PDA

View Full Version : D&D 5e/Next Lycanthrope Base Class (PEACH) v0.3.1



theVoidWatches
2019-05-06, 01:18 PM
Currently copied directly from the base class contest where it tied for first, here's my Lycanthrope base class. It's a Con-based Martial class with five subclasses - the Bear (defensive focus, can take attacks meant for others), the Eagle (movement focus and flying), the Rat (sneaky sneaky), the Tiger (Wis-based casting, mostly illusion, light-based, and animal-based spells), and the Wolf (aggressive focus, gets three attacks). The core mechanic is Moon Dice, which are d6s that you can use to transform into your animal form or hybrid form (which adds bonuses onto your normal abilities instead of replacing them) as well as fuel subclass-specific features.


The Lycanthrope




Level
Proficiency Bonus
Features
Moon Dice


1st
+2
Moon Dice, Curse of the Moon, Lycanthropic Form
2 + Constitution Modifier


2nd
+2
Lycanthropic Form Feature
2 + Constitution Modifier


3rd
+2
Animal Instinct
2 + Constitution Modifier


4th
+2
Ability Score Improvement
2 + Constitution Modifier


5th
+3
Extra Attack
3 + Constitution Modifier


6th
+3
Lycanthropic Form Feature
3 + Constitution Modifier


7th
+3
Tracker
3 + Constitution Modifier


8th
+3
Ability Score Improvement
3 + Constitution Modifier


9th
+4
Improved Lunar Transformation
4 + Constitution Modifier


10th
+4
Ability Score Increase
4 + Constitution Modifier


11th
+4
Lycanthropic Form Feature
4 + Constitution Modifier


12th
+4
Ability Score Improvement
4 + Constitution Modifier


13th
+5
Lunar Resilience
5 + Constitution Modifier


14th
+5
Improved Tracker
5 + Constitution Modifier


15th
+5
Regeneration
5 + Constitution Modifier


16th
+5
Ability Score Improvement
5 + Constitution Modifier


17th
+6
Lycanthropic Form Feature
6 + Constitution Modifier


18th
+6
Pack Leader
6 + Constitution Modifier


19th
+6
Ability Score Improvement
6 + Constitution Modifier


20th
+6
Love of the Moon
6 + Constitution Modifier




Class Features
As a Lycanthrope, you gain the following class features:


Hit Points
Hit Dice: 1d8 per Lycanthrope level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8(or 5) + your Constitution modifier


Proficiencies
Armor: Light and Medium armor, Shields
Weapons: Simple and Martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Animal Handling, Athletics, Insight, Intimidation, Nature, Perception, Stealth, or Survival.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) scale mail or (b) leather armor
(a) a martial weapon and a shield or (b) two martial weapons
(a) a heavy crossbow and 20 bolts or (b) a longbow and 20 arrows
(a) a dungeoneer's pack or (b) and explorer's pack


Moon Dice
As a lycanthrope, you have access to a well of lunar power conveyed to you by the moon. This power allows you to tap into your animalistic form, its instincts, and its powers, in a variety of ways. The store of your lunar power is represented by a number of Moon Dice, which are d6s. You have a number of Moon Dice which increases based on your level in this class, as shown by the Moon Dice column of the Lycanthrope table.
You regain all expended Moon Dice when you finish a long or short rest.
If you take a long or short rest on the night of a new moon, you do not regain any expended Moon Dice.

Some of your features require your target to make a saving throw to resist the effects of the feature.

Lunar Save DC = 8 + Your Constitution Modifier + Your Proficiency Modifier




Curse of the Moon
While the moon grants you power, that power comes at a cost. When the moon is full, your power overflows and you may become uncontrollable. When a full moon rises, you must make a Wisdom Save against your Lunar Save DC. If you fail this save, you must use your Lunar Transformation feature to transform into your hybrid form and attempt to kill all creatures which you can perceive until sunrise, or until you are knocked unconscious or killed. During this time, you may use all features which require spending Moon Dice without spending Moon Dice - if you do so, any numerical value based on the Moon Die counts as a 2. Additionally, you gain temporary health equal to your maximum number of Moon Dice each turn.
If you pass this save you are still forcibly transformed into your hybrid form until sunrise, but you are not required to attempt to kill all creatures which you can perceive. During this time, whenever your expend a Moon Die on a feature, you may treat any numerical result of a 1 on the Moon Die as a 2.
On the night of a new moon, however, you are cut off from the moon and your power cannot refill. During this time, you cannot use your Lunar Transformation ability, and whenever you expend a Moon Die on a feature, all numerical results based on the die are divided by two (rounding down).
Additionally, you are vulnerable to damage dealt by silvered weapons, and you count as a shapeshifter.
This should be considered an optional feature, and your DM may choose to allow you to ignore it when you take this class. If so, you do not suffer either the bonuses or drawbacks of either the full moon or the new moon, but you are still vulnerable to damage dealt by silvered weapons and you still count as a shapeshifter.

