proficiencies: Light and Medium Armor, Simple Weapons, 2 of choice: Athletics, Animal Handling, Intimidation, Stealth, Religion, or Nature
Level 1:
Beast form: During night, the character has the ability to willingly change into the Lupus. This take one action. Upon changing, the player rolls 1d4 and adds half the resulting number to their character’s dexterity and constitution while adding the full value to strength; at the same time, the player must subtract half the number from wisdom and intelligence while subtracting the full value from strength. Upon changing, all equipped weapons are dropped and most clothes rip/tear, and player gains darkvision, plus one to passive perception and unarmored defense
Bloodlust: The character has a unsedatable lust for the warm red. Whenever the character transforms, they must make a wisdom saving throw based on their pre-transformation wisdom stat. If they succeed, they will be in full control of the character. If they fail, the character will immediately attack the creature nearest to them. To regain control the player must make a wisdom saving throw based on their new wisdom stat, the sun must rise, or everything in around them appears to be dead.
Beastly Rage: The power of the Lupus can be unwillingly be brought out through extreme emotions. If the character fails to remain calm, the DM can roll 1d20, and the player must make a constitution save. The player and DM must do this each turn for three turns in combat or every minute for three minutes outside of combat. As long as the player's roll exceeds the DM's (or the DM gets a natural 1 or player gets a natural 20 ending the rolls), the character’s beastly rage is sedated. If the DM’s roll exceeds the player's or the DM gets a natural 20, the player transforms. The player also gains a bonus to intimidation and attack based on number of saves.
Knowledge of the Wilds: Your character has proficiencies in medicine and survival as well as knowledge of Wolf tongue.
Please leave suggestions in the thread, I'm not very experienced with balancing things in DnD
I suggest not making a new class. I would suggest using a race like VillianTheory's Abomination along with the fighter or barbarian classes. Or you could revise your character to be a barbarian and play them as a cured werewolf who has... relapses.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Or! Use the blood hunter class and at level 3 pick the Order of the Lycan. You get the prowess of a fighter and the werewolf form. Grant it, it also uses some magic but it seems to fit the idea you got going.
well he sees having me be both a fighter and having a werewolf form, from the background as OP, so it won't work for him, he suggested making a class, my friends have worked with homebrew classes before, he sees the werewolf form as a class on its own, which is another reason for this class being made
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
My best tip for balancing is to look at other classes, and use as much as possible from them. Personal homebrew is almost never going to be as balanced as something that hundreds of people have tested.
Looking at what you have, my first impression is everything looks a little bit more complicated than it may need to be. Dice rolls are great in the way that they add excitement to the game, but rolling 2-3 times/every turn for basic mechanics is going to mean a LOT of rolling - it slows down the game. Changing your stats based on dice rolls every time you transform, constant wisdom saves - why not set the random stats at the average of what they would roll to be? Why not just have a wisdom save after a killing blow or after x amount of hours in werewolf form? Generally the simpler it is, the smoother the game will be and more time you'll have for playing it.
To go more in-depth, my first question is are you guys using normal D&D lycanthropy in your story or your own take on it? If you have access to the Monster Manual, consider reading the sections on lycanthropy - obviously and notably the werewolf. If you are, it's presented a lot differently to what you have here. If not, never mind this.
Personally I would start with the existing Barbarian as a base-class for your take on a dedicated werewolf class focused on blood lust. It can have a considerable AC without being armored. It already has a great rage mechanic ready-made for you. It already has the appropriate skills a savage werewolf might have as options.
What about the werewolves claws/teeth? Monk has an unarmed damage mechanic ready for you here. You could start your unarmed damage at a d6 rather than a d4 (because who wants to roll only d4s for damage for several levels?) and otherwise follow its table on how your damage scales as you level. In contrast to Monk, you would deal slashing damage with your claws or piercing with a bite.
Both classes have get the Extra Attack action at level 5, so perhaps go with that.
You could even tie the whole transformation into barbarian's rage mechanic. A barbarian's rage makes them resistant to bludgeoning, piercing and slashing damage. A typical D&D werewolf is resistant to non-silver bludgeoning, piercing and slashing damage. A barbarian's rage already increases the strength-based damage you deal. Generally, there are a LOT of similarities.
