Nightwalker F ar beyond the civilization of man, a beastial shape forms as the backdrop of the harvest moon bathes the shadowy creature in a bloody illumination. The Nightwalker stalks an orc raiding party as howls let forth from the thick dark forests. The prey pays no heed to the warning. The orcs advance upon a small woodelf village deep within the forest, warning pronounced once again with the howling of a wolf. The thunderous sound of the pack begins to echo throughout the valley. Too late for the orcs to notice this was no ordinary wolf pack, but a pack of nightwalkers. The vicious intensity, the savagery, the brutality of the strike leaves the orcs in disarray. An orc caught alone searching for loot amongst the village stores, can barely make out the beast that approaches. The wolf stands on its hind legs, eyes filled with bloodlust, claws marred in gore; it is a werewolf. The orc falls back in shock as the beast leaps upon him in all its bestial fury. The howls are replaced by screams as the harvest begins... Nightstalkers are a troubled bunch; though many embrace the beast, some embrace the loving grace of moonlight. Some struggle with a curse whilst others revel in the glory of their birthright. Many draw upon their savage nature to fuel an unrelenting bloodlust. Others embrace the Moon Mother by calling upon the magic of the moon. No Ordinary Beast Though many would have you believe werewolves only inhabit the depths of the darkest woods, the reality is the man sitting in the bar drinking his mead undisturbed holds this very secret. The mayor of another town sometimes goes out at night to stalk deer. Thousands of years ago it was said that barbaric tribes of man were first touched by a Beastlord, giving them the abilities of the beasts they worshipped. Bloodlust fueled these men as did sacrifices of not only animals but of their fellow tribesmen. When it is spoken of uncivilized peoples, no one fails to mention these savages. Far removed from these people, the Moon Maiden gave a group of wood elf children who were lost amongst the wilderness, orphaned by fel creatures of the night, a unique blessing. They cherished their gift and used it to survive, giving rise to generations of Nightwalkers who used their abilities for good. Beastlord or Moon Maiden Not every Nightwalker revels in the bloodlust of the hunt. On the contrary, many lycanthropes in general live lives as mundane as any villager, from crafting armor at the local smithy to priestly endeavours at the local church. Regardless of the lives they live each and everyone strives to keep their unique gifts from being known. Great fear surrounds the unknown and the more savage of their kind have not left a good impression. Those of the Beastlords' making choose to adventure for the greater glory of power. They relish the feeling of their fur being wicked in the blood of their prey. The smell of ichor that stains the ground from a fresh kill. The screams of weakness leaving the prey's body as they tear into their flesh. They seek this thrill. Adventuring is a means to an end for them. These Beastlord types are the most common. They seek to become the alpha of the pack to lead from the front. Quite often they have quarreled even with their own kind, having attemped to seek the alpha status. Whether they were kicked out of their pack, or sought to start their own, they seek out other like-minded individuals or bend others to their will to form their own pack. Many a Moon Maiden worshipper finds themselves practicing both the faith as well as the joyous good they bring defending the depths of the forests. Though still savage in nature they temper their ways with balance and harmony. They strive to protect nature, to protect the rites of the hunt, and seek to shelter the wanderer as they themselves wander from land to land. They seek harmony with the forest and the civilizations hidden by walls. The hunt has taught them that each meal is precious, that every life should be cherished. They perform rites to every creature that dies for them to live, bringing with them that sense of harmony. 1

Creating a Nightwalker As you make a Nightwalker, consider the savage nature of your character. How much of who you are have you surrendered to the hunt? Does the smell of blood send you into a frenzy? Think about whether you call a town home or live within nature. You may call no place home as you wander from place to place. Talk to your DM about the origins of your character. How he fits in with the lore of your campaign regarding werewolves. You could be alone in the lands with no others like you, or perhaps the depths of the forest hold many of your kind. Adventure was calling, but what lead you to it? The promise of riches, of power, of greater prey, what was it that lead you to look for more? Did you seek out others regardless if they were nightwalkers to bond with and to call them your packmates? Did your village get destroyed by an invading horde, leaving you the last of your village? Maybe you turned the hunt into a ritual of sorts, worshipping the Moon Maiden as she crests the sky. Serving her in clerical duties, presenting offerings, and keeping the faith alive. Maybe you take the path of the righteous wanderer to protect those upon the roads? Or maybe you were so savage in your ways that you were cast out from your pack, or a rival challenged you for the leadership, removing you from your pack, and forever banished to the world beyond. Quickbuild You can make a Nightwalker by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Outlander background. Class Features As a Nightwalker, you gain the following class features. Hit Points Hit Dice: 1d8 per Nightwalker level

