Hello, i’m Moog Grimscar i’m from the Netherlands and kinda new in the majestic world of D&D. Played a couple of sessions but still in baby shoes when it comes to knowing the rules.
i have some questions were my friend Google can’t seem to help me out. The questions are maybe N00B level numero uno for some so pleasse be gentle with me.
okay is there a way (not homebrew) to control being a werewolf once you’ve been bitten. Maybe i’m searching for the wrong key words in Google but i can’t find the answer!
In the campaign i’m playing a Goliath/Barbarianin and in a fight i’ve been bitten by a werewolf.
now our DM told me to keep track of the nights!
fter 10 nights i’m gonna have some signs (nightmares, sweating, POV as i’m hunting for something, and a lot of running through woods, mountains, Hamster Wheels, Bicycle Lanes you name it)
now i was thinking is there a way to keep the transformation and control it like not attack my friends in game. Is there like a pendant or amulet or a monk in the mountains that knows that kinda stuff.
I find lots of items for werewolves but it is all Homebrew.
is there a way for my Goliath Barbarian to have a Werewolf ability like Travis (CR) charcter has in Campaign 3 Bells Hells
the option to activate your inner wolf in a fight!
thanks for reading this!
PS our DM plays 3.5 don’t know if that makes any difference.
Travis in Critical Role has control of his werewolf self because he's playing a specific class (The Blood Hunter) that has being as werewolf as part of it's class features. I'm afraid that option is probably out of bounds for you unless you start multiclassing and even then your DM might not allow it as the Blood Hunter isn't official. As for finding something else I'm afraid that's probably also going to be up to your DM, the reason so much of what you've found is home brew is there's not a lot of official stuff for lycanthropy. In 5e it's pretty much just this werewolf and as you can see it's still left mostly up to the DM to decide how the curse will work and I don't think there was much more in 3.5e (never played it I'm afraid)
If you are looking for some options to control it in a story sense you're best off asking the DM and in all likelihood it'll be a side quest for your character rather than something they just hand out
It being 3.5 really matters a lot. In that edition there were templates you could add to characters in cases of things like lycanthropy or vampirism. Any advice people are giving you here will be based on a very different set of rules which no longer has such templates.
Your best bet is to ask your DM. They may have an idea of how they plan to run it going forward. And if you really hate it, it’s reasonable to say you’re no longer enjoying the character and see if you can bring in a new one. I’d suggest you try it for a while before you say that — or see if you can be cured in game — but there are options if it’s not fun for you anymore.
It should be noted, the lycanthropy section of the Monster Manual does contain rules for a player character infected with lycanthropy. Essentially, a player gets some bonuses to their base stats based on their specific type of lycanthropy as well as some minor rules for transformation when under a full moon.
I believe the owning/having access to the Monster Manual, as Caerwyn_Glyndwr mentions above will give you access to that stat block on the character sheet, but you'll have to give it a try. If you open your digital character sheet and click on the "Extras" tab, and then the "Manage Extras" button just below that, it should open a flyout menu. In the dropdown menu under "Add an Extra" select "Misc". Type 'were' into the Filter field and scroll to the bottom and click on the "Add" button next to Werewolf, it should add a Werewolf entry in the main pane of the Extras tab. Clicking on that will open a flyout with the full stat block for werewolf.
As mentioned by others, you should discuss it further with your DM. Even if you have access to the Werewolf, he/she/they may wish to run it differently than what is on the stat block.
I believe the owning/having access to the Monster Manual, as Caerwyn_Glyndwr mentions above will give you access to that stat block on the character sheet, but you'll have to give it a try. If you open your digital character sheet and click on the "Extras" tab, and then the "Manage Extras" button just below that, it should open a flyout menu. In the dropdown menu under "Add an Extra" select "Misc". Type 'were' into the Filter field and scroll to the bottom and click on the "Add" button next to Werewolf, it should add a Werewolf entry in the main pane of the Extras tab. Clicking on that will open a flyout with the full stat block for werewolf.
As mentioned by others, you should discuss it further with your DM. Even if you have access to the Werewolf, he/she/they may wish to run it differently than what is on the stat block.
That is useful for reference, but you need to have a particular homebrew creation to have it show up on your character sheet more properly. Even when it does show up, the functionality of it on Avrae does not fully extend to players - the non-magical BPS immunity is non-functional.
Couple of points for the original poster that most DMs will be fine with: A player who fights against the curse retains their alignment and their character - except perhaps during transformation. A cleric and a magic item can make reactivating the curse a ridiculous power grab by using the Harkon's Bite magical item. Hybrid transformation is said to be possible to control in the long run and having this possible essentially makes a Player Character with it basically a god.
The were-creatures are supposed to be a bad thing; not a way to buff your characters - but even if they are allowed by a DM take it from someone who has had it for a good while - just don't.
Lycanthrophy is a curse. Your choice is to fight it or embrace it unless you can cure it. How you cure it is going to be up to your DM, but usually it's a remove curse with the (sometimes) prerequisite of having to kill the werewolf that bit you first.
If you fight it then on the night of the full moon you go on an uncontrolled rampage based on the werewolf alignment, which is Chaotic Evil.
If you embrace it then your alignment becomes that of the werewolf but you don't go on a rampage. You're just always Chaotic Evil. So you will have to act in an unpredictable selfish way.
As a side note, this also means a "bad guy" bitten by a werebear will go on a Neutral Good rampage once a month. This may be the basis for the legend of Smokey the Bear.
As mentioned before, Chetney from Critical Role is a homebrew class called the Blood Hunter. But ask your DM if you can multi-class into it on your next level up.
