{"name":"Werewolf","overview":"[justify][img:2198437][\/justify]Werewolves, different as they might be, are\r\ndefined by their rage: unbridled, unquenchable, and\r\nunthinking fury. More than a mere[img:2198406|right] emotion, their anger\r\nis the ferocity of a cornered predator, the unrelenting\r\nassault of a storm, the churning turmoil of the sea.\r\nWerewolves draw from a roiling\r\nreservoir of anger at a world full of pain. Rage is a power that fuels not just a battle\r\nfrenzy but also uncanny reflexes, resilience, and\r\nfeats of strength.\r\n[br]\r\n[br][b]Primal Instinct[\/b]\r\n[br]Werewolves come alive in the chaos of combat.\r\nThey can enter a transformation into a wild beast that takes on a berserk state where rage takes over,\r\ngiving them superhuman strength and resilience. A\r\nWerewolf can draw on this reservoir of fury only a few\r\ntimes without resting, because of this, it has been said that werewolves only come out during a full moon. Because of your primal instinct you have Darkvision.\r\n\r\n[br][b]A Life of Danger[\/b]\r\n[br]A\r\ntrue werewolf among these people is as uncommon as\r\na skilled fighter in a town, and he or she plays a similar\r\nrole as a protector of the people and a leader in times\r\nof war. Life in the wild places of the world is fraught\r\nwith peril: rival tribes, deadly weather, and terrifying monsters. werewolves charge headlong into that danger\r\nso that their people don\u2019t have to.\r\nTheir courage in the face of danger makes werewolves\r\nperfectly suited for adventuring. Wandering is often a\r\nway of life for their native instinct, and the rootless life of\r\nthe adventurer is little hardship for a werewolf. Some\r\nwerewolves miss close-knit family structures, but eventually find them replaced by the bonds\r\nformed among the members of their adventuring parties.\r\n\r\n[br][b]Creating a Werewolf[\/b]\r\n[br]When creating a werewolf character, think about where\r\nyour character comes from and his or her place in the\r\nworld. Talk with your DM about an appropriate origin. Were you part of a pack, or were you bitten late one night during an attack?","hitdice":"d12","hitpointsfirstlevel":"\u200cHit Points at 1st Level: 12 + your Constitution modifier","hitpointsathigherlevels":"1d 12 (or 7) + your \u200cConstitution modifier per werewolf level after 1st","armorproficiencies":"Light armor, medium armor, shields","weaponproficiences":"Simple weapons, martial weapons","tools":"None","savingthrows":"Strength, Constitution","skills":"Choose two from Animal Handling, Athletics,\r\nIntimidation, Nature, Perception, and Survival","equipment":"","spellcasting":"","features":"[b]Rage[\/b]\r\n[br]In battle, you fight with primal ferocity. On your turn,\r\nyou can enter a rage as a bonus action.\r\nWhile raging, you gain the following benefits if you\r\naren\u2019t wearing heavy armor:\r\n[br]\u2022 You have advantage on Strength checks and Strength\r\nsaving throws.\r\n[br]\u2022 When you make a melee weapon attack using\r\nStrength, you gain a bonus to the damage roll that\r\nincreases as you gain levels as a Werewolf, as shown\r\nin the Rage Damage column of the Werewolf (Barbarian) table.\r\n[br]\u2022 You have resistance to bludgeoning, piercing, and\r\nslashing damage.\r\nIf you are able to cast spells, you can\u2019t cast them or\r\nconcentrate on them while raging.\r\n[br]Your rage lasts for 1 minute. It ends early if you are\r\nknocked unconscious or if your turn ends and you\r\nhaven\u2019t attacked a hostile creature since your last turn\r\nor taken damage since then. You can also end your rage\r\non your turn as a bonus action.\r\nOnce you have raged the number of times shown\r\nfor your Werewolf level in the Rages column of the\r\nWerewolf (Barbarian) table, you must finish a long rest before you\r\ncan rage again.\r\n\r\n[br][b]Unarmored Defense[\/b]\r\n[br]While you are not wearing any armor, your Armor Class\r\nequals 10 + your Dexterity modifier + your Constitution\r\nmodifier. You can use a shield and still gain this benefit.\r\n\r\n[br][b]Reckless Attack[\/b]\r\n[br]Starting at 2nd level, you can throw aside all concern\r\nfor defense to attack with fierce desperation. When\r\nyou make your first attack on your turn, you can decide\r\nto attack recklessly. Doing so gives you advantage on\r\nmelee weapon attack rolls using Strength during this\r\nturn, but attack rolls against you have advantage until\r\nyour next turn.\r\n\r\n[br][b]Danger Sense[\/b]\r\n[br]At 2nd level, you gain an uncanny sense of when things\r\nnearby aren\u2019t as they should be, giving you an edge\r\nwhen you dodge away from danger.\r\n[br]You have advantage on Dexterity saving throws\r\nagainst effects that you can see, such as traps and spells.\r\nTo gain this benefit, you can\u2019t be blinded, deafened, or\r\nincapacitated.\r\n\r\n[b]See D&D 5e Player's Handbook Barbarian for more info on class features.[\/b]","subclasses":"","tabledata":"","tags":"","isShared":"on","templateId":"25","blockId":"708587","world":"f2fe1b8a-1a9f-4003-8536-118e1e64d739","folder":""}