1d8 per Nightwalker level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Nightwalker level after 1st Proficiencies Armor: Light armor, medium armor, shields

Light armor, medium armor, shields Weapons: All simple weapons, martial weapons

All simple weapons, martial weapons Tools: None Saving Throws: Strength,Dexterity

Strength,Dexterity Skills: Choose two from Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a leather armor or (b) scale mail

(a) a longsword or (b) any martial weapon

A longbow and a quiver of 20 arrows and an explorer's pack The Nightwalker Level Proficiency Bonus Features 1st +2 Shapeshifting, Unarmored Defense 2nd +2 Savage Combat 3rd +2 Hunting Rite 4th +2 Ability Score Improvement 5th +3 Extra Attack, Celerity 6th +3 Bellipotent 7th +3 Rite feature, Regeneration 8th +3 Ability Score Improvement 9th +4 Celerity 10th +4 Beast Hide, Rite feature 11th +4 Leap 12th +4 Ability Score Improvement 13th +5 Shapeshifting rejuvenation 14th +5 Predator 15th +5 Rite feature 16th +5 Ability Score Improvement 17th +6 Improved Leap 18th +6 Apex Predator 19th +6 Ability Score Improvement 20th +6 Rite feature 2

Shapeshifting You can use an action to take the shape of a wolf at 2nd level or a werewolf at 1st. You can use this feature twice and three times at level 13. You regain expended uses when you finish a long rest. You can stay in either form for a number of hours equal to half your Nightwalker level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply: Your game statistics are replaced by the statistics of a wolf (MM 311) or werewolf (MM 211) but you retain your alignment, personality and Intelligence, Wisdom, and Charisma scores; except in the case of werewolf if the Strength, Dexterity, or Constitution scores of your normal form are higher, you retain them. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the wolf or werewolf. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. The werewolf loses his multi-attack ability and shapechanger. Shapeshifting class ability replaces the werewolf's shapechanger ability. The werewolf does not have a spear attack, it instead wields whatever weapon you allow it to.

You can't cast spells, and you have no ability to speak or take any action that requires hands as it is limited to the capabilities of your current form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of the spell, such as call lightning, that you've already cast.

When you transform, you assume the wolf's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. When you transform into a werewolf you will not gain the werewolf's hit points and Hit Dice, you will instead use your own. Any hit points lost as the werewolf result in your normal form also losing hit points. For example, if you take 10 damage in werewolf form and had 20 hit points as your normal form you will be left with 10 hit points in normal form if you were to revert back.

You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment that the new form can't wear and must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. It is however intended that the werewolf form be able to use any equipment your normal form can, however the DM still has the final word.

You can not pass on the curse of lycanthropy, unless the DM allows it for instance: granting another party member access to this class.

You have no immunities or resistances. 3

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 of doing so. However, you can't use any of your special senses, such as blind sense, unless your form also has that sense. Unarmored Defense Beginning at 1st level, while you are wearing no armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. Savage Combat Starting at 2nd level, you bring forth your savage nature to give you unpredictiablity in combat. You gain the following benefits in your werewolf form if you are not using a shield. When you strike using a melee attack you can make one claw or bite attack as a bonus action.