If you embrace it then your alignment becomes that of the werewolf but you don't go on a rampage. You're just always Chaotic Evil. So you will have to act in an unpredictable selfish way.
Just need to address this a little: Chaotic is not really "unpredictable", especially not in the "wildcard that does random- and typically disruptive- stuff whenever they think about it". A Chaotic alignment is strongly individualistic and anti-authority often with elements of impulsiveness, but you generally don't want to take it to cartoon character levels.
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Hello, i’m Moog Grimscar i’m from the Netherlands and kinda new in the majestic world of D&D. Played a couple of sessions but still in baby shoes when it comes to knowing the rules.
i have some questions were my friend Google can’t seem to help me out. The questions are maybe N00B level numero uno for some so pleasse be gentle with me.
okay is there a way (not homebrew) to control being a werewolf once you’ve been bitten. Maybe i’m searching for the wrong key words in Google but i can’t find the answer!
In the campaign i’m playing a Goliath/Barbarianin and in a fight i’ve been bitten by a werewolf.
now our DM told me to keep track of the nights!
fter 10 nights i’m gonna have some signs (nightmares, sweating, POV as i’m hunting for something, and a lot of running through woods, mountains, Hamster Wheels, Bicycle Lanes you name it)
now i was thinking is there a way to keep the transformation and control it like not attack my friends in game. Is there like a pendant or amulet or a monk in the mountains that knows that kinda stuff.
I find lots of items for werewolves but it is all Homebrew.
is there a way for my Goliath Barbarian to have a Werewolf ability like Travis (CR) charcter has in Campaign 3 Bells Hells
the option to activate your inner wolf in a fight!
thanks for reading this!
PS our DM plays 3.5 don’t know if that makes any difference.
Hi and welcome.
Travis in Critical Role has control of his werewolf self because he's playing a specific class (The Blood Hunter) that has being as werewolf as part of it's class features. I'm afraid that option is probably out of bounds for you unless you start multiclassing and even then your DM might not allow it as the Blood Hunter isn't official. As for finding something else I'm afraid that's probably also going to be up to your DM, the reason so much of what you've found is home brew is there's not a lot of official stuff for lycanthropy. In 5e it's pretty much just this werewolf and as you can see it's still left mostly up to the DM to decide how the curse will work and I don't think there was much more in 3.5e (never played it I'm afraid)
If you are looking for some options to control it in a story sense you're best off asking the DM and in all likelihood it'll be a side quest for your character rather than something they just hand out
Never knew about the Blood Hunter Class not being official. Thank you for the response!
It being 3.5 really matters a lot. In that edition there were templates you could add to characters in cases of things like lycanthropy or vampirism. Any advice people are giving you here will be based on a very different set of rules which no longer has such templates.
Your best bet is to ask your DM. They may have an idea of how they plan to run it going forward. And if you really hate it, it’s reasonable to say you’re no longer enjoying the character and see if you can bring in a new one. I’d suggest you try it for a while before you say that — or see if you can be cured in game — but there are options if it’s not fun for you anymore.
It should be noted, the lycanthropy section of the Monster Manual does contain rules for a player character infected with lycanthropy. Essentially, a player gets some bonuses to their base stats based on their specific type of lycanthropy as well as some minor rules for transformation when under a full moon.
I believe the owning/having access to the Monster Manual, as Caerwyn_Glyndwr mentions above will give you access to that stat block on the character sheet, but you'll have to give it a try. If you open your digital character sheet and click on the "Extras" tab, and then the "Manage Extras" button just below that, it should open a flyout menu. In the dropdown menu under "Add an Extra" select "Misc". Type 'were' into the Filter field and scroll to the bottom and click on the "Add" button next to Werewolf, it should add a Werewolf entry in the main pane of the Extras tab. Clicking on that will open a flyout with the full stat block for werewolf.
As mentioned by others, you should discuss it further with your DM. Even if you have access to the Werewolf, he/she/they may wish to run it differently than what is on the stat block.
That is useful for reference, but you need to have a particular homebrew creation to have it show up on your character sheet more properly. Even when it does show up, the functionality of it on Avrae does not fully extend to players - the non-magical BPS immunity is non-functional.
Couple of points for the original poster that most DMs will be fine with: A player who fights against the curse retains their alignment and their character - except perhaps during transformation. A cleric and a magic item can make reactivating the curse a ridiculous power grab by using the Harkon's Bite magical item. Hybrid transformation is said to be possible to control in the long run and having this possible essentially makes a Player Character with it basically a god.
The were-creatures are supposed to be a bad thing; not a way to buff your characters - but even if they are allowed by a DM take it from someone who has had it for a good while - just don't.
Lycanthrophy is a curse. Your choice is to fight it or embrace it unless you can cure it. How you cure it is going to be up to your DM, but usually it's a remove curse with the (sometimes) prerequisite of having to kill the werewolf that bit you first.
As a side note, this also means a "bad guy" bitten by a werebear will go on a Neutral Good rampage once a month. This may be the basis for the legend of Smokey the Bear.
As mentioned before, Chetney from Critical Role is a homebrew class called the Blood Hunter. But ask your DM if you can multi-class into it on your next level up.
Thank you all for the response.
i will talk with my DM what fits the story best!
Just need to address this a little: Chaotic is not really "unpredictable", especially not in the "wildcard that does random- and typically disruptive- stuff whenever they think about it". A Chaotic alignment is strongly individualistic and anti-authority often with elements of impulsiveness, but you generally don't want to take it to cartoon character levels.