Rage
Unarmored Defense
Danger Sense
Reckless Attack
Primal path: Path of the Ancestral Guardian
Racial Traits:
Earth Walk: Stone cannot impose difficult terrain
Merge with Stone: You can cast the 'pass without a trace' spell once, requiring no components once per long rest, the spellcasting ability is CON
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Ancestral Protectors:
When you attack a creature, it had disadvantage on attacks against targets other than you until the start of your next turn, additionally should they attack another creature, they have resistance to the damage. Ends early should rage end.
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Werewolf Boons
Advantage on checks made against poison or the poisoned condition, resistance to poison damage.
+2 to all physical statistics.
Proficiency (expertise if already possessed, +1 if already expertised) in perception checks. Advantage on perception rolls made using ones nose.
All unarmed strikes dealing slashing or piercing apply 1 bleed damage.
Transformation.
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Werewolf Banes:
Vulnerability to damage from silvered weapons.
As a Prestige Class, this replaces all ASI/Feats potentially gained at lv4, 8, 12, 16, and 19.
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Werewolf abilities:
Flesh Render: as a bonus action this creature may make an unarmed weapon attack (considered proficient) with a range of 5ft. This attack deals 1dX+Str/DexMod slashing or piercing damage. The damage is a d6 at levels 1-4, d8 at levels 5-8, d10 at levels 9-12, d12 at levels 13+.
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Call to the Cold Moon (Transformation): an amount of times equal to the wielders proficiency modifier divided by 2 (rounding up) per long rest as an action, the werewolf may call upon their alternative form for a number of hours equal to their level, granting them a whole swath of unique abilities, which are listed below:
Your AC is 14+ProfMod while in this form.
You may replace any and all attacks made in a turn with Flesh Render attacks, and Flesh Renders damage die increases by one step (1d12 becomes 2d8)
Once per turn, as a free action, the wielder may make a single Flesh Render attack. This does not stack with Haste or other similar effects.
Resistance to all physical non-silvered damage, DR3 Phys (except against silvered damage) if previously possessed.
Regen X (at the start of your turn, regain X hit point if not at your maximum. X equals ones Proficiency Modifier).
+2 to all physical scores (for a total of +4), increasing to +4 (total +6) at level 10. One cannot breach 30 in this manner.
+20ft of movement (walking/running), increased by an additional 10 if moving toward a bleeding targets.
The ability to dash as a bonus action.
+X bleed damage to all unarmed attacks that deal slashing or piercing damage. X equals ones Proficiency Modifier divided by 2 (rounding up). This replaces their ordinary application of 1 bleed per unarmed attack.
Features & Traits