycanthropy, Natural Attacks
6th +6/+1 +5 +5 +5 Attribute Boost, The Pack, Darkvision
7th +7/+2 +5 +5 +5 Mantle of the Hunter, Bonus Feat
8th +8/+3 +6 +6 +6
9th +9/+4 +6 +6 +6
10th +10/+5 +7 +7 +7
11th +11/+6/+1 +7 +7 +7
12th +12/+7/+2 +8 +8 +8
13th +13/+8/+3 +8 +8 +8
14th +14/+9/+4 +9 +9 +9
15th +15/+10/+5 +9 +9 +9
16th +16/+11/+6/+1 +10 +10 +10
17th +17/+12/+7/+2 +10 +10 +10
18th +18/+13/+8/+3 +11 +11 +11
19th +19/+14/+9/+4 +11 +11 +11
20th +20/+15/+10/+5 +12 +12 +12

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Diplomacy (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).


Class Features

All of the following are class features of the Werewolf Lord.

Weapon and Armor Proficiency: Werewolf Lords are proficient with all simple weapons.

Alternate Form (Su): A Werewolf Lord can freely change between his human form to a wolf form and a hybrid form. While in his hybrid form or wolf form he gains the benefit from abilities that have a (Transformed) tag on them. Transforming is a standart action that doesn't trigger a attack of oppurtunity.

A slain Werewolf Lord reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however.

Natural Attacks (Transformed): Werewolf Lord gains two claw attacks and a bite attack.The bite attack of a Werewolf Lord is a secondary attack. At fifth level a Werewolf Lord's natural attacks counts as a magic weapon for the purpose of overcoming damage reduction

Hybrid Size Claw Bite
Small 1d3 1d4
Medium 1d4 1d6
Large 1d6 1d8
Huge 2d4 2d6

Skills of the Hunter (Transformed): A Werewolf Lord is hunter of hunters. At first level, a Werewolf Lord gains a racial bonus on survival, climb, jump, listen, spot and tumble checks equal to his Wolf Lord level.

Scent (Ex): A Werewolf Lord's ability to smell things is beyond any creature. At first level, he gains scent.

Low-Light Vision (Ex): A Werewolf Lord's eyesight is comparable to a beholder. A Werewolf Lord has low-light vision in any form.

Attribute Boost: At first level Werewolf Lord gains +2 bonus to Wisdom.

Attribute Boost(Transformed):At first level Werewolf Lord gains +2 bonus to strength and dexterity. At second level Werewolf Lord gains +2 bonus to constitution. At third level Werewolf Lord gains +2 bonus to dexterity. At fourth level Werewolf Lord gains +2 bonus to constitution. At sixth level Werewolf Lord gains +2 bonus to strength.

Bonus Feat: At third level Werewolf Lord gains Track as a bonus feat. At fourth level Werewolf Lord gains Iron Will as a bonus feat. At seventh level Werewolf Lord gains Improved Natural Attack expect it applies to all of his natural attacks.

Hide of the Wolf: A Werewolf Lord's hide is thick and tough. At second level Werewolf Lord gains natural armor equal to his Werewolf Lord level.

Invincible Hunter (Ex): A Werewolf Lord is a beast that can only be harmed by a silver weapon. At second level Werewolf Lord gains damage reduction equal to his Werewolf Lord levels that can only be penetrated by a silver weapon.

Trip(Transformed) (Ex):At third level a Werewolf Lord that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Werewolf Lord.

Lycanthropic Empathy (Ex): At fourth level in any form, Werewolf Lord can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as “friend,” “foe,” “flee,” and “attack.”

Curse of Lycanthropy (Su):At fifth level any humanoid or giant hit by a Werewolf Lord's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. If the victim’s size is not within one size category of the Werewolf Lord the victim cannot contract lycanthropy from that Werewolf Lord. Afflicted lycanthropes cannot pass on the curse of lycanthropy.

The Pack: At sixth level Werewolf Lord's presence makes his kindred flock to him. He gains Leadership as a bonus feat expect all of his followers are wolves and his cohort is a natural lychanthrope.

Darkvision (Ex): At sixth level Werewolf Lord's eyesight allows him to hunt in the darkest of the nights. A Werewolf Lord in animal or hybrid form has 60-foot darkvision.

Mantle of the Hunter (Ex):At seventh level Werewolf Lord develops spell resistance that allows him to hunt even the most cunning wizards. A Werewolf Lord has spell resistance equal to 10 plus its Werewolf Lord level.

Ex-Werewolf Lord

If a Werewolf Lord somehow gets rid of his natural lychanthropy he exchanges all of his Werewolf Lord levels with another class.

Epic Werewolf Lord

Table: The Epic Werewolf Lord

Hit Die: d8

Level Special
21st
22nd
23rd
24th
25th
26th
27th
28th
29th
30th

4 + Int modifier skill points per level.


Back to Main Page3.5e HomebrewClassesBase Classes

Article BalanceVery High +
AuthorMontwind +
Base Attack Bonus ProgressionGood +
Class AbilityOther +
Class Ability ProgressionFull +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
Rated ByBonwa +, ThunderGod Cid + and EmperorXander +
RatingRating Pending +
Reflex Save ProgressionGood +
SkillBalance +, Climb +, Handle Animal +, Hide +, Intimidate +, Diplomacy +, Jump +, Knowledge +, Listen +, Move Silently +, Sense Motive +, Spot +, Survival +, Swim + and Tumble +
Skill Points4 +
SummaryPlay as a Werewolf starting from first level. +
TitleWerewolf Lord +
Will Save ProgressionGood +