When you make a claw or bite attack that is not a bonus action or reaction, you gain a +2 bonus to your damage rolls. Hunting Rites At 3rd level, you choose the rites to which you hunt under affecting your method of combat and your relation to nature itself. Choose Savagery of the Beastlord or Blessing of the Moon Maiden. The rite you choose grants you features at 3rd level and again at 7th, 10th, 15th, 18th and 20th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th, 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, instead of once, whenever you take the Attack action on your turn. Bellipotent At 6th level, your claw and bite attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Regeneration Starting at 7th level, your lycanthropic nature allows you to regenerate your flesh. Through the power of the Moon Maiden or Beastlord, you regenerate health at a rapid pace. When you take damage you can use an action to regain 1d8 + Constitution modifier. You can use Regeneration twice between rests, and beginning at 15th level, you can use it three times between rests. When you finish a long rest, you regain your expended uses. You can not use this ability if you were damaged by a silvered weapon on the previous turn or current turn. Celerity Starting at 9th level, you may use Dash as a bonus action while in wolf or werewolf form. If you trigger an attack of opportunity you may use a reaction to attack the creature. Nonmagical effects can not stop or hinder your movement when you use Dash, such as difficult terrain. This feature can not be used if you have 0 movement. Beast Hide Beginning at 10th level, you gain resistance to piercing, and slashing damage from nonmagical weapons that aren't silvered. Leap At 11th level, any jumping (PHB 182) distance is doubled. This applies to wolf and werewolf forms. Rejuvenation Starting at 13th level, if you have less than your maximum hit points upon shapeshifting to your werewolf form, you may roll a number of d8s equal to your Constitution modifier, recovering a number of hit points equal to the result. You may also expend your other usage of shapeshifting to trigger this feature if you are already in werewolf form. This feature can not be used if you took damage during the previous round or the current round from a silvered weapon. Once you use this feature, you can't use it again until you finish a long rest. Predator Starting at 14th level, you are able to stalk prey with skill beyond any mere beast or man. You may spend 1 minute camouflauging or concealing yourself for your current environment; the DM determines whether there is enough foliage or terrain to acheive such an effect. Whether you crouch in a makeshift trench, create a ghille suit, or merely make yourself aware of every shadow the effect is the same. This has no effect in man made environments such as a dungeon or city. Any attempt to surprise you fails if the creature or creatures making the surprise does not pass a Wisdom (Perception) check to notice you. You gain a +10 bonus to Dexterity (Stealth) checks and you can only move half your walking movement per round. Once you move faster than this or take an action or reaction, you must camouflage yourself again to gain this benefit. 4

Improved Leap At 17th level, you may leap a distance equal to half your walking speed as part of your movement. You may then choose to land on your feet in a space that contains a creature as an action. You take no damage from landing due to your leap, you do however take damage if you fall beyond the distance of your leap. The creature must save on a DC check using 8 + Strength or Dexterity modifier (your choice) + profiency bonus or be knocked prone. On a successful save, the creature isn't knocked prone, and is pushed 5 feet out of your space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone. The creature must be of medium or smaller size. You can use this ability a number of times equal to your Constitution modifier (a minimum of once). You expend a use regardless if you land on a creature. Once you use this feature, you can't use it again until you finish a long rest. Apex Predator Beginning at 18th level, your highly honed senses cannot be fooled, you gain advantage on checks made against illusion spells. In addition you gain advantage on checks used to spot, hear, or smell any creature. Hunting Rites You decide which rites you observe for the hunt: Savagery of the Beastlord or Blessing of the Moon Maiden. The length to which you give in to the beast is reflected in your choice. All features of the rite are assumed to be while in werewolf form unless stated otherwise. Savagery of the Beastlord The rites of the Beastlord encourage bloodlust, wanton destruction, and physical power above all. Those who take these rites lose themselves to the animal within. Bloodlust When you choose this rite at 3rd level, you gain momentum from special dice called Blood dice. Brutality. You gain special combat actions detailed under "Brutality" below. These Brutalities enchance an attack in some way or offer unique abilities. You may only use one Brutality per attack on a creature.

