Werewolf Lord (3.5e Class)
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Play as a Werewolf starting from first level.
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Werewolf Lord[edit]
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.
File:Https://www.deviantart.com/krigg/art/Werewolf-762825641
Making a Werewolf Lord==[edit]
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
Level | Base Attack Bonus |
Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||
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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, Wolves Need No Armor, 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, Bonus Feat | ||||||||||||||||||||||||||||||||||||
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 | The Endurance Of The Wolf, Speed Of The Night | ||||||||||||||||||||||||||||||||||||
9th | +9/+4 | +6 | +6 | +6 | Attribute Boost, Invincible Hunter | ||||||||||||||||||||||||||||||||||||
10th | +10/+5 | +7 | +7 | +7 | Howl Of The Wolf Lord, Pounce | ||||||||||||||||||||||||||||||||||||
11th | +11/+6/+1 | +7 | +7 | +7 | Eyes Of The Hunter | ||||||||||||||||||||||||||||||||||||
12th | +12/+7/+2 | +8 | +8 | +8 | Attribute Boost, Spirit Of The Wolf | ||||||||||||||||||||||||||||||||||||
13th | +13/+8/+3 | +8 | +8 | +8 | Attribute Boost, The Endurance Of The Hunter | ||||||||||||||||||||||||||||||||||||
14th | +14/+9/+4 | +9 | +9 | +9 | Attribute Boost, Presence Of The Wolf | ||||||||||||||||||||||||||||||||||||
15th | +15/+10/+5 | +9 | +9 | +9 | Attribute Boost, Natural Attacks | ||||||||||||||||||||||||||||||||||||
16th | +16/+11/+6/+1 | +10 | +10 | +10 | Attribute Boost, Shape Of The Wolf | ||||||||||||||||||||||||||||||||||||
17th | +17/+12/+7/+2 | +10 | +10 | +10 | Attribute Boost, The Perfect Hunter | ||||||||||||||||||||||||||||||||||||
18th | +18/+13/+8/+3 | +11 | +11 | +11 | Attribute Boost, The Soul Hunter | ||||||||||||||||||||||||||||||||||||
19th | +19/+14/+9/+4 | +11 | +11 | +11 | Attribute Boost, Soul Of The Hunter | ||||||||||||||||||||||||||||||||||||
20th | +20/+15/+10/+5 | +12 | +12 | +12 | Attribute Boost, The Werewolf Lord, Invincible Hunter, The Endurance Of The Wolf, Natural Attacks | ||||||||||||||||||||||||||||||||||||
Class Skills (4 + Int modifier per level, ×4 at 1st level) |
Class Features[edit]
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. At 15th level Werewolf Lord's natural attacks counts as adamantine for all purposes. At 15th level increase the damage of your natural attacks by one step. At 20th level a Werewolf Lord's natural attacks counts as a epic weapon for the purpose of overcoming damage reduction.
Hybrid Size | Claw | Bite |
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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. At ninth level Werewolf Lord gains +2 bonus to Intelligence, Wisdom and Charisma. At 16th level Werewolf Lord gains +2 bonus to Intelligence, Wisdom and Charisma. At 20th level Werewolf Lord gain +2 bonus to Intelligence, Wisdom and Charisma.
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. At twelfth level Werewolf Lord gains +2 bonus to strength and dexterity. At 13th level Werewolf Lord gains +2 bonus to constitution. At 14th level Werewolf Lord gains +2 bonus to dexterity. At 15th level Werewolf Lord gains +2 bonus to constitution. At 17th level Werewolf Lord gains +2 bonus to strength and dexterity. At 18th level +2 bonus to dexterity. At 18th level +2 bonus to constitution. At 19th +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 fifth level Werewolf Lord gains Endurance as a bonus feat. At seventh level Werewolf Lord gains Improved Natural Attack except it applies to all of his natural attacks.
Wolves Need No Armor(Transformed): 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(Transformed) (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. At ninth level this protection can only be penetrated by silver weapons that have a magical enchantment on them. At 20th level this damage reduction cannot be penetrated by any 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 except 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(Transformed) (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.