Lycanthropic Form
As a lycanthrope, your soul is spiritually bound to an animalistic spirit - the Bear, the Eagle, the Rat, the Tiger, or the Wolf. This spirit gives you bonuses at level 1 and again at levels 2, 6, 11, and 17.

Animal Instinct
Beginning at level 3, the animal spirit that you are bound to has grown strong enough that its instincts bleed into your daily life. These instincts help you interact easily with other animals. When you make a check to interact with an animal, such as Wisdom (Animal Handling), you can spend a Moon Die to gain advantage on the check.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack
Beginning at level 5, you can attack twice instead of once when you take the Attack action.

Tracker
Beginning at level 7, your animal instincts allow you to track your enemies via scent. Your passive perception is increased by 4 against creatures that you can smell, and when you make an ability check to track an enemy you may add your Constitution modifier to the check.

Improved Lunar Transformation
Beginning at level 9, your ability to maintain your hybrid form improves. When you take on your hybrid form, if the result of the Moon Dice you expend to transform is less than your Proficiency modifier, you may treat it as your Proficiency modifier.

Lunar Resilience
Beginning at level 13, the lunar power flowing through you can strengthen your body in times of need. When you make a Strength, Dexterity, or Constitution saving throw, you may spend a Moon Die as a reaction to roll that die and add it to your saving throw. If the result of your roll on the Moon Die is less than your Proficiency modifier, you may spent a second Moon Die as part of the same reaction to treat the result as your Proficiency modifier. You may do so after the saving throw is made, but before the DM tells you the result.

Improved Tracker
Beginning at level 14, your tracking skills improve further. Your bonus to passive perception granted by Tracker improves to +8, and your have advantage on ability checks made to track an enemy.

Regeneration
Beginning at level 15, the lunar power flowing through your body repairs your injuries to an extent. If your current health is less than or equal to half your maximum health at the beginning of your turn, you regain an amount of health equal to 1d6 + your Constitution modifier (minimum 1).

Pack Leader
Beginning at level 18, the power of your animalistic spirit is such that it can dominate lesser animals. You may spend a Moon Die as a bonus action to issue a simple order to a beast of CR 2 or below. When you do so, roll the expended Moon Die - the result is the number of hours that the beast will follow your order. You may only command a number of animals equal to or less than your Constitution modifier (minimum 1), and you may only issue 1 simple order to each individual beast.
Simple orders may include directives such as "fight beside me", "protect this person", "track this person", or "flee".

Love of the Moon
Beginning at level 20, your connection with the moon is strong enough that you can meditate to renew your connection to it. You may spend one minute in concentration to regain all expended Moon Dice. After you have used this feature, you cannot use it again until after a long rest.



The Bear


Lunar Transformation
As a lycanthrope, you are able to transform partially or fully into an animalistic form.
You may spend 2 Moon Dice as a bonus action to transform into your hybrid form. While you do so, you gain the following benefits.

Roll the 2 expended Moon Dice. You can maintain your hybrid form for a number of rounds equal to the result of these dice + your Constitution modifier. After this time you return to your normal form.
You gain a number of Temporary Hit Points equal to your level in this class plus your Constitution Modifier. If you still have these Temporary Hit Points when you return to your normal form, you lose them when you return to your normal form.
You gain claws, with which you can attack using your Strength, dealing 1d10 + your Strength Modifier slashing damage. You are proficient with your claws.
You gain a bite attack, with which you can attack using your Strength, dealing 1d12 + your Strength Modifier piercing damage. You are proficient with your bite.
You gain resistance to non-magical slashing, piercing, and bludgeoning damage.

