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The Iron Dynasty, DeLaRose Role Play Group » Valeria, IMVU Hosted » Ashen Wolf Pack » Ashen Wolfpack - Introduction

Ashen Wolfpack - Introduction

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1 Ashen Wolfpack - Introduction on Tue Jun 12 2018, 19:53







The Ashen wolfpack, is a family of wolves, that have served the Royal family of the Iron Dynasty, in the shadows for the last seven generations, after an agreement of alliance was signed between Anaya, the Empress of Iron Dynasty, and Richard Ashen, Alpha of the Pack (at the time), over 500 years ago. With it, the Ashen pack swore their loyalty to the Royals, serving them in background, in secret at times, to secure their safety from within the forests, that surrounded the castle.









THE BEGINNING




When the wolf pack was first established, it was done so out of fear, by a man named Jackson Ashen, when chaos wrecked most of the world and there was little to no peace. How far back that goes, is unsure as there was rumor of him extending his life, through the means of magic.
He was a cruel ruler, harsh in his ways, including both his punishments and rewards. Many died under his command, friend and foe, he was out of control and needed to be stopped.
His wife, Josephine Ashen when she was pregnant, ran away and though only a few years after giving birth, she was met with a brutal death once her husband had found her. The child and a boy, however was placed into hiding and grew, unknown to his father to one day enact his mother's revenge.




Twenty years, the son was fully grown and with the stories of his beloved mother guiding him, Richard challenged the alpha, his father and after a long, gruesome battle finally won, though it was a very close fight and it nearly killed him also.
But, the heir had claimed his father's position, as Alpha of the Ashen Wolfpack, and after a time of healing his people, were guided on the right track, this also included amending relations with the Iron Dynasty, and it's rulers Anaya DeLaRose and Samuel DeNure.






CURRENT DAY




As it stands, the Ashen Pack serves the crown from a distance, doing all kinds of work under the DeLaRose name, from spying and recovering information, to stopping advances on members of the royal family, and keeping the crown updated on other issues.




The Alpha, Vargas Ashen and Beta Unae Ashen lead under the laws of Richard, are fair and loving to their family. They have remained in the woods that are near the castle grounds, while sometimes going on the move in the lands beyond the Iron Dynasty, including its allied counties.






POSITIONS AND ECONOMY




Spying is not the only job that the members of the Pack perform, there are also farmers and guards.
The family have kept their lives comfy, with money from the crown for their services, but also from their manual labor, the goods of which they sell in villages throughout the continent.










Alpha: Vargas Ashen (Werewolf)
Beta: Unae Ashen (Werewolf)




(Other current family members are NPCs, until positions are filled by PCs.)


















(Waiting review)



Last edited by Anaya on Tue Jun 12 2018, 20:11; edited 2 times in total (Reason for editing : minor edits)


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2 Re: Ashen Wolfpack - Introduction on Wed Jun 13 2018, 21:01

As the Full Moon rises high into the night sky it illuminates the fields, forests, and creeks of the countryside. For some, it means a time of rest, but for you, it means a fight, whether it's against your own demons, or anything foolish enough to cross your path during your "time of the month". For you, it means a long night, for you are a werewolf.
You either chose or have been cursed with this burden, but it can make you a favor. When your enemies are too great in strength and number you can turn into a beast that can turn the situation to better, but also to worse.





Class Features




As a Werewolf you gain the following class features.



Hit Points

Hit Dice: 1d8 per Werewolf level
Hitpoints at 1st Level: 1d8 + Constitution modifier
Hitpoints at higher levels: 1d8 (or 5) + Constitution modifier per Werewolf level after 1st




Proficiencies

Armor: Light Armor
Weapons: Simple Weapons, Martial Weapons
Tools: Herbalism Kit
Saving Throws: Strength, Constitution
Skills: Choose 2 from the following: Animal Handling, Athletics, Intimidation, Nature, Perception, Stealth, and Survival




Equipment

You can start with the following equipment, in addition to the equipment granted by your background:

  • (a) a Simple Weapons or (b) a Shortsword
  • (a) a Longbow with a Quiver and 20 Arrows or (b) a Heavy Crossbow with a Boltcase and 20 Bolts or (c) a Martial Weapon
  • (a) an Explorer’s Pack or (b) a Dungeoneer’s Pack
  • a Herbalism kit







Table of Abilities and their Levels








Werewolf Transformation





From 1st level on, you can use your given abilities to turn into a werewolf as an action a number of times as shown in the Werewolf Transformation chart in the classes table. You also get temporary transformed for 10 minutes for each of your Werewolf levels into your Werewolf-form or until you dismiss it as an action. You also revert your human form when you drop to 0 hitpoints. Your armor and gear disappear in dark mist when you wear or carry it on your body while you transform. It appears on you when you turn back into humanoid form. The same thing counts for things you wear as a werewolf. You regain all transformations after a long rest. By level 3 you regain one use of transformations after a short rest back.


