For those who have played Curse of Strahd, you might be familiar with wereravens, and you would know they are a type of werebeast that can shift into raven form. Other than shrinking, they possess all the traits you associate with werebeasts in Dungeons and Dragons 5th Edition. Wereravens were reprinted in Van Richten's Guide to Ravenloft, but this time, there was a twist. Now, instead of being immune to weapons (silver and magic weapons bypass this), they have no weapon immunity whatsoever, but they do regenerate unless struck by silver weapons (and can only die if they start their turn and fail to regenerate). The Loup Garou, or alpha werewolf, introduced in Van Richten's Guide has more or less the same ability. I think it is reasonable to assume that One D&D (please, let's not go into the drama surrounding the OGL here, if you don't want to buy One D&D, then don't, this is a discussion of game mechanics) will, as part of its Monster Manual, give all werebeasts the same ability.
Personally? I think this is great. Magic weapons aren't super difficult to obtain in practice for most campaigns, and under the current Monster Manual, there is no reason to ever seek out an exotic material for your weapon when a simple +1 enchantment will do the job better. A homebrew rule that I would add is that critical hits also negate this regeneration. It would make a fight with werebeasts doable for those without the right equipment, but still difficult.
I wound up doing that to regular werewolves when I ran CoS, because a mechanic that makes certain PCs useless and has zero effect on other PCs isn't what I consider good game play.
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For those who have played Curse of Strahd, you might be familiar with wereravens, and you would know they are a type of werebeast that can shift into raven form. Other than shrinking, they possess all the traits you associate with werebeasts in Dungeons and Dragons 5th Edition. Wereravens were reprinted in Van Richten's Guide to Ravenloft, but this time, there was a twist. Now, instead of being immune to weapons (silver and magic weapons bypass this), they have no weapon immunity whatsoever, but they do regenerate unless struck by silver weapons (and can only die if they start their turn and fail to regenerate). The Loup Garou, or alpha werewolf, introduced in Van Richten's Guide has more or less the same ability. I think it is reasonable to assume that One D&D (please, let's not go into the drama surrounding the OGL here, if you don't want to buy One D&D, then don't, this is a discussion of game mechanics) will, as part of its Monster Manual, give all werebeasts the same ability.
Personally? I think this is great. Magic weapons aren't super difficult to obtain in practice for most campaigns, and under the current Monster Manual, there is no reason to ever seek out an exotic material for your weapon when a simple +1 enchantment will do the job better. A homebrew rule that I would add is that critical hits also negate this regeneration. It would make a fight with werebeasts doable for those without the right equipment, but still difficult.
I wound up doing that to regular werewolves when I ran CoS, because a mechanic that makes certain PCs useless and has zero effect on other PCs isn't what I consider good game play.