You may also spend 1 Moon Die as a bonus action to transform fully into your animal form, which is a black bear. When you do so, your Intelligence, Wisdom, and Charisma scores remain the same, but all of your other features are replaced by those of a black bear with the exception of multiattack, which you do not posses. If your health is reduced to 0 as a black bear, you return to your normal form with the same amount of health you had prior to your transformation, and any damage remaining in the attack which reduced you to 0 is dealt to your normal form.
Beginning at level 6, you retain your Extra Attack feature and Fueled by Moonlight feature when you transform into your animal form. Additionally, the health of your animal form is increased by an amount equal to your level in this class.
Beginning at level 11, you retain your Tracker feature and Parry feature when you transform into your animal form. Additionally, the damage of your attacks while in animal form is increased by an amount equal to your proficiency modifier.
Beginning at level 17, you retain your Improved Tracker, Regeneration, and Friend of the Moon features when you transform into your animal form.
You may transform back to your normal form from either your hybrid form or your animal form as a bonus action. If your health is reduced to 0 in your animal form, you cannot transform into your animal form again until after a short or long rest.

Tough as a Bear
Beginning at level 1, your maximum health is increased by 1. It increases by 1 again every time you gain a level in this class.

Fueled by Moonlight
Beginning at level 2, your connection to the moon strengthens, and you gain the following options to spend your Moon Dice. You may use only one of these options each turn.

Ursine Endurance: You can muster your lunar power to survive attacks. When you take damage, you may spend any number of Moon Dice as a reaction to roll those Moon Dice and reduce the damage by an amount equal to the result + your Constitution Modifier
Mother Bear: Your animalistic instincts drive you to protect others. When an attack roll is made by an enemy adjacent to you or against an ally adjacent to you, you can spend a Moon Die as a reaction to attempt to make yourself the target of that attack. If you do so, the attacker must make an attack check against your Lunar Save DC. If they succeed, their attack strikes their original target. If they fail, their attack strikes you.
Lunar Fortification: Your lunar power can enhance your constitution. You may spend a Moon Dice as a bonus action to roll the Moon Die and grant yourself Temporary Health equal to the result + your Constitution Modifier.


Parry
Beginning at level 6, your animal instinct helps you defend yourself as well as others. Once per turn when you are the target of an attack roll, you may use your reaction to increase your AC against that attack by your Constitution modifier.

Improved Parry
Beginning at level 11, your defensive instincts come under your conscious control. You may use your Parry feature without spending a reaction.

Friend of the Moon
Beginning at level 17, your connection to the moon becomes more stable. Whenever you use the Ursine Endurance option of your Fueled by Moonlight feature, any result of equal to or less than your Constitution modifier on a rolled Moon Die can be rerolled a single time. You must accept the second roll.


The Eagle

Lunar Transformation
As a lycanthrope, you are able to transform partially or fully into an animalistic form.
You may spend 2 Moon Dice as a bonus action to transform into your hybrid form. While you do so, you gain the following benefits.

Roll the 2 expended Moon Dice. You can maintain your hybrid form for a number of rounds equal to the result of these dice + your Constitution modifier. After this time you return to your normal form.
You gain a number of Temporary Hit Points equal to your level in this class. If you still have these Temporary Hit Points when you return to your normal form, you lose them when you return to your normal form.
You gain a claw attack, with which you can attack using your Strength or Dexterity, dealing 1d6 + your Strength or Dexterity Modifier piercing damage. You are proficient with your bite, and it counts as a Light Finesse weapon.
You can use the Dash action as a Bonus Action.
During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.
You have advantage on Wisdom (Perception) checks based on sight.

You may also spend 1 Moon Die as a bonus action to transform fully into your animal form, which uses the stats of a giant owl. When you do so, your Intelligence, Wisdom, and Charisma scores remain the same, but all of your other features are replaced by those of a giant owl with the exception of flyby, which you do not possess. If your health is reduced to 0 as a giant owl, you return to your normal form with the same amount of health you had prior to your transformation, and any damage remaining in the attack which reduced you to 0 is dealt to your normal form.
Beginning at level 6, you retain your Extra Attack feature and your Fueled by Moonlight feature when you transform into your animal form. Additionally, the health of your animal form is increased by an amount equal to your level in this class.
Beginning at level 11, you retain your Tracker feature and your Skirmisher feature when you transform into your animal form. Additionally, the damage of your attacks while in animal form is increased by an amount equal to your proficiency modifier.
Beginning at level 17, you retain your Improved Tracker, Regeneration, and Friend of the Moon features when you transform into your animal form.
You may transform back to your normal form from either your hybrid form or your animal form as a bonus action. If your health is reduced to 0 in your animal form, you cannot transform into your animal form again until after a short or long rest.

