Mark of the Knight
+2 Str score cap
20 years old
7 1/2ft tall
240 lbs
2 insight?
In love with Leesha
Shapechangers form
+2 Strength, +1 constitution
When raging you transform into a partial werewolve, while transformed all your weapons and equipment can be used as normal as anything too small is transformed into you.
Your unarmed strikes deal 1d8's.
Your rage now lasts a number of hours equal to your constitution modifier and ends early if your knocked unconscious.
Lust of the hunt
When you rage you must make a DC10 Wisdom saving throw or lose control. In this state you will attack all creatures nearby. Prioritizing non player characters first before Player characters. Additional if a character is considered helpless, as in a noncombat, they wlll be prioritized. During a full moon this saves DC is 20.
Transformation boon: Hunter's Howl
While in your hybrid form, you can use a bonus action to let out a loud howl and mark a creature within 60 feet as your prey. A creature remains marked this way for 1 hour, or until it dies. While a creature is marked as your prey, you gain the following benefits:
Whenever you hit the marked creature with a melee attack, you deal an additional 1d6 damage. This damage is the same type as the attack.
You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to track your prey.
You may use this feature a number of times equal to your Strength modifier (minimum of 1). You regain all expended uses of this feature upon a short or long rest.
Transformation Flaw: Silver Sensitivity
You have developed a debilitating sensitivity to silver. While in your Hybrid or Kindred form, you have vulnerability to silvered weapons. In addition, you cannot have resistance to attacks made with a silvered weapon.
Slasher
Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Menacing. You gain proficiency in the Intimidation skill.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Rage, +2 damage -3 uses
During Rage, pick one
Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.
Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.
Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.
Danger Sense
At 2nd 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.
Reckless Attack
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.
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.
Tough Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Beastial Soul
Beginning at 6th level, the feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish a short or long rest:
You gain a swimming speed equal to your walking speed, and you can breathe underwater.
You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.
Feral Instinct
By 7th level, your instincts are so honed that you have advantage on Initiative rolls.
Additionally, if you are surprised at the Beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
Resilient Wis - Proficient in wis saves
Brutal Crit
Infectious Fury
At 10th level, when you hit a creature with your natural weapons while you are raging, the spirit within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):
The target must use its reaction to make a melee attack against another creature of your choice that you can see.
Target takes 2d12 psychic damage.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Class/Racial Features & Traits