This is the first version of the werewolf prestige class, we are still playtesting it at the moment, but so far it seems usable and fun, which is I would say the most important part. I would love to give the class more out of combat utility, but usually when we think of werewolf, we don't think of them outside combat much.
If you have any ideas, I'm all ears!
You must meet certain prerequisites, listed below, in order to multiclass in or out of this class.
Constitution 13. Werewolves require a body that can withstand their sudden bursts of power.
Extra Attack Feature. Werewolves are savage combatants and only those with such a battle frenzy can inherit their power and retain their sanity.
Character level 5. Lycanthropy only leaves the powerful in control of their body, as such you must be a 5th-level character before you can gain levels in the werewolf prestige class.
Complete a special task. You must find a Loup Garou or Beast of Gévaudan which must bite you or find an artifact imbued with the curse of Lycanthropy.
As a werewolf, you gain the following class features.
Hit Dice: 1d12 per werewolf level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per werewolf level after 1st.
Saving Throws: None
Becoming a werewolf strengthens you beyond belief, but it also curses your life. When you first gain a level in this class, you become weak to the call of the moon. On each full moon, you assume your Lycan Form until the moon sets. For that duration you become a bloodthirsty monster that loses all sanity. You become an NPC under the control of the GM.
GM NOTE: During that time the character can make Wisdom saving throws when attacking a beloved character, to see whether or not they can resist their bloodlust enough.
Starting at level 1, as a bonus action you can shift into a werewolf for 1 minute. When you do, hair sprouts all over your body, your fingernails grow into claws, your eyes turn feral, your bones snap into new positions, your ears become pointed and your face contorts and splits as your snout forms, adorned with sharp fangs. You gain the following traits:
• Your AC becomes equal to 10 + your Dexterity modifier + your Constitution modifier.
• While conscious, you regain hit points equal to your Constitution modifier at the start of each of your turns, if you are below half your hit point maximum. If you take damage from a silvered weapon, this regeneration doesn't function at the start of your next turn.
• Your fangs and claw grow into deadly natural weapons but you lose the ability to use any other weapon, as they are too unwieldy for your new form. Your fangs and claws count as a simple melee weapon for you, and you add your Strength or Dexterity modifier to the attack and damage rolls when you attack with it. Your claws deal 1d6 slashing damage on a hit and your fangs deal 1d8 piercing damage. You can only make one attack with your fangs per turn.
You can turn into a werewolf in this way a number of times equal to 1 + your level in this class, and regain all expended uses when you complete a long rest.
At 1st level, when you use your Lycan Form, your natural weapons have additional powers. The DC for these abilities is equal to 8+ your proficiency bonus + your Strength or Dexterity Modifier, whichever is higher.
Once per turn, when you damage a creature with your claws, they must succeed on a Strength saving throw or be knocked prone.
Once per turn when you damage a creature of your size or smaller with your fangs, you can attempt to hinder them. The target must succeed on a Strength saving throw or be grappled and restrained. While you are restraining a creature in this way, you cannot use your Fangs on any other creature.
Call of the Pack
At 2nd level, When you are in your Lycan Form, as an action, you can howl at the sky to summon spectral wolves to your aid. 2 Dire Wolves, of a translucent blue color, appear in an empty space of your choosing within 30 feet of you. They take their turn immediately after yours and obey your mental command (no action required). If you do not command them, they’ll protect you. When your Lycan Form ends, or when their hit points reach 0, the wolves vanish.
You can summon wolves in this way once per use of your Lycan Form.
At 2nd level, You gain a better control over your curse, you are now able to transform into a wolf. Your statistics remain the same, although you lose the ability to speak, and while transformed your movement speed increases to 50 feet (if it is lower).
At 3rd level, the powers you gain from your curse start to seep into your everyday life. You gain the following benefits
• Your AC is now permanently equal to 10 + your Dexterity modifier + your Constitution modifier.
• You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
• You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
When you reach 4th level, your body changes and adapts to handle your explosive powers. Your Dexterity and Strength scores increase by 2.
At level 5, when you assume your Lycan form, you can choose to grow into an even more powerful monster. Your size becomes Large, as such your natural weapons grow in size with you. You claws now deal 2d6 slashing damage on a hit and your fangs deal 2d8 piercing damage on a hit.
Also at level 5, You gain control over your Lycanthropy. You are no longer prey to the influence of the full moon, and can ignore the Lycanthrope Curse.