Mark Malthrek
Mark Malthrek, Human Form
Action Surge (1/Short Rest). Once per short or long rest, Mark can take one additional action on his turn. If he uses this to attack, he makes four longbow attacks total that turn instead of two.
Archery Fighting Style. Mark gains a +2 bonus to attack rolls he makes with ranged weapons.
Favored Quarry. The first time on each of his turns that Mark hits a creature with a weapon attack, the target takes an extra 3 (1d6) damage if Mark has tracked, marked, or pursued that creature for at least 1 minute.
Keen Hearing and Smell. Mark has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Recent Lycanthropy. Mark is still learning to contain the curse. When he starts his turn below half his hit point maximum, he must succeed on a DC 13 Wisdom saving throw or use his movement to get closer to the nearest hostile creature he can see or smell.
Actions
Multiattack. Mark makes two Longbow attacks or two Shortsword attacks.
Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Bonus Actions
Second Wind (1/Short Rest). Mark regains 12 (1d10 + 7) hit points.
Hunter's Step. Mark takes the Dash or Hide action.
Reactions
Archer's Brace. When a creature Mark can see enters a space within 30 feet of him, Mark can make one Longbow attack against that creature.
Mark Malthrek, Wolf Form
Keen Hearing and Smell. Mark has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. Mark has advantage on an attack roll against a creature if at least one of Mark's allies is within 5 feet of the creature and the ally isn't incapacitated.
Reluctant Shapechanger. Mark can use an action to polymorph into a wolf-humanoid hybrid, into a wolf, or back into his human form. His statistics are replaced by the statistics of the new form, but he retains his personality and memories.
Actions
Multiattack. Mark makes two Bite attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked proneProneConditionSource XPHBWhile you have the Prone condition, you experience the following effects. Your only movement options are to Crawling or to spend an amount of movement equal to half your Speed (round down) to right yourself and thereby end the condition. If your Speed is 0, you can't right yourself. You have Disadvantage on attack rolls. An attack roll against you has Advantage if the attacker is within 5 feet of you. Otherwise, that attack roll has Disadvantage.. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with werewolf lycanthropy.
Bonus Actions
Bounding Rush. Mark moves up to half his speed without provoking opportunity attacks.
Mark Malthrek, Beast Werewolf Form
Action Surge (1/Short Rest). Once per short or long rest, Mark can take one additional action on his turn. If he uses this to attack, he makes two additional attacks as part of that action.
Feral Archery. Mark can still fire a longbow in this form, but his claws make precise shooting difficult. His Longbow attack does not include the Archery fighting style bonus while he is in beast werewolf form.
Keen Hearing and Smell. Mark has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. Mark has advantage on an attack roll against a creature if at least one of Mark's allies is within 5 feet of the creature and the ally isn't incapacitated.
Reluctant Shapechanger. Mark can use an action to polymorph into a wolf-humanoid hybrid, into a wolf, or back into his human form. His statistics are replaced by the statistics of the new form, but he retains his personality and memories.
Actions
Multiattack. Mark makes three attacks: one Bite attack and two Claw attacks, or three Longbow attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with werewolf lycanthropy.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Bonus Actions
Second Wind (1/Short Rest). Mark regains 12 (1d10 + 7) hit points.
Feral Lunge. Mark moves up to half his speed toward a creature he can see or smell. If he ends this move within 5 feet of that creature, his next melee attack against it before the end of the turn deals an extra 3 (1d6) slashing damage.
Reactions
Savage Pursuit. When a creature Mark can see within 30 feet of him moves away from him, Mark moves up to half his speed toward that creature.