Aerodynamic
Your movement speed is increased by 10 feet. Additionally, the damage you take from falling is reduced by 5 per level in this class.

Fueled by Moonlight
Beginning at level 2, your connection to the moon strengthens, and you gain the following options to spend your Moon Dice. You may use only one of these options each turn.

Charging Slash: The instincts of the eagle spirit within you teach you to dive and strike. Once on your turn when you make a weapon attack roll after moving at least 20 feet, you may spend one or two Moon Dice to gain advantage on the attack roll. If the attack hits, roll the Moon Dice you spent and add them to the damage of the attack.
Flight Feathers: The eagle spirit is only able to lift you for brief moments without a transformation, but those moments can still be useful. As a bonus action on your turn, you may gain a flight speed equal to your normal movement speed until the beginning of your next turn. If you already have a fly speed, it is increased by your normal movement speed and you no longer provoke attacks of opportunity until the beginning of your next turn.
Eagle-Eyed: The eyes of an eagle are incredibly sharp, but a brief and partial transformation is a strain. When you make a Wisdom (Perception) check based on sight, you may spend two Moon Dice to automatically pass the check. If you do so, you take 2d6 Radiant damage.


Flight
Beginning at level 6, the moon's power has seeped into you to such a degree that you can manifest wings at any time. Your movement speed is further increased by 10 feet. Additionally, you gain a fly speed equal to your normal movement speed as long as you are not wearing heavy armor. Your flight is granted by wings, and if your wings are bound you cannot fly.

Skirmisher
Beginning at level 11, your skill at striking and retreating helps you to deal more damage as long as you move while doing so. The damage on your melee weapon attacks is increased by 1d6 as long as you have used at least 10 feet of movement on your turn.

Friend of the Moon
Beginning at level 17, your connection to the moon becomes more stable. Whenever you use the Charging Slash option of your Fueled by Moonlight feature, any result of equal to or less than your Constitution modifier on a rolled Moon Die can be rerolled a single time. You must accept the second roll.


The Rat

Lunar Transformation
As a lycanthrope, you are able to transform partially or fully into an animalistic form.
You may spend 2 Moon Dice as a bonus action to transform into your hybrid form. While you do so, you gain the following benefits.

Roll the 2 expended Moon Dice. You can maintain your hybrid form for a number of rounds equal to the result of these dice + your Constitution modifier. After this time you return to your normal form.
You gain a number of Temporary Hit Points equal to your level in this class. If you still have these Temporary Hit Points when you return to your normal form, you lose them when you return to your normal form.
You gain a bite attack, with which you can attack using your Strength or Dexterity, dealing 1d6 + your Strength or Dexterity Modifier piercing damage. You are proficient with your bite, and it counts as a Light Finesse weapon.
You can use the Dash or Disengage actions as a bonus action.
You can use a bonus action to attempt to sniff out hidden enemies within 30 feet of you. May a Wisdom Perception check against their passive Stealth score. If you succeed, you know their location and you do not suffer disadvantage from being unable to see them.

You may also spend 1 Moon Die as a bonus action to transform fully into your animal form, which is a giant rat. When you do so, your Intelligence, Wisdom, and Charisma scores remain the same, but all of your other features are replaced by those of a giant rat with the exception of pack tactics, which you do not possess. If your health is reduced to 0 as a giant rat, you return to your normal form with the same amount of health you had prior to your transformation, and any damage remaining in the attack which reduced you to 0 is dealt to your normal form.
Beginning at level 6, you retain your Extra Attack feature and your Fueled by Moonlight feature when you transform into your animal form. Additionally, the health of your animal form is increased by an amount equal to your level in this class.
Beginning at level 11, you retain your Tracker feature and Poison Tongue feature when you transform into your animal form. Additionally, the damage of your attacks while in animal form is increased by an amount equal to your proficiency modifier.
Beginning at level 17, you retain your Improved Tracker, Regeneration, and Friend of the Moon features when you transform into your animal form.
You may transform back to your normal form from either your hybrid form or your animal form as a bonus action. If your health is reduced to 0 in your animal form, you cannot transform into your animal form again until after a short or long rest.