Hopefully this helps give you some ideas. Right now you don't have any real class features of how it will work in combat, just a lot of mechanics to get into werewolf form/keep control.
the 2 suggestions you and KageAcuma gave me, he doesnt want me to have both a standalone class and a werewolf form, he wants a class that me and him are working on
My best tip for balancing is to look at other classes, and use as much as possible from them. Personal homebrew is almost never going to be as balanced as something that hundreds of people have tested.
Looking at what you have, my first impression is everything looks a little bit more complicated than it may need to be. Dice rolls are great in the way that they add excitement to the game, but rolling 2-3 times/every turn for basic mechanics is going to mean a LOT of rolling - it slows down the game. Changing your stats based on dice rolls every time you transform, constant wisdom saves - why not set the random stats at the average of what they would roll to be? Why not just have a wisdom save after a killing blow or after x amount of hours in werewolf form? Generally the simpler it is, the smoother the game will be and more time you'll have for playing it.
To go more in-depth, my first question is are you guys using normal D&D lycanthropy in your story or your own take on it? If you have access to the Monster Manual, consider reading the sections on lycanthropy - obviously and notably the werewolf. If you are, it's presented a lot differently to what you have here. If not, never mind this.
Personally I would start with the existing Barbarian as a base-class for your take on a dedicated werewolf class focused on blood lust. It can have a considerable AC without being armored. It already has a great rage mechanic ready-made for you. It already has the appropriate skills a savage werewolf might have as options.
What about the werewolves claws/teeth? Monk has an unarmed damage mechanic ready for you here. You could start your unarmed damage at a d6 rather than a d4 (because who wants to roll only d4s for damage for several levels?) and otherwise follow its table on how your damage scales as you level. In contrast to Monk, you would deal slashing damage with your claws or piercing with a bite.
Both classes have get the Extra Attack action at level 5, so perhaps go with that.
You could even tie the whole transformation into barbarian's rage mechanic. A barbarian's rage makes them resistant to bludgeoning, piercing and slashing damage. A typical D&D werewolf is resistant to non-silver bludgeoning, piercing and slashing damage. A barbarian's rage already increases the strength-based damage you deal. Generally, there are a LOT of similarities.
Hopefully this helps give you some ideas. Right now you don't have any real class features of how it will work in combat, just a lot of mechanics to get into werewolf form/keep control.
For the Unarmed Damage, the form gives me access to use claws and teeth as weapons, he decided that each claw is 1d8+Str Mod and the teeth is 1d12+Str Mod, I'll ask him about the average stat thing and the dice rolls, I also thought of 2 subclasses, Rampage (Tankier, Multi-Attacking) and Arcane (Spell Casting, situational Tankiness), the each class have a unique feature at level 6, the Rampage path can cripple and rend enemies and arcane can use their spells magic to gain resistances to that spells damage type, spells would be changed to fit the wolf form, like coughing out a fire bolt, and i think the main reason (He didnt say) why he made that many roles is too give the others spotlight, since both of the other players are support classes
As VillainTheroy said, the best solution is not going to be a homebrewed class. The mechanics that have been described are more applicable for a Barbarian and possibly a homebrew subclass. In short I would encourage your DM to think within the confines of existing classes to create a unique and enjoyable solution.
If possible, I would love to hear their side of the issue firsthand as it may deepen my understanding of their stance.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
As VillainTheroy said, the best solution is not going to be a homebrewed class. The mechanics that have been described are more applicable for a Barbarian and possibly a homebrew subclass. In short I would encourage your DM to think within the confines of existing classes to create a unique and enjoyable solution.
If possible, I would love to hear their side of the issue firsthand as it may deepen my understanding of their stance.
Ok we decided, it'll be a barbarian subclass, we may have to restructure my character since he was originally meant to be an eldritch knight with werewolf powers, and then he said it was op, so we concluded to make a class, then i made this post to get some help, which is what I received, thanks by the way, I meant to multi-quote, but it wouldn't let me multi-quote, so thanks to VillainTheory, KageAcuma and Astromancer
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Well in this instance, as a DM I can understand his concern, but at the same time, I’ve always tried to keep an open mind regarding my players wishes to try something different, even if that something might appear to be over powered. I always tell my players that as long as you can give me valid reasons why you want to do something outside of the box, and it makes complete sense story wise in the setting the character is going to be playing in, then they can do it. Even if it appears to be too over powering. I just remind them that there is a downside to everything, and I firmly believe that ALL problems big or small can solved through careful manipulation of the storyline.