You gain special combat actions detailed under "Brutality" below. These Brutalities enchance an attack in some way or offer unique abilities. You may only use one Brutality per attack on a creature. Blood Dice. You gain dice which are d8s. You gain 1 die when you deal melee damage to a creature. You may only gain a total of 1 die in a round. They may be gained while in any form, however they may only be spent in werewolf form. Your limitation is 1 which grows to 2 at 5th level, 3 at 8th level, 4 at 13th level and 5 at 17th level. You lose these dice after a short or long rest. Combat Shapeshifting When you choose this rite at 3rd level, you gain the ability to use Shapeshifting on your turn as a bonus action, rather than as an action. 5

Additionally you may use the feature regeneration during the turn in which you used Shapeshifting regardless if you took damage, without expending an action. Improved Combat Shapeshifting At 7th level, if you merged a weapon as part of shapeshifting for the duration of the shapeshifting you may use any attack or damage bonus the weapon provides if it is magic for claw or bite attacks. This is limited to one weapon. In addition you gain the weapons damage type. You may only have one if it has two choose one. Blood Scent At 10th level, if you have just attacked an enemy you know how wounded that creature is. The DM tells you if the creature is at half health or below. If you spend a bonus action to target a creature below it's maximum hit points the DM will tell you its current hit points. You can not lose track of the target so long as it remains within 120ft. except for when the creature gains total cover or some effect would force you to lose its scent as determined by the DM. Should you use your bonus action to gain knowledge of hit points on another creature that creature then becomes the new target, you can no longer track the last target. Retailiation At level 15, when you take damage from an enemy creature you gain 1 Blood die. You can gain multiple Blood dice per turn from damage if the damage is from different sources. For example getting hit four times by the same creature would only grant you 1 Blood die. Blood dice no longer expire after you take a short rest. Slaughter At 20th level, you have honed your werewolf form's combat skills to strike at vital organs, rip off limbs, and performing brutal decapitations. On a natural 20 roll made when attacking, if the creature has limbs, head, and/or organs you can use primal strike on the enemy. The creature is immune to this feature if the creature is immune to slashing damage, has legendary actions, or the DM decides that the limbs, organs, or head would be too big or unaffected by an attempt to be removed or damaged in a way as to result in the below. If it can be affected by any of the results below the DM determines which you may choose if the choice is limited. You still do normal damage seperate from any additional damage rolled for due to this feature; the damage below does not count as part of the attack for determination of critical die damage. Once this feature is used it cannot be used again until a long rest. Decapitate: You remove a creatures's head if they fail a save; if it requires its head to live it is immediately killed. If an enemy does not die from decapitate, it is also eviscerated. Creature saves vs. 8 + Strength or Dexterity modifier (your choice) + proficiency.

You remove a creatures's head if they fail a save; if it requires its head to live it is immediately killed. If an enemy does not die from decapitate, it is also eviscerated. Creature saves vs. 8 + Strength or Dexterity modifier (your choice) + proficiency. Mangle: You mangle the limb of the enemy. You may choose a single leg or arm. The target can no longer use that limb for attacks nor do anything with it that it could normally such as hold a shield. If you mangle a leg the target is prone and may not get up if it requires both legs to stand; its movement is reduced to 0 and it cannot benefit from movement bonuses. If it does not need the leg it may stand on its turn, should it have the movement to do so. Its movement is lowered by 10ft, so long as its leg remained mangled. Along with the effects above you deal an extra 5d6 slashing damage.