Bonus Proficiency
You may choose an additional skill proficiency from the class list.

Fueled by Moonlight
Beginning at level 2, your connection to the moon strengthens, and you gain the following options to spend your Moon Dice. You may use only one of these options each turn.

Precision Scent: Your lunar power enhances your senses in combat. When you make an attack roll for a weapon attack, you may spend a Moon Die to roll the die and add the result to your attack roll. You may do so after you have seen the roll, but before the DM tells you the result.
Dirty Fighting: Your instincts have taught you to fight dirty. When you hit someone with a weapon attack, you may spend a Moon Die to attempt to sweep them to the ground. They must make a Dexterity save against your Lunar Save DC. If they fail, they are knocked prone.
Rodent Plague: Your lunar power is connected to dark, disease-ridden places. When you hit someone with a weapon attack, you may spend a Moon Die to attempt to infect them with a disease channeled by your lunar power. They must make a Constitution save against your Lunar Save DC. If they fail, they are poisoned for a number of rounds equal to your Constitution Modifier (minimum 1).


Crouching Rat, Hidden Lycan
Beginning at level 6, your animal instinct helps you when you attempt stealth. You can take the Hide action as a bonus action, and you can expend a Moon Die when you make a Dexterity (Stealth) check to roll that die and add the result to your check. You can do so after you have rolled the check, but before the DM tells you the result.

Poison Tongue
Beginning at level 11, you are connected to the decrepit places of the world to such an extent that you pass on disease with all of your strikes. Whenever you deal damage with a weapon attack, you deal an additional 1d6 poison damage.

Friend of the Moon
Beginning at level 17, your connection to the moon becomes more stable. Whenever you use the Precision Scent option of your Fueled by Moonlight feature, any result of equal to or less than your Constitution modifier on a rolled Moon Die can be rerolled a single time. You must accept the second roll.


The Tiger

Lunar Transformation
As a lycanthrope, you are able to transform partially or fully into an animalistic form.
You may spend 2 Moon Dice as a bonus action to transform into your hybrid form. While you do so, you gain the following benefits.

Roll the 2 expended Moon Dice. You can maintain your hybrid form for a number of rounds equal to the result of these dice + your Constitution modifier. After this time you return to your normal form.
You gain a number of Temporary Hit Points equal to your level in this class. If you still have these Temporary Hit Points when you return to your normal form, you lose them when you return to your normal form.
You gain claws, with which you can attack using your Strength or Dexterity, dealing 1d8 + your Strength or Dexterity Modifier slashing damage. You are proficient with your claws, and they count as Finesse weapons.
You gain a bite attack, with which you can attack using your Strength or Dexterity, dealing 1d10 + your Strength or Dexterity Modifier piercing damage. You are proficient with your bite, and it counts as a Finesse weapon.
When you use your action to cast a spell, you may use a Bonus Action to make a bite or claw attack.

You may also spend 1 Moon Die as a bonus action to transform fully into your animal form, which uses the stats of a panther. When you do so, your Intelligence, Wisdom, and Charisma scores remain the same, but all of your other features are replaced by those of a panther. If your health is reduced to 0 as a panther, you return to your normal form with the same amount of health you had prior to your transformation, and any damage remaining in the attack which reduced you to 0 is dealt to your normal form.
Beginning at level 6, you retain your Extra Attack feature and your Fueled by Moonlight feature when you transform into your animal form. Additionally, the health of your animal form is increased by an amount equal to your level in this class.
Beginning at level 11, you retain your Tracker feature and your Lunar Mysticism feature when you transform into your animal form. You may cast spells that require somatic or verbal components in your animal form, but not spells that require material components. Additionally, the damage of your attacks while in animal form is increased by an amount equal to your proficiency modifier.
Beginning at level 17, you retain your Improved Tracker, Regeneration, and Friend of the Moon features when you transform into your animal form.
You may transform back to your normal form from either your hybrid form or your animal form as a bonus action. If your health is reduced to 0 in your animal form, you cannot transform into your animal form again until after a short or long rest.