After you take your action to turn, on your next turn you become a werewolf. While you are turning into or out of a werewolf you can't use your bonus action and your speed is a third of your left movement rounded down. However, you can use your bonus action and movement before you transform. Your AC and Hitpoints remains the same as in human form until the end of the current round and it equals your werewolf AC and hitpoints on the next round and until you transform back into human form. Also, all your skill proficiencies are applied to your werewolf form. You can't take a long rest in werewolf form, but you can make a short rest to heal up. However, you won't gain a Werewolf Transformation point back, if you rest as a werewolf. You can wear up to three magic items that require attunement as a werewolf and you lose the benefits of the magic items when you turn back. You also can't get the benefits of magic items you wear as a humanoid in werewolf form. It takes you no action to revert your form, but it takes one round to turn back into human form and your AC and hitpoints remain the same until the beginning of the next round. At the beginning of the next round, your AC and hitpoints equal your humanoid form




Benefits

-Your unarmed damage equals the Werewolf Claw Damage damage die in the Werewolf class table and it deals slashing damage.
-Your AC equals 11 + your Dexterity modifier.
-Your Speed increases by 10 feet.
-Your Hitpoint-maximum and hitpoints double.
-Your Darkvision equal 60 feet or rises by 10 if it is already 60 feet or higher.
-You can speak beast.
-Your Strength is 15 or higher if your human- Strength score is higher than 15.
-Your Dexterity is 12 or higher if your human-Dexterity score is higher than 12.
-Your Perception skill gains +4, as does your passive perception.
-Your Stealth skill gains +2.
-Your Size increases by 30%. If you are a small creature in human form and exceed 5 feet you count as medium, if you do not exceed 5 feet you
count as a small creature. You can't count as a large creature. You count as medium and if you are not small, you can't count as a small creature.
-Wolves won't attack you and will respect you as if you are a pack member. 


Restrictions
-You can't use all weapons except the unarmed strike.
-You can't wear armor unless it is specially made for Werewolves.
-You can't enter Churches.
-You can't eat vegetables.
-You gain vulnerability to silver weapons (you lose it with 9th level).
-You are incapable of speaking any other language than common and beast.
-You can't get any benefits from spells powered by goods (It alignment is good or neutral).
-You are recognized as fey, feared and hated by common folk.
-You are recognized as fey, hated and hunted by Monster-hunters.
-You can't use skills that require tools. 


When turning back into your humanoid form you lose all benefits and restrictions you get in your werewolf form.
You also get the following features in humanoid form:

-You can't sleep, while the full moon is out.
-You are not able to kill wolves which don't attack you.
-Wolves won't attack you and will respect you as if you are a pack member.



Last edited by XaeiDeLaRose on Wed Jun 13 2018, 21:21; edited 3 times in total (Reason for editing : minor edits)


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3 Abilities on Wed Jun 13 2018, 21:26

Abilities


Unarmored Agility
Gaining 1st level, you are naturally defensive, thanks to your Werewolf abilities. You gain +1 AC when you take the dodge action and your AC equals 10 + your Dexterity modifier + your Constitution modifier in your humanoid form.

Bite Attack
At 2nd level, your fangs grow stronger and your bloodlust rises. As an attack, you can bite one enemy in your reach of 5 feet. This attack roll modifier is your proficiency modifier + your Strength modifier. The attack deals 1d6 + your Strength modifier piercing damage. The damage die is 1d8 at 5th level. The damage die is 2d6 at 11th level and 2d8 by 17th level. Also, a creature is grappled by you, if you choose and if it fails the saving throw with a DC of 8 + proficiency modifier + your Strength.

Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options:

-Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.

-Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

-Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

-Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. This does not apply to the unarmed strikes of your werewolf form.

