The Ulfhedinn, the Werewolf

The Ulfhedinn are cursed by Imlerith as a sick joke to Frigga. To bring out the ugly fury of primal nature out in man. A lycanthrope is much a slave to its own nature as it is to the cursed full moon that looms in the night sky. The slightest tick can set them off. Villages massacred, hearts torn from chests and an ever-present fear of the moon. Lycanthropes work best together in packs, but the most dangerous wolf is the lone wolf, as it has nothing left to lose as is fighting a battle of survival.

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## Class Features

### Hit Points

* **Hit Dice:** d12
* **Hit Points at Higher Levels:** 1d12 ( or 7) + your Constitution Modifier per werewolf level after 1st.

### Proficiencies

* **Armor:**None
* **Weapons:**None
* **Tools:**None
* **Saving Throws:**None
* **Skills:**None

## Lycanthropy

At 1st level. upon becoming a Lycanthrope, you gain the following traits, weaknesses and actions.

### Traits

* Your Strength, Dexterity and Constitution scores become 18.
* ***Keen Senses.*** You have darkvision up to a range of 60ft. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
* ***Damage Resistances.*** You are resistant to Bludgeoning, Piercing and Slashing from nonmagical attacks not made with silvered weapons or oiled with Wolfsbane.
* ***Beastshape.*** You can use an action to polymorph into a beast-humanoid hybrid or into a beast, or back into your true form. Your retain your Ability scores and saving throws in all forms. You gain the shapes speed, traits and actions that don't involve equipment. You are proficient in the shape's natural attacks, such as its bite or claws, which deal damage as shown in the shape's statistics.

Your damage resistances granted by Lycanthropy become immunities to those types. You can't cast spells and your ability to speak or use hands is limited to the capabilities of the form you take. Transforming doesn't break your concentration on a spell you've already cast.

You retain the benefits of any features from your class, race or other source and can use them if the new form is physically capable such as a fighter's Second Wind feature. Your worn equipment merges into your new form and has no effect until you revert to your humanoid form. You do not gain the multiattack feature granted from your form unless you have learned the Extra Attack feature from your character's class or this Cursed Class.

You can use your Beastshape ability a number of times as specified by your Cursed Class table and regain uses on a long rest.

### Weaknesses

* ***Wolfsbane Allergy*.** If you are within 20ft of any species of Wolfsbane flowers, you are considered poisoned and you loose your Keen Senses trait.
* ***Call of the Moon.*** During the night of a full moon, your true nature of being a lycanthrope is revealed. You automatically polymorph into your hybrid form against your will and act according to your alignment of the hybrid form.
* ***Primal Rage.*** At the start of your turn, if you've taken damage since the beginning of your last turn, you must make a Wisdom saving throw to maintain control. The DC equals 10 or 15 if you have no more than half of your hit points left. On a failed save, you must move directly towards the nearest creature to you and use the Attack action against them.

## Wild Spirit Totem

At 2nd level, a totem of Imlerith's primal nature is bestowed unto you, a bestial servant of his. You choose between Totem of the Pack, Hunt or Terror. You gain features relating to your chosen totem at 2nd and 5th level.

### **Totem of the Pack**

If you choose Totem of the Pack, you gain the Totem of the Pack features whenever you gain Lycanthrope Features in this Cursed Class.

***Call of the Pack***: At 2nd level, you can use an action to summon spirit beasts that appear in an unoccupied space that you can see within range. The number of beasts that appear depend on the form you choose to summon. A summoned spirit disappears when it drops to 0 hit points or after 1 minute. The summoned spirits are friendly to you and your companions. The summoned creatures act at the end of your turn. They obey any verbal commands that you issue to them. If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

Once you use this feature, you must complete a long rest to do so again.

***Alpha of the Pack***: At 5th level, you become the alpha of any pack that you hunt and travel with. Inspiring courage and rage into them. When you turn into your beast shape, up to 6 creatures of your choice within 30ft of you to gain advantage on all attack rolls and saving throws until the start of your next turn.

### **Totem of the Hunt**

If you choose Totem of the Hunt, you gain the Totem of the Hunt features whenever you gain Lycanthrope Features in this Cursed Class.

***Beginning of the Hunt:*** At 2nd level, while in beast or hybrid form, you sense the presence of life within 1 mile of you. If you sense life in this way, you can use your action to see a faint aura around any visible creature in the area that bears life. Additionally you can use an action to mark a creature you sense in this way as your prey. While a creature is your prey, you may use a bonus action to use the Dash action to move towards only that creature.

***Bounty*** ***of the Hunt:*** At 5th level, you relish in the victory of catching and slaying your prey by consuming them as a reward. As an action you can devour the heart of a creature that has been slain in the last hour. You gain hit points equal to your character level. Additionally, you regain 1 hit dice.

Once you use this feature, you must complete a short or long rest to do so again.

### **Totem of Terror**

If you choose Totem of Terror, you gain the Totem of Terror features whenever you gain Lycanthrope Features in this Cursed Class.

***Howl of Terror:*** At 2nd level, you can use your action to force every creature of your choice that can see or hear you within 30ft of you to make a Wisdom saving throw. (DC 15). If the creature fails its saving throw, it is frightened of you for 1 minute or until it takes any damage. A feared creature must spend its turn trying to move as far away from you as it can, and it can't willingly move to a space within 30ft of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. The affected creature can repeat the saving throw at the end of their turn.

***Predator of Terror:*** At 5th level, you become a savage beast of terror that rips and rends the flesh of its victims. You score a critical hit when attacking with your claws in your hybrid or beast forms in a 19 or 20.

## Hunter's Instinct

At 3rd level, choose a Hunter's Instinct that is unique to you, separating you from the riffraff of your avarage lycanthrope

### Stalking Instinct

Those that posses this instinct stalk their prey till the opportune moment to strike.

**Stalker:** Choose two terrain types from: Arctic, Coastal, Desert, Forest, Grassland, Hill, Mountain, Swamp, Underdark and Urban. You gain the benefits of the *Pass without Trace* spell.

### Epsilon Instinct

Protectors and guardians of a pack, no intruder or ill-doer gets past one of this instinct, sniffing out any lies and deception.

**Judge:** Once per long rest you may cast the *Zone of truth* spell at will. Wisdom is your spellcasting modifier for this spell. Additionally, you gain advantage on Insight checks to determine if a creature is lying.

### Tranquil Instinct

While others of your kind are savage and give in to the primal rage and fury of the wild spirit within, you tame yours.

**Suppress Rage:** When you are required to roll a saving throw for your Primal Rage feature, you do so with advantage.

### Máni Volva Instinct

The Máni Volva are more in tune with the primal nature of the earth, bending it to their whims.

**Wicca Blood:** You can cast *Moonbeam (3rd level), Francesca's Luminescent Walk, Wrath of Nature* or *Travel Via Plants* at will requiring no components once per day. Wisdom is your spellcasting modifier for these spells.

### Kindred Moon Instinct

Kindred spirits of the moon gain power and strength from its warming beams of light.

**Moonlight Blessing:** When you are outside in the light of the moon, you gain the benefits of the *Bless* spell.

## Lycan Regeneration

The beast does not submit to death so easily.

At 4th level, at the start of your turn, if you have at least 1 hit point and aren't 20ft of Wolfsbane, you regain hit points equal to your Constitution modifier. If you take radiant damage or damage from holy water, a silvered weapon or a weapon coated in Wolfsbane Oil, this feature doesn't function at the start of your next turn.

## Extra Attack

At 4th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.