Lunar Mysticism
The tiger spirit within you connects you to the mystic power of the moon. You learn two cantrips from the Lycanthrope spell list at the end of this subclass. Additionally, you learn two 1st level spells of your choice from the same spell list. Wisdom is your casting modifier for these spells.
When you level up in this class, you may exchange one non-cantrip spell learned from this feature for a different 1st level spell from the Lycanthrope spell list. Beginning at level 5, you may exchange spells for 2nd level spells. Beginning at level 9, you may exchange them for 3rd level spells. Beginning at level 13, you may exchange them for 4th level spells. Beginning at level 17, you may exchange them for 5th level spells.
To cast a non-cantrip spell you learn from this feature, you must spend a number of Moon Dice equal to its spell level.

Fueled by Moonlight
Beginning at level 2, your connection to the moon strengthens, and you gain the following options to spend your Moon Dice. You may use only one of these options each turn.

Lunar Fortification: When the moons power flows through you, your body is strengthened by it. At the beginning of each turn that you are concentrating on a spell cast using your Lunar Mysticism feature, you can gain a +1 bonus to attack rolls and damage rolls with weapon attacks and melee spell attacks, and your weapon attacks count as magical.
Additionally, when you reduce a hostile creature with a CR greater than 0 to 0 HP, you can regain 1 expended Moon Die. If you do so, you cannot use this feature until the next time that you beginning concentrating on a spell.
Magical Resilience: The power flowing through you helps you resist the magic of others. When you make a saving throw against a spell, you may expend 1 Moon Die to roll the die and increase your saving throw by an amount equal to the Moon Die.
Moon Madness: The mixture of magic with lunar power creates an aura which can drive others to temporary insanity. When you cast a spell, you may expend a Moon Die to force all creatures within 5 feet of you to make a Wisdom Save against your Lunar Save DC. If they fail, they are Stunned until the end of your turn and are Frightened of you until the end of your next turn.


Secrets of the Moon
Beginning at 6th level, your understanding of the magical powers unlock within you continues to expand. You learn an additional cantrip from the Lycanthrope spell list and two additional spells of 2nd level or lower from the Lycanthrope spell list. These spells follow the rules of your Lunar Mysticism feature.
Additionally, you gain proficiency in Wisdom saving throws.

Potent Spellcasting
Beginning at 11th level, you have continued to plumb the depths of the moon's gifts. You learn an additional cantrip from the Lycanthrope spell list and two additional spells of 3rd level or lower from the Lycanthrope spell list. These spells follow the rules of your Lunar Mysticism feature.
Additionally, you may add your Wisdom modifier to the damage of cantrips you cast using your Lunar Mysticism feature.

Friend of the Moon
Beginning at 17th level, your connection to the moon becomes more stable. The Lunar Fortification option of your Fueled by Moonlight feature gives your a +2 bonus to attack rolls and damage rolls instead of +1, and when you use it to regain expended Moon Dice you regain 2 Moon Dice instead of 1d2 expended Moon Dice.
Additionally, you learn one additional cantrip from the Lycanthrope spell list and one additional spell of 5th level or lower from the Lycanthrope spell list. These spells follow the rules of your Lunar Mysticism feature.


Cantrips
Dancing Lights
Druidcraft
Guidance
Light
Mage Hand
Message
Minor Illusion
Primal Savagery (XGTE)
Resistance
Sacred Flame
Thaumaturgy
Word of Radiance (XGTE)

1st Level
Animal Friendship
Bane
Beast Bond (XGTE)
Disguise Self
Faerie Fire
Find Familiar
Guiding Bolt
Heroism
Hunter's Mark
Illusory Script
Jump
Longstrider
Sanctuary
Silent Image
Sleep
Speak with Animals

2nd Level
Alter Self
Animal Messenger
Beast Sense
Blur
Calm Emotions
Crown of Madness
Darkness
Darkvision
Enthrall
Find Steed
Invisibility
Locate Animals or Plants
Mirror Image
Moonbeam
See Invisibility
Silence
Suggestion

3rd Level
Bestow Curse
Catnap (XGTE)
Conjure Animals
Enemies Abound (XGTE)
Fear
Feign Death
Hypnotic Pattern
Major Image
Nondetection
Phantom Steed
Sending

4th Level
Compulsion
Confusion
Conjure Woodland Beings
Dominate Beast
Find Greater Steed (XGTE)
Giant Insect
Greater Invisibility
Hallucinatory Terrain
Locate Creature
Mordenkainen's Faithful Hound
Phantasmal Killer
Polymorph
Primal Beast

5th Level
Awaken
Commune with Nature
Insect Plague
Mislead
Modify Memory
Seeming



The Wolf

Lunar Transformation
As a lycanthrope, you are able to transform partially or fully into an animalistic form.
You may spend 2 Moon Dice as a bonus action to transform into your hybrid form. While you do so, you gain the following benefits.