Multiattack
When you reach 3rd level, you now can make a Multiattack in your Werewolf form. When you take attack action, you can make one unarmed strike and one Bite Attack

Wolfpacks
When you reach 3rd level, you choose one of four paths, a werewolf can take the Path of the Furious Claw, the Monsterous Brawler, the Thick Hide, or the Natural Howler.

Ability Score Increase
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.

Uncontrollable Urges
By the 4th level, you are at your strongest when someone forces you to act. When your hit point drops below 1/2 of your max hit points rounded down, you can use your reaction to gain extra damage to all melee attacks you make. The extra damage equals the transformations you have left at the moment you have taken the damage, with a minimum of 1, and it lasts for 1 minute. You need to take a long rest before you can use this feature again. You can use this feature in both forms.

If you use it in humanoid form, roll a d20 at the beginning of your next turn. If you roll a 9 or lower you turn into a werewolf, at the cost of one Werewolf Transformation point. If you have no Transformation points left you still turn into a werewolf and you get a level of exhaustion.

Extra Attack
Beginning at level 5, you can attack twice, whenever you take the attack action.

Wild's Leap
At 5th level, you can leap in a straight line for a third of your movement and pounce on a target which is smaller than you or jump on a target which is same in size or bigger than you. You also can jump on objects and terrain. You can use this feature in all forms.


Werewolf Claws
From 6th level on, your attacks as a werewolf count as magical for the sake of overcoming resistances.

Keen senses
When you reach 7th level, you gain advantage in Perception(Wisdom) checks in werewolf form.

Wolf's Calling
From level 7 on, the wolves you are bound to are assisting you when you need them. You can summon 1d3 wolves.(I think you could do roll a d6 and divide by 2 to see how many) This skill can only be used when you are fighting in a wild area. Such as forest or mountain (DMs discretion). You can only control the wolf to attack the Unit you want or let the wolves leave. Can only be used once per long rest.

Were-Strength
At 8th level, you gain +1 on attack and damage rolls to all melee attacks while you are in your urge.

Werewolf Hide
When you reach 9th level, your fur becomes resistant to bludgeoning, piercing, and slashing damage as a werewolf. You lose your vulnerability to silver but it can still overcome your resistances.

Werewolf Thirst
At 10th level, you can transform once per long rest without using a Werewolf Transformation point. Instead, you get a level of exhaustion.


Easier Burden
From 11th level on, you can transform into a werewolf as a bonus action instead of an action, but if you want you can turn as an action.

Cursed Defense
From 12th level on, you can use this feature as described in the two options below. You can use the feature in either way and don't have to choose between them until you are forced to take one of both options. After you use this feature in one of both ways you can't use it again until you get one of both options back.


First option: When you reach 12th level your curse defends you from death. When you are in your werewolf form and get hit by an attack that would let you drop to 0 hitpoints you can use your reaction to instead turn into a human again. You get no damage from the attack.

Once you use this feature you can't turn into a werewolf again until you finish a short rest and you can't use this feature until you finish a long rest.


Second option: Should the damage from the attack be deadly and would have instantaneously killed you, you can use your reaction to turn back into humanoid form and get unconscious and you get two level of exhaustion.

You can't use this feature again until you have no level of exhaustion left and you can't turn into a werewolf again until you take a long rest.

Stronger Bond
At the 13th level, you gain the ability to apply the powers of your werewolf form in human form. You can choose one benefit of the werewolf form on your humanoid form that lasts until you change it. You can't choose a benefit that no longer applies to your werewolf form, because of your Wolfpack. You can change your choice every long rest. You can have two benefits active by level 18. You can only change one benefit per rest.

Quick Transformation
With reaching 15th level, you can transform instantaneously on your turn, but your movement is still a third in this round. Your AC is the werewolves AC in this round, too.

Fortress of the Curse
By reaching 20th level, you can choose one point you can see within 300 feet. You this point to your temporary fortress and when you enter it you instantly gain all benefits of a long rest, but every time you enter it you get 2d10 necrotic damage before you get the benefits of the long rest. You can't enter it with 0 hit points in any case. You can enter it in werewolf form and you stay in it if you choose to. The transformation time of your werewolf form is reset. One ally of your choice can enter it top and gain the benefits of a long rest without getting the damage before entering. The fortress is 20 cubic feet large and can't be placed in a place that's occupied. It disappears after one minute and you and your ally appear in the middle of its space on the ground.


Extra information can be found here: https://www.dandwiki.com/wiki/Werewolf_(5e_Class)


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