So your character is a fighter, and happens to also be a werewolf. I can already see a number of downsides to this scenario for the character. If he’s a fighter, is he a part of a guild, and if so, how would his guild feel about one of their members being a werebeast? Does he try to hide it? Do guild members suspect something? If he’s living in any major settlement, how does he hide this curse or gift depending on how it’s perceived from those around him? Could there be a monster hunter looking for him? One that has been trying to track him down in connection to a grisly murder of an entire family? This could be a case of just being in the wrong place at the wrong time, or maybe this took place on the night of a full moon, and your character’s werewolf bloodlust got the better of him?These are just a few subplots that could make life for this werewolf fighter difficult at best, and could actually balance things out game wise. Just my 2 cents.
I am a DM for a game where one of my players is a werebear. I solved this problem by making it so my player did not have control over his transformations. In certain situations I would choose to turn him without his permission and roll a d20 against his level. If the number is below his level he is in control, if not he goes feral. It has been really fun and he loves it. The best part is I put a moon ring somewhere in the world for him to find and gain full control. Its been pretty awesome seeing the evolution of his character based on this flaw.
Class: The Lupus
Top Stats: Stength/Constitution
Saves: Strength, Wisdom
proficiencies: Light and Medium Armor, Simple Weapons, 2 of choice: Athletics, Animal Handling, Intimidation, Stealth, Religion, or Nature
Level 1:
Beast form: During night, the character has the ability to willingly change into the Lupus. This take one action. Upon changing, the player rolls 1d4 and adds half the resulting number to their character’s dexterity and constitution while adding the full value to strength; at the same time, the player must subtract half the number from wisdom and intelligence while subtracting the full value from strength. Upon changing, all equipped weapons are dropped and most clothes rip/tear, and player gains darkvision, plus one to passive perception and unarmored defense
Bloodlust: The character has a unsedatable lust for the warm red. Whenever the character transforms, they must make a wisdom saving throw based on their pre-transformation wisdom stat. If they succeed, they will be in full control of the character. If they fail, the character will immediately attack the creature nearest to them. To regain control the player must make a wisdom saving throw based on their new wisdom stat, the sun must rise, or everything in around them appears to be dead.
Beastly Rage: The power of the Lupus can be unwillingly be brought out through extreme emotions. If the character fails to remain calm, the DM can roll 1d20, and the player must make a constitution save. The player and DM must do this each turn for three turns in combat or every minute for three minutes outside of combat. As long as the player's roll exceeds the DM's (or the DM gets a natural 1 or player gets a natural 20 ending the rolls), the character’s beastly rage is sedated. If the DM’s roll exceeds the player's or the DM gets a natural 20, the player transforms. The player also gains a bonus to intimidation and attack based on number of saves.
Knowledge of the Wilds: Your character has proficiencies in medicine and survival as well as knowledge of Wolf tongue.
Please leave suggestions in the thread, I'm not very experienced with balancing things in DnD
I suggest not making a new class. I would suggest using a race like VillianTheory's Abomination along with the fighter or barbarian classes. Or you could revise your character to be a barbarian and play them as a cured werewolf who has... relapses.
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Or! Use the blood hunter class and at level 3 pick the Order of the Lycan. You get the prowess of a fighter and the werewolf form. Grant it, it also uses some magic but it seems to fit the idea you got going.
well he sees having me be both a fighter and having a werewolf form, from the background as OP, so it won't work for him, he suggested making a class, my friends have worked with homebrew classes before, he sees the werewolf form as a class on its own, which is another reason for this class being made
What do you mean by "It won't work for him"?
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Hi ZixOsis, welcome to the D&D Beyond forums!
My best tip for balancing is to look at other classes, and use as much as possible from them. Personal homebrew is almost never going to be as balanced as something that hundreds of people have tested.