The Endurance Of The Wolf(Transformed) (Ex): At 8th level killing Werewolf Lord's lychanthropy begins to turn him into something more than a normal lychanthrope. He gains fast healing equal to his Werewolf Lord levels. At 20th level, he gains Regeneration/5 Silver and Magic in addition to fast healing.
Speed Of The Night(Transformed) (Ex): At 8th level surpasses all other creatures in the hunt. Werewolf Lord gains movement speed equal to 1/2 Werewolf Lord levels x5. Add this bonus movement speed to the base movement speed of The Werewolf Lord.
Howl Of The Wolf Lord(Transformed) (Su):At tenth level a Werewolf Lord can let out a beautiful howl that frightens his enemies and inspires his allies. This howl makes his enemies shaken unless they succeed on a Will save (DC 10+1/2 class level). On the allies, however, this is a inspire courage (bard level equal to Wolf Lord level). Using this ability is a full-round action that triggers a attack of opportunity. This ability is usable once per encounter.
Pounce(Transformed) (Ex): At tenth level Werewolf Lord's hunting style is perfect allowing him to make a full attack after charging.
Eyes Of The Hunter (Ex): At eleventh level Werewolf Lord's sight is perfect for hunting. Werewolf Lord can see in normal or magical darkness as if it was fully illuminated. Also Werewolf Lord gains Lifesense as a bonus feat even if he doesn't meet the prerequisites. Werewolf Lord can see as if under the effect of a true seeing spell at all times.
Spirit Of The Wolf (Ex): At twelfth level Werewolf Lord becomes one with the spirit of the Wolf. This grants him immunity to fear and immunity to ability drain or damage.
The Endurance Of The Hunter (Ex): At 13th level Werewolf Lord now has a different metabolism. This grants him immunity to poison and diseases.
Presence Of The Wolf(Transformed) (Ex): At 14th level Werewolf Lord's sheer presence is intimidating. Any enemy who sees you must make a Will save or be Frightened for 1 minute/10 rounds. If the creature succeeds in this save they are immune to this for 24 hours.
Shape Of The Wolf(Transformed) (Ex): At 16th level Werewolf Lord masters art of shapeshifting. While in wolf form he can change his size to one step different from his original size . Also, he can change how he looks in his wolf form and make minor changes on himself (This does not change his stats).
The Perfect Hunter(Transformed) (Ex): At 17th level Werewolf Lord is indeed the perfect hunter. He now ignores difficult terrain and can move six times his normal speed per-encounter.
The Soul Hunter(Transformed) (Ex): At 18th level Werewolf Lord's hunting habits allows him to hunt anything even souls. Any creature killed by Werewolf Lord's natural attacks cannot be resurrected any means. Also, his natural attacks have ghost touch property on them.
Soul Of The Hunter (Ex): At 19th level Werewolf Lord's hunting spirit is so great he cannot gain any negative levels.
The Werewolf Lord: The Werewolf lord is indeed Lord of Werewolves. He is so famed through the land other lychanthropes have taken notice. All lychanthropes who was a lychanthrope for more than one year knows The Werewolf Lord respects and fears him. You gain +10 bonus to intimidate and diplomacy checks against anyone who know your true nature and nearly every lychanthropes attitude is friendly towards you.
Ex-Werewolf Lord[edit]
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[edit]
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4 + Int modifier skill points per level. |
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Article Balance | Very High + |
Author | Montwind + |
Base Attack Bonus Progression | Good + |
Class Ability | Other + |
Class Ability Progression | Full + |
Fortitude Save Progression | Good + |
Identifier | 3.5e Class + |
Length | 20 + |
Minimum Level | 1 + |
Rated By | Bonwa +, EmperorXander + and ThunderGod Cid + |
Rating | Rating Pending + |
Reflex Save Progression | Good + |
Skill | Balance +, Climb +, Handle Animal +, Hide +, Intimidate +, Diplomacy +, Jump +, Knowledge +, Listen +, Move Silently +, Sense Motive +, Spot +, Survival +, Swim +, Tumble + and Bluff + |
Skill Points | 4 + |
Summary | Play as a Werewolf starting from first level. + |
Title | Werewolf Lord + |
Will Save Progression | Good + |