Werepire (5e Class)
Werepire
A dark cloaked figure stands up, a corpse at his feet, his fangs dripping with blood. He begins running towards the woods, transforming into a wolf as he goes.
Creating a Werepire
- Quick Build
You can make a Werepire quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the <!-background name-> background.
Class Features
As a Werepire you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Werepire level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Werepire level after 1st
- Proficiencies
Armor: Light armor, medium armor
Weapons: martial weapons, simple weapons
Tools:
Saving Throws: Strength, Wisdom
Skills: Choose three from Acrobatics, Athletics, History, Intimidation, Perception, Stealth, Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Scale mail or (b) Chain mail or (c) Leather armor
- (a) A martial weapon or (b) Two simple weapons
- (a) A shortbow and 20 arrow or (b) five javelins
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Werewolf Transformation, Vampiric Nature |
2nd | +2 | Legendary Resistance, Natural Weapons |
3rd | +2 | Werepire Faction |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | — |
7th | +3 | — |
8th | +3 | Ability Score Improvement |
9th | +4 | — |
10th | +4 | — |
11th | +4 | — |
12th | +4 | Ability Score Improvement |
13th | +5 | — |
14th | +5 | — |
15th | +5 | — |
16th | +5 | Ability Score Improvement |
17th | +6 | — |
18th | +6 | — |
19th | +6 | Ability Score Improvement |
20th | +6 | — |
Werewolf Transformation
Starting at 1st level, you gain control over your curse, and can use your bonus action to transform into a werewolf, or to transform back to your normal form. While you are in your werewolf form, you use the statistics shown on the werewolf statblock, down below. You remain on your werewolf form until you are reduced to 0 hit points while transformed. You can swap between your normal and werewolf form freely, but you can't regain hit points while in the werewolf form.
The werewolf form shares hitpoints with your normal form. When you are reduced to 0 hit points in your werewolf form, you can't transform again until you finish a long rest.
Whenever you gain a ability score improvement, you can also increase your abilities while in the werewolf form. As normal, your ability scores while in the werewolf form can't be higher than 20. You can't choose feats for your werewolf form.
Werewolf Form
Medium humanoid (shapeshifter)
Armor Class While unarmored, your AC equals 10 + your Dexterity modifier in wolf form + your proficiency bonus
Hit Points 5 + your Constitution bonus in wolf form.
Speed 30 ft.
STR 14 (+2) DEX 16 (+3) CON 14 (+2) INT 8 (-1) WIS 12 (+1) CHA 10 (+0)
Saving Throws Same in both forms
Skills The same as your skills in your normal form
Senses blindsight 20 ft., darkvision 120 ft., passive Perception 10 + your proficiency bonus
Languages Same as in the normal form (can't speak).
Wolf Howl. You can communicate with wolfs, dogs and similar creatures.
Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
ACTIONS
Claw. Melee Weapon Attack: proficiency bonus + Dexterity modifier to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Bite. Melee Weapon Attack: proficiency bonus + Strength modifier to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Vampiric Nature
- Vampire Weaknesses
You have the following flaws:
Harmed by Running Water. You take 1d4 points of acid damage for each level you have in this class if it ends its turn in running water.
Sunlight Hypersensitivity. You take 1d4 points of radiant damage for each level you have in this class when you starts your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks.
- Vampiric Powers
Senses. You can see through dim light or darkness up to a range of 120 feet.
Resistances. You are resistant to necrotic damage.
Legendary Resistance
Starting at 2nd level, if you fail a saving throw, you can choose to succeed instead.you can do this only once per long rest. You can use this feature twice at 10th level and three times at 18th level.
Natural Weapons
Starting at 2nd level, you can briefly transform your body, summoning your claws. While not transformed, you can make one claw attack as a bonus action. You use the attack bonuses and damage of your werewolf form for this attack. You can't use this attack if your werewolf form is unavailable to you.
In addition, you can make a powerful bite attack, that you can use while you are on your werewolf form. You make a melee weapon attack against a creature within 5 feet. On a hit, the target takes 1d12 piercing damage. The damage increases to 2d8 at 5th level, 2d10 at 11th level and 2d12 at 17th level. You can use the bite attack a number of times equal to your proficiency bonus.
Werepire Faction
At 3rd level, you chose a faction to join. Choose between Werewolf , the Counts both detailed at the end of the class description. Your choice grants you features at 3rd Level and again at 7th, 10th, 15th, and 18th
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 5th level, you can attack twice, whenever you take the attack action.
In addition, you can replace any of those attacks with a claw attack while your wolf form is available.
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Spell List
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
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- 2nd Level
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- 3rd Level
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- 4th Level
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- 5th Level
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Multiclassing
This Class cannot be multiclassed into, but can be multiclassed out of.
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