I need to create a home-brew main bad guy NPC that is also a werewolf. Is there something maybe hidden in the character builder somewhere that would be a werewolf option that might have stats for such a thing whenever they turn? Or would you just use the character stat block as normal (whatever class and level they happened to be) and then switch to a werewolf stat block for the other?
And if a player character gets turned...how should I handle that with their existing character?
There are two ways to do this. It sounds like you are using the Character Builder route. I would honestly suggest using the Homebrew monster route, coping the Werewolf base stat block and mod it by changing its attributes to the NPC's and then adding in class abilities based on its class/level. Then calculating the CR. Keep in mind that when you start adding class levels to monsters depending on the monster their CR can go up really fast.
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GM of The Bonus Role - We are playing a 5E game set in my homebrew world of Audra check us out Sunday's at 10 AM CST and follow us at the following social media links. https://www.twitch.tv/thebonusrole @BonusRole
I know this is old, but your second question was never answered and I thought I'd help.
It depends on your preferences on how turning a character is handled. I throw away the racial alignments from the Monster Manuel. I allow for good colored dragons and evil metallic ones, and more relevantly, good werewolves. In the MM, it states that a turned players will become evil, but I don't like that.
I had a character be bitten in a previous campaign, and we handled it that the player was still the player, but had to a) eat an extra serving of food a day b) we now had to follow moon phases within campaign time, because when she turned she went nuts and the party had to restrain or fight her every full moon.
But in my current campaign, the same player is a good werewolf, even when she turns. She's self-aware, more like a shapeshifter than a monster. With that, I limit all other racial abilities and made using her werewolf powers count as spell slots to keep things balanced.
I also agree that you should be using the NPC or custom monster guide in the DMG for making your baddies.
I need to create a home-brew main bad guy NPC that is also a werewolf. Is there something maybe hidden in the character builder somewhere that would be a werewolf option that might have stats for such a thing whenever they turn? Or would you just use the character stat block as normal (whatever class and level they happened to be) and then switch to a werewolf stat block for the other?
And if a player character gets turned...how should I handle that with their existing character?
Thanks!
There are two ways to do this. It sounds like you are using the Character Builder route. I would honestly suggest using the Homebrew monster route, coping the Werewolf base stat block and mod it by changing its attributes to the NPC's and then adding in class abilities based on its class/level. Then calculating the CR. Keep in mind that when you start adding class levels to monsters depending on the monster their CR can go up really fast.
GM of The Bonus Role - We are playing a 5E game set in my homebrew world of Audra check us out Sunday's at 10 AM CST and follow us at the following social media links.
https://www.twitch.tv/thebonusrole
@BonusRole
I know this is old, but your second question was never answered and I thought I'd help.
It depends on your preferences on how turning a character is handled. I throw away the racial alignments from the Monster Manuel. I allow for good colored dragons and evil metallic ones, and more relevantly, good werewolves. In the MM, it states that a turned players will become evil, but I don't like that.
I had a character be bitten in a previous campaign, and we handled it that the player was still the player, but had to
a) eat an extra serving of food a day
b) we now had to follow moon phases within campaign time, because when she turned she went nuts and the party had to restrain or fight her every full moon.
But in my current campaign, the same player is a good werewolf, even when she turns. She's self-aware, more like a shapeshifter than a monster. With that, I limit all other racial abilities and made using her werewolf powers count as spell slots to keep things balanced.
I also agree that you should be using the NPC or custom monster guide in the DMG for making your baddies.
Awesome thanks!
Check out the Shifter race in the Eberron Unearthed Arcana. You won’t be able to make the character in Beyond but it may give you some options.