Roll the 2 expended Moon Dice. You can maintain your hybrid form for a number of rounds equal to the result of these dice + your Constitution modifier. After this time you return to your normal form.
You gain a number of Temporary Hit Points equal to your level in this class. If you still have these Temporary Hit Points when you return to your normal form, you lose them when you return to your normal form.
You gain claws, with which you can attack using your Strength or Dexterity, dealing 1d8 + your Strength or Dexterity Modifier slashing damage. You are proficient with your claws, and they count as Finesse weapons.
You gain a bite attack, with which you can attack using your Strength or Dexterity, dealing 1d10 + your Strength or Dexterity Modifier piercing damage. You are proficient with your bite, and it counts as a Finesse weapon.
When you use the attack action to make a bite or claw attack, you may use a Bonus Action to make a bite or claw attack.

You may also spend 1 Moon Die as a bonus action to transform fully into your animal form, which is a wolf. When you do so, your Intelligence, Wisdom, and Charisma scores remain the same, but all of your other features are replaced by those of a wolf with the exception of pack tactics, which you do not posses. If your health is reduced to 0 as a wolf, you return to your normal form with the same amount of health you had prior to your transformation, and any damage remaining in the attack which reduced you to 0 is dealt to your normal form.
Beginning at level 6, you retain your Extra Attack feature and your Fueled by Moonlight feature when you transform into your animal form. Additionally, the health of your animal form is increased by an amount equal to your level in this class.
Beginning at level 11, you retain your Tracker feature and your Pack Instinct feature when you transform into your animal form. Additionally, the damage of your attacks while in animal form is increased by an amount equal to your proficiency modifier.
Beginning at level 17, you retain your Improved Tracker, Regeneration, and Friend of the Moon features when you transform into your animal form.
You may transform back to your normal form from either your hybrid form or your animal form as a bonus action. If your health is reduced to 0 in your animal form, you cannot transform into your animal form again until after a short or long rest.

Lupine Constitution
Beginning at level 1, your maximum health is increased by 1. It increases by 1 again every time you gain a level in this class.

Fueled by Moonlight
Beginning at level 2, your connection to the moon strengthens, and you gain the following options to spend your Moon Dice. You may use only one of these options each turn.

Lunar Smite: You can channel moonlight to damage your foes. When you hit with a weapon attack, you may spend up to 2 Moon Dice to roll those dice and add the results to your damage as Radiant damage
Lupine Lunge: Your animal instincts help you control the field in battle. When you take the attack action, you may spend a Moon Die to extend your reach by 5 feet until the end of your turn.
Moonbeam Cleave: Your lunar power allows you to strike at multiple foes at once. When you hit with a weapon attack, you may spend a Moon Dice to deal damage to a creature adjacent to your target. Roll the expended die and deal Radiant damage equal to the result + your Constitution modifier.


Pack Instinct
Beginning at level 6, your animal instincts help you coordinate with other members of your pack. Your allies have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you.

Extra Attack (II)
Beginning at level 11, you can attack three times, instead of two, whenever you take the attack action on your turn.

Friend of the Moon
Beginning at level 17, your connection to the moon becomes more stable. Whenever you expend Moon Dice to add radiant damage using your Fueled by Moonlight feature, any result of equal to or less than your Constitution modifier on a rolled Moon Die can be rerolled a single time. You must accept the second roll.


2 + Constitution Modifier

Breccia
2019-05-06, 02:07 PM
I really like the idea here. Most of it.

Nobody is going to play a class where there's a 3-in-28 chance of them going berserk and attacking their colleagues, and a 3-in-28 chance that, on a day of a given adventure, they can't use their powers to any useful effect at all. I can't think of a single character class that has such limitations, and even if there were, I wouldn't play them, either. I get what you're going for, I really do, but sometimes game mechanics have to trump atmosphere. Perhaps this character class should only be available to natural-born lycans, or those infected so long they have full mastery from years of training and self-control? That way, newly-infected people can still go berserk (literally, in the Bear case) because they don't have the class's features. Meanwhile, the PCs don't run the risk of saying "I have a one in ten chance of having all my powers crippled."

