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Wereraven


Hit Points

Hit Dice: d8 per Wereraven level
Hit Points at first Level: 8+ your constitution modifier
Hit Points at Higher Levels: d8+ your constitution modifier per cleric level after 1st

Proficiences

Armor: Light armor, medium armor, shields
Weapons: All simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose one from History, Insight, Medicine and Persuasion, expertise in perception

Overview & Creation

Wereravens are phenomenal spies. They are Proficient in Insight and have Expertise in Perception. They dont have a bonus to their Stealth, but can turn into a Raven in a land where ravens are extremely common and both major people-groups in the valley have a superstition that says harming ravens invites bad fortune. They can easily hide in plain sight and, with their Perception and Insight scores, are unlikely to miss much and far less likely to be deceived with false information. Pair this with a raven's curiosity, and you have individuals who are quite capable of forming a formidable spy network. Especially once you add in the normal RavensAbility Score Improvement

Wereraven
Level Profficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th
1st +2 spellcasting, Blessing of the nest 3 2
2nd +2 Call of the flock, Frightful storm 3 3
3rd +2 Shifting, Cursed blood 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Voracious Strorm (CR1/2) 4 4 3 2
6th +3 Call of the ravens x2, Vanish 4 4 3 3
7th +3 Cunning of the cursed one 4 4 3 3 1
8th +3 Voracious storm (CR1) Ability Score Improvement 4 4 3 3 2
9th 4 4 3 3 3 1
10th Caw of the first nest 5 4 3 3 3 2
11th Voracious Strorm (CR2) 5 4 3 3 3 2 1
12th Ability Score Improvement 5 4 3 3 3 2 1
13th 5 4 3 3 3 2 1 1
14th Voracious Strorm (CR3) 5 4 3 3 3 2 1 1
15th 5 4 3 3 3 2 1 1 1
16th Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th Voracious Strorm (CR4) 5 4 3 3 3 2 1 1 1
18th Call of the ravens x3 5 4 3 3 3 3 1 1 1
19th Ability Score Improvement 4 3 3 3 3 3 2 1
20th 5 4 3 3 3 3 2 2 1

 


Class Features

Blessing of the nest   Starting at 1st level, you can use your action to touch a willing creature to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again. While under this effect, all your Sleight of Hand checks are at disadvantage if you dont give something else in return.   Call of the flock   Starting at 2nd level, you can use your Call of the ravens to create an illusory duplicate of yourself. As an action, you create a perfect illusion of yourself that lasts for 1 minute. The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.   For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.   Frightful storm   As an action, you present your nest's heirloom and call a flock of birds to the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet 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.   Shifting     The curse bestowed upon you allow you to turn into an hybrid form. As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). Once you shift, you can’t do so again until you finish a short or long rest. While transformed into a wereraven, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Aditionnaly, you have advantage on wisdom checks while shifted and turn your hands into talons that have both te light and finesse property and deals piercing damage instead of the bludgeoning damage normal for an unarmed strike. This damage is considered magical for teh purpose of overcominf monster resistances.   Cursed blood   At 3th level, you can infuse your weapon with your own blood that works as a potent venom for any other creature. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d4 poison damage to the target. When you reach 8th level, the extra damage increases to 2d4, then 4d4 at 14th level.   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.   Voracious Strorm (CR1/2)   Starting at 5th level, when an undead fails its saving throw against your frighful storm feature, the summoned ravens feasts on its corpse and instantly destroy it if its challenge rating is at or below a certain threshold, as shown in the wereraven table above.   Call of the ravens x2   At 6th level, you gain an additionnal use of your call of the ravens.   Vanish   Starting at 6th level, you can expense one use of your call of the ravens to cast invisibility as an action.     Cunning of the cursed one   At 7th level you gain the ability to shift an additionnal time. Aditionnaly, you can choose to turn yourself into a raven, keeping only your wisdom, intelligence and Charisma scores. While in raven form, you can move without provoking opportunity attacks and can dash as a bonus action. You decide if your belongings merge into you or drop on the floor. You are considered as under the effects of mind blank and pass without traces for the purpose of detection. Aditionnaly, you can use an action to conjure a flock of ravens that gives disadvantage to all Wisdom (Perception) checks directed at you.   Caw of the first nest   Beginning at 10th level, you can call on the spirit of the first wereraven to intervene on your behalf when your need is great. Imploring the assistance of the primal kindness requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your wereraven level, the flock intervenes. The DM chooses the nature of the intervention; the effect of any spell would be appropriate.At 20th level, your call for intervention succeeds automatically, no roll required.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:   • A leather armor • (a) a light crossbow and 20 bolts or (b) any simple weapon • (a) a poisonners pack or (b) an explorer's pack • A shield and your nest's heirloom (ex: a feather from your original nest.)


Spellcasting

As a conduit for divine power, you can cast Ravenkind spells.   Cantrips   At 1st level, you know three cantrips of your choice from the ravenkind spell list. You learn additional ravenkind cantrips of your choice at higher levels, as shown in the Cantrips Known column of the wereraven table.   Spell Slots   The wereraven table shows how many spell slots you have to cast your spells of lst level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of spells that are available for you to cast, choosing from the ravenkind spell list. When you do so, choose a number of spells equal to your Wisdom modifier + your ravenkind level (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 3rd-level wereraven, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Inflict wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of ravenkind spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.   Spellcasting Ability   Intelligence is your spellcasting ability for your ravenkind spells. The power of your spells comes from the curse bestowed upon you and your devotion to others of your kind. You use your Wisdom whenever a ravenkind spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ravenkind spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Intelligence modifier   Spell attack modifier = your proficiency bonus + your Intelligence modifier   Ritual Casting   You can cast a ravenkind spell as a ritual if that spell has the ritual tag and you have the spell prepared.   Spellcasting Focus   You can use your nest's heirloom as a spellcasting focus for your ravenkind spells.


Created by

SwinnGekko.

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