You mangle the limb of the enemy. You may choose a single leg or arm. The target can no longer use that limb for attacks nor do anything with it that it could normally such as hold a shield. If you mangle a leg the target is prone and may not get up if it requires both legs to stand; its movement is reduced to 0 and it cannot benefit from movement bonuses. If it does not need the leg it may stand on its turn, should it have the movement to do so. Its movement is lowered by 10ft, so long as its leg remained mangled. Along with the effects above you deal an extra 5d6 slashing damage. Eviscerate: If you choose to use eviscerate you deal an extra 10d6 slashing damage by ripping into and tearing out organs. Brutality The brutality are presented in alphabetical order. Culling the Weak. When you hit a creature with a claw attack, you can expend one Blood die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature. it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealth by the original attack. Overpower. When you declare a target and engage a creature with a melee attack, you can expend one Blood die to overpower the creature forcing it to lower its guard. This savagery must be declared before any roll is made. AC from shield, half cover, and three-quarters cover is ignored. Half cover is destroyed. A creature wielding a shield drops it on the ground 5ft from itself in a square of your choosing. Pounce. If a creature has just fallen prone by any means, you may expend one Blood die and a reaction to pounce on the creature. If the creature is within 15ft, you leap through the air from where you are and land in a space 5ft. from the creature. You immediately grapple the creature. Ravenous. When you hit a creature with a bonus action bite attack, you can one Blood die to add to the damage. You also gain back the Blood die's result in hit points. Strike at Weakness. When you make an attack and the creature is at half its total hit points, you may expend any number of Blood die and add it to your damage. 6

Blessing of the Moon Maiden The rites of the Moon Maiden encourage harmony and balance with nature while still maintaining the traditions of the hunt. Although not as savage as their other kin, they make up for it by gaining access to the blessings the Moon Maiden gives them in the form of spells. Blessings of the Moon Maiden Nightwalker Level 1st 2nd 3rd 4th 5th 3rd 3 — — — — 4th 3 — — — — 5th 4 2 — — — 6th 4 2 — — — 7th 4 3 — — — 8th 4 3 — — — 9th 4 3 2 — — 10th 4 3 2 — — 11th 4 3 3 — — 12th 4 3 3 — — 13rd 4 3 3 1 — 14th 4 3 3 1 — 15th 4 3 3 2 — 16th 4 3 3 2 — 17th 4 3 3 3 1 18th 4 3 3 3 1 19th 4 3 3 3 2 20th 4 3 3 3 2 Spellcasting When you reach 3rd level, you gain access to spells that reflect your harmony with those around you. See chapter 10 in the PHB for general rules of spellcasting and chapter 11 to see the Cleric spell list. Cantrips You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level. Preparing and casting spells The Blessing of the Moon Maiden Spellcasting table shows how many spell slots you have to cast spells of 1st level or higher. To cast one of these spells, you must expend a spell slot when you finish a long rest. For example, if you know the 1st-level spell bless and have a 1st-level and a 2nd-level slot available, you can cast bless using either slot. You have access to all Cleric spells and can change them for use after a long rest. You choose a number of spells equal to your Wisdom modifier + your Nightwalker level (minimum of one spell). The spells must be of a level for which you have spell slots. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Wisdom is your spellcasting ability for your cleric spells, since you learn your spells through divinity and worship. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Ritual Casting You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus You can use a holy symbol (PHB chapter 5) as a spellcasting focus for your cleric spells. Blessings At 3rd level, you are able to maintain your ability to speak in werewolf form and you can cast spells in this form. You still require a holy symbol (found in PHB chapter 5) as a spellcasting focus for your cleric spells. The Moon Maiden's blessings also grant you spells as listed. These spells count as cleric spells and are always prepared. Rite of the Moon Maiden Nightwalker Level Spells 3rd speak with animals, hunter's mark 5th moonbeam, misty step 9th haste, aura of life 13th dominate beast, conjure woodland beings 17th dream, tree stride Improved Shapeshifting At 7th level, when you transform into a wolf, you become a dire wolf (MM 321) instead. You may take the dire wolf form indefinitely or until you choose otherwise. This form counts as a werewolf form in relation to any features or rules regarding it. Spells that cause damage when cast in wolf or werewolf form count as a claw attack for Savage Combat. If you could make a melee attack in these forms with advantage against a creature, the creature also suffers disadvantage on saves made against your spells. Greater Blessings At 10th level, you learn two spells of your choice from the Druid or Ranger class. A spell you choose must be of a level you can cast, as shown on the Blessings of the Moon Maiden table, or a cantrip. The chosen spells count as Cleric spells for you, but are always prepared. Additionally, you have learned Druidic and are able to communicate with them. You also no longer age and suffer no drawbacks associated with age. You cannot be magically aged. 7