I'm also a little confused by the lycan having powers in their human form that don't translate to their animal form immediately. Why does a wererat have Tracker as a human, but not as a rat? He can sniff out creatures, right? Also, why did he lose extra attack? Shouldn't he either have the ability in both forms at the same level (my suggestion) or the animal form should be empowered first? It looks like you were looking for a way to fill every single class level with something, but ended up making an artificial restriction just to remove it in a level or 4.

I would also lower the Bear's damage (an M-sized black bear isn't doing a 1d12 bite) and include that the Parry feature only works in certain armor. Unless I'm reading it wrong, the Bear can Parry an infinite number of attacks at level 11, adding +Con to their AC for basically all attacks. I would never allow that in Medium or Heavy Armor. Ask the Monk and Barbarian why not.

I have some other gripes that are purely personal. I don't believe in werebirds, for example, and "historically" animals freak out near lycans preventing Animal Handling to be trained. That shouldn't affect game balance, and those problems are my own and not yours. The wording could also be cleaned up (+class level to hit points doesn't need to be an animal feature for each of the 5 animals separately, and Bear/Wolf could just say "double that bonus").

Overall, I'm a fan.

theVoidWatches
2019-05-06, 02:56 PM
Thanks for the review. Going point by point:


Nobody is going to play a class where there's a 3-in-28 chance of them going berserk and attacking their colleagues, and a 3-in-28 chance that, on a day of a given adventure, they can't use their powers to any useful effect at all. I can't think of a single character class that has such limitations, and even if there were, I wouldn't play them, either. I get what you're going for, I really do, but sometimes game mechanics have to trump atmosphere. Perhaps this character class should only be available to natural-born lycans, or those infected so long they have full mastery from years of training and self-control? That way, newly-infected people can still go berserk (literally, in the Bear case) because they don't have the class's features. Meanwhile, the PCs don't run the risk of saying "I have a one in ten chance of having all my powers crippled."

Yeah, this is a definitely a mechanics vs flavor thing. I will say that I was thinking that the full moon would be only 1 night, and likewise for the new moon, but I suppose that's DM-dependent. And I did give a save against going crazy... I could reduce the effect of the new moon, at least.


I'm also a little confused by the lycan having powers in their human form that don't translate to their animal form immediately. Why does a wererat have Tracker as a human, but not as a rat? He can sniff out creatures, right? Also, why did he lose extra attack? Shouldn't he either have the ability in both forms at the same level (my suggestion) or the animal form should be empowered first? It looks like you were looking for a way to fill every single class level with something, but ended up making an artificial restriction just to remove it in a level or 4.

For an in-world explanation, consider that the abilities they get in their human form are the result of how much lunar energy is running through them. When they're transformed into an animal, being that animal is taking up some of that energy, so they might not have all of its bonuses. For Tracker specifically, I'll point out that all of the stat blocks being used (black bear, giant owl, panther, giant rat, wolf) get advantage on perception checks already - the lack of an even higher bonus for a few levels isn't going to mess with them too much.

Out of world, it's to upgrade the animal form on a regular basis to keep it from becoming completely irrelevant within a few levels.


I would also lower the Bear's damage (an M-sized black bear isn't doing a 1d12 bite) and include that the Parry feature only works in certain armor. Unless I'm reading it wrong, the Bear can Parry an infinite number of attacks at level 11, adding +Con to their AC for basically all attacks. I would never allow that in Medium or Heavy Armor. Ask the Monk and Barbarian why not.

You're reading it wrong - Parry is only once a turn even after it no longer costs a reaction. They can't parry the entirety of a multiattack (which most monsters have by the time you get to that level). Additionally, I don't think AC is all that great - monster's attack modifiers out-pace it pretty easily by the upper levels of the game. Parry letting the player feel crazy tough isn't a huge problem IMO.


I have some other gripes that are purely personal. I don't believe in werebirds, for example, and "historically" animals freak out near lycans preventing Animal Handling to be trained. That shouldn't affect game balance, and those problems are my own and not yours. The wording could also be cleaned up (+class level to hit points doesn't need to be an animal feature for each of the 5 animals separately, and Bear/Wolf could just say "double that bonus").

Yeah, I should probably clean things up a little. I could probably condense the overlaps of Lunar Transformation into a class feature that gets modified by your subclass, for example.

Breccia
2019-05-06, 03:05 PM
You're reading it wrong

I thought as much. I don't think there needs to be as many restrictions if it's once/turn.