(Attacks and Actions Available while in Wolf Form) -Multiattack. Can make two attacks with claws, or one bite and one claw
-Bite Melee Weapon Attack: If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.
-Claws. Melee Weapon Attack.
-Can not communicate.
-Keen Hearing and Smell. Have advantage on Wisdom (Perception) checks that rely on hearing or smell.
-Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
-Gain a +2 bonus to stealth checks
-Move speed becomes 50 feet
(Actions and Attacks available while in Hybrid Form) -Multiattack. Can make two attacks with claws, or one bite and one claw
-Bite Melee Weapon Attack: If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.
-Claws. Melee Weapon Attack
-Can only communicate in broken, guttural speech
-Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
-Keen Hearing and Smell. Have advantage on Wisdom (Perception) checks that rely on hearing or smell.
-Move speed becomes 45 feet
Shape change as a bonus action into either a Hybrid form or a Wolf form once per long rest.
Once changed the character gets an additional +2 STR and +1 DEX as well as -1 INT and -1 WIS. An AC of 17 and 5D10 + 10 of Temporary HP. Once the characters hit points are reduced to zero the character returns to their base form.
When the character changes shape any non magical or specialized armour or clothing they are wearing is torn. You can still use larger weapons.
When the creature uses the Shape Change ability, it must make a DC 10 Wisdom Saving Throw. On a failed save during shape change, the character loses some control of the beast and enters reckless attack. You have advantage on all attacks and others have advantage on attacks against you until you change back. You also must attack each turn and move to within 5 feet of an enemy when not already (prioritizing perceived weakest foes first). If you critically fail the wisdom save you can’t distinguish friend from foe, nor change to hybrid form and attack.
When reverting back to your original form after transforming, add 1 point of exhaustion.
When you take a long rest, you must succeed a DC 10 Constitution saving throw or become transformed at a random point during the rest, attacking the nearest available creature a minimum of 3 turns if able.
Your actions and bonus actions must be used for melee attacks against other creatures if able during those turns, and attempting to transform back afterwards must also succeed a DC 10 Constitution saving throw.
This does not use your limited transformations, and you still gain all the benefits of a long rest if you resume your rest before 30 minutes past. In order to remember the events of this transformation, you must succeed a DC 10 Wisdom saving throw, otherwise you have no recollection of these events.
When a player contracts the lycanthropy curse, they can gain the following characteristics, flaws and triggers. The infected character gains +2 STR and +1CON to a max of 18
The infected humanoid develops a mild allergy to silver and wolfsbane, even when in their base form. This manifests in becoming itchy when touching it and developing a rash or blisters after longer exposure.
Triggers: Being injured, Any extreme emotion, especially fear or anger or hatred, Seeing a friend or loved one being injured, Seeing or smelling a large amount of fresh blood.
Always on the lookout for danger, you gain the following benefits:
-You gain a +5 bonus to initiative.
-You can't be [rule]surprise,surprised[/rule] while you are conscious.
-Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.
If you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.
You can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell.
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
-You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
-You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
-When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
(+5d6 damage to any attack made in stealth) Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
(3d8 +4 Piercing Damage) Fearful Strike
After you deal damage with your fangs, you may attempt to make an Intimidation check against the target's Wisdom saving throw with advantage. If you succeed, they are frightened of you until your next turn.
(3d8 + 4 Slashing Damage) Fearful Strike
After you deal damage with your fangs, you may attempt to make an Intimidation check against the target's Wisdom saving throw with advantage. If you succeed, they are frightened of you until your next turn.
(1d6 + 4 Slashing) These are conjoined Dao Swords that can separate in half to form two separate swords, allowing you to dual wield in a pinch.
Proficiency with a scimitar allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Finesse, Light.
(Materials: a drop of water or a piece of ice, +6 to Hit,
Dex Save 14, 1d10 Piercing on Hit, 2d6 Cold on Fail) You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
(2d8 Cold Damage, +6 to Hit) A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
(INT Save 14, 2d6 Psychic Damage) You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
(Attack/Save: Wis 14) You speak a one-word command to a creature you can see within range. The target must succeed on a Wis. saving throw or follow the command on its next turn. The spell has no effect if the target is undead, doesn't understand your language, or if your command is directly harmful to it.
Below are some commands and their effects. You might issue a command other than ones described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends:
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st.
(Materials: A pinch of Dirt) You touch a creature. The target’s speed increases by 10 feet until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
(Materials: a tiny bell and a piece of fine silver wire) You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
(Materials: a bit of spiderweb, Dex Save 14) You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dex. saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
(Materials: an eyelash encased in gum arabic) A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
(Materials: bat fur and a drop of pitch or piece of coal) Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
(Materials: a bit of fleece) You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC.
Call upon an item you can see and are familiar with to your hand. You can use your action to control the object. You can use the spell to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.
This spell can't attack, activate magic items, or carry more than 10 pounds.
(1d4+1 Force Damage, 7 Charges) You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
Can be upcasted up to 7 levels at the expense of your wand.