Way of the White Wolf (5e Subclass)

Way of the White Wolf

This is a monk subclass.

Way of the White Wolf

Where many choose the reject and lose themselves to the curse of lycanthropy, turning into monsters, some choose to embrace it fully accepting the curse into their bodies and harness it into a deadly weapon.

Heightened Senses

You have advantage on all Perception checks which rely on hearing or smell.

Beastial Tranformation

At level 3, as a bonus action you can spend 1 ki point and choose to assume a hybrid state for 2 minutes, you can spend 1 ki point when time is up to stay in your state. You may not use weapons, and armor while in this state. While in this state your unarmed strikes now deal slashing damage and deal additional damage equal to half your proficiency bonus rounded down. You are also resistance to piercing, slashing and bludgeoning damage from non magical and non silvered weapons and add +1 to ac.

You are also vulnerable to silvered weapons.

All features mentioned later on can only be used in your bestial state unless specified otherwise.

Monstrous Leap

At 6th level, while in your bestial state when you take step of the wind as a bonus action you can choose a target within your movement and at least 10 feet away to leap to pounce on them as an action.The target must make a Strength saving throw or be knocked prone on a failure. If they are knocked prone by this feature you may then make two unarmed strikes against the target

Lycan Regeneration

At 11th level, you gain the Lycan's famed regeneration. At the beginning of each of your turns you regain hit points equal to 1+your Wisdom modifier (minimum of 1).

In addition you may also feast on a corpse that is at least 5 minutes old as a bonus action. A tiny creature allows you to regain 2 hit points. The amount of hit points healed is increased by 4 points for each size category greater than tiny. If you are not in your bestial state, feasting takes an action instead.

Beast Unleashed

At 17th level, you now have advantage on all unarmed strikes against a creature who is missing at least a sixth of it's hit points.

In addition, when you take flurry of blows as a bonus action, you spend a number of ki points up to 3 to make a number of additional unarmed strikes equal to the amount of ki point spent.


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