Looking at what you have, my first impression is everything looks a little bit more complicated than it may need to be. Dice rolls are great in the way that they add excitement to the game, but rolling 2-3 times/every turn for basic mechanics is going to mean a LOT of rolling - it slows down the game. Changing your stats based on dice rolls every time you transform, constant wisdom saves - why not set the random stats at the average of what they would roll to be? Why not just have a wisdom save after a killing blow or after x amount of hours in werewolf form? Generally the simpler it is, the smoother the game will be and more time you'll have for playing it.
To go more in-depth, my first question is are you guys using normal D&D lycanthropy in your story or your own take on it? If you have access to the Monster Manual, consider reading the sections on lycanthropy - obviously and notably the werewolf. If you are, it's presented a lot differently to what you have here. If not, never mind this.
Personally I would start with the existing Barbarian as a base-class for your take on a dedicated werewolf class focused on blood lust. It can have a considerable AC without being armored. It already has a great rage mechanic ready-made for you. It already has the appropriate skills a savage werewolf might have as options.
What about the werewolves claws/teeth? Monk has an unarmed damage mechanic ready for you here. You could start your unarmed damage at a d6 rather than a d4 (because who wants to roll only d4s for damage for several levels?) and otherwise follow its table on how your damage scales as you level. In contrast to Monk, you would deal slashing damage with your claws or piercing with a bite.
Both classes have get the Extra Attack action at level 5, so perhaps go with that.
You could even tie the whole transformation into barbarian's rage mechanic. A barbarian's rage makes them resistant to bludgeoning, piercing and slashing damage. A typical D&D werewolf is resistant to non-silver bludgeoning, piercing and slashing damage. A barbarian's rage already increases the strength-based damage you deal. Generally, there are a LOT of similarities.
Hopefully this helps give you some ideas. Right now you don't have any real class features of how it will work in combat, just a lot of mechanics to get into werewolf form/keep control.
Site Rules & Guidelines - Please feel free to message a moderator if you have any concerns.
My homebrew: [Subclasses] [Races] [Feats] [Discussion Thread]
As VillainTheroy said, the best solution is not going to be a homebrewed class. The mechanics that have been described are more applicable for a Barbarian and possibly a homebrew subclass. In short I would encourage your DM to think within the confines of existing classes to create a unique and enjoyable solution.
If possible, I would love to hear their side of the issue firsthand as it may deepen my understanding of their stance.
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Keep in mind barbarians can't cast while raging, unless, of course, you choose to change that.
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Well in this instance, as a DM I can understand his concern, but at the same time, I’ve always tried to keep an open mind regarding my players wishes to try something different, even if that something might appear to be over powered. I always tell my players that as long as you can give me valid reasons why you want to do something outside of the box, and it makes complete sense story wise in the setting the character is going to be playing in, then they can do it. Even if it appears to be too over powering. I just remind them that there is a downside to everything, and I firmly believe that ALL problems big or small can solved through careful manipulation of the storyline.
So your character is a fighter, and happens to also be a werewolf. I can already see a number of downsides to this scenario for the character. If he’s a fighter, is he a part of a guild, and if so, how would his guild feel about one of their members being a werebeast? Does he try to hide it? Do guild members suspect something? If he’s living in any major settlement, how does he hide this curse or gift depending on how it’s perceived from those around him? Could there be a monster hunter looking for him? One that has been trying to track him down in connection to a grisly murder of an entire family? This could be a case of just being in the wrong place at the wrong time, or maybe this took place on the night of a full moon, and your character’s werewolf bloodlust got the better of him?These are just a few subplots that could make life for this werewolf fighter difficult at best, and could actually balance things out game wise. Just my 2 cents.
I am a DM for a game where one of my players is a werebear. I solved this problem by making it so my player did not have control over his transformations. In certain situations I would choose to turn him without his permission and roll a d20 against his level. If the number is below his level he is in control, if not he goes feral. It has been really fun and he loves it. The best part is I put a moon ring somewhere in the world for him to find and gain full control. Its been pretty awesome seeing the evolution of his character based on this flaw.
Dungeon Master for Heroes of Agarra
I have a growing library of Homebrew: Subclasses | Races | Feats | Items
You check out my newest Homebrew: Doctor - The Survey Corps - Order of the Shadow Master