Homebrew Werewolf Shapeshifter Species Details
Human Form
- You can wield weapons
- You can wear armour
- You can cast spells
- You can speak normally
- You have Darkvision out to 60 ft
Werewolf Form
- You cannot wield weapons
- You cannot wear armour
- You cannot cast spells
- You can speak normally
- You have the Tough Hide trait
- You have the Natural Weapons trait
- You have the Regeneration trait
- You have the Tracking trait
- You have Darkvision out to 60 ft
Wolf Form
- You cannot wield weapons
- You cannot wear armour
- You cannot cast spells
- You cannot speak normally, but can still communicate to other wolves and dire wolves
- You have the Regeneration trait
- You have the Tracking trait
- You have the Trip Attack trait
Werewolf Shapeshifter Traits
As a Human, turned Werewolf, you have 3 different forms that you can take, each with their own features, traits, strengths and weaknesses.Skill Proficiencies
You are Proficient in Survival and one other ability of your choice between Nature, Intimidation and Perception rolls.
Wolf Empathy
You can communicate with wolves and dire wolves. (All forms)
Ability Score Increase
Your Constitution scores increases by 1. Your Strength or Dexterity score increases by 1. One ability score of your choice increases by 1.
Languages
You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
Age
Humans reach adulthood in their late teens and live less than a century.
Size
Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed
Your base walking speed is 30 feet.
Hardy Constitution
Your have proficiency in Constitution saves.
Darkvision
You can see in non-magical darkness out to 60ft, you cannot discern different colours and can only see in shades of grey and red (All Forms).
Silver Weakness
You are vulnerable to silvered weapons, but have resistance to non-magical damage.
Shapeshifting Forms
You can use an action to shift into Human, Werewolf or Wolf forms. While in Natural Form you can wield weapons and wear armor as normal. While in Werewolf or Wolf forms you cannot wear armour or wield weapons. You are able to wear certain equipment at the DM's discretion, such as circlets and robes. You can choose to have equipment you are wearing to either merge into your form or be dropped to the ground. You gain no benefit from equipment that is merged into your form. You can only speak while in Human or Werewolf form.
Human Form
- You can wield weapons
- You can wear armour
- You can cast spells
- You can speak normally
- You have Darkvision out to 60 ft
Werewolf Form
- You cannot wield weapons
- You cannot wear armour
- You cannot cast spells
- You can speak normally
- You have the Tough Hide trait
- You have the Lycanthropic Rage trait
- You have the Natural Weapons trait
- You have the Regeneration trait
- You have the Tracking trait
- You have Darkvision out to 60 ft
Wolf Form
- You cannot wield weapons
- You cannot wear armour
- You cannot cast spells
- You cannot speak normally, but can still communicate to other wolves and dire wolves
- You have the Regeneration trait
- You have the Tracking trait
- You have the Trip Attack trait
You assume the form of a Wolf; beginning at level 10, you assume the form of a Dire Wolf. You are granted the following traits while in this form: You can shift into Wolf or Werewolf form a number of times equal to your proficiency bonus per long rest -- shifting into Human form does not count towards this count. You automatically revert to Human form if you fall unconscious, drop to 0 hit points, or die. If you have expended all uses of Shapeshifting, you must complete a long rest before shifting forms again.
While you are transformed, the following rules apply:
- Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours.
- When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in wolf form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
- You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your wolf form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Natural Weapons
While in Werewolf Form you have a 1D4 Bite and 1D6 Claw attack. Increase damage at level 5 to Bite 1D6 and Claw 1D8. On a successful Bite attack you may use your bonus action to make a Claw attack on the same target. You can add your Proficiency Bonus to each damage roll when using your Natural Weapons in Werewolf form.
Regeneration
While in Werewolf or Wolf form, at the start of your turn if you haven't been attacked since the end of your last turn, you gain 1d4 + your Constitution modifier of health back. You can only gain this benefit if you have less than half your maximum Hit Points and not unconscious.
Blood Frenzy
While in Werewolf form, you have to control your blood rage. You can recognize friend from foe, but if no enemies are near, you may lose control of yourself and attack an ally. At the start of your turn, if there are no enemies within 30 feet, you must make a DC 15 Wisdom save to resist the urge to move towards a friend and attack them. If you fail the saving throw, you must move towards an ally within range and make a Bite attack. If there are multiple allies within range, you can make a DC 10 Intelligence save to choose which friend to target with your attack -- this target must be within range.
Tracking
While in Werewolf or Wolf form, you can detect opponents within 15 feet by sense of smell. If the opponent is upwind, the range increases to 40 feet; if downwind, it drops to 5 feet. Strong scents can be detected at twice the ranges noted above. Overpowering scents can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range and its general direction.
Trip Attack
While in Wolf form you can attempt to trip the opponent as a bonus action after a successful Bite attack. The opponent must make a Strength or Dexterity Save (chosen by the target) equal to 8 + your proficiency bonus + your strength modifier.
Tough Hide
While in Werewolf form, your AC becomes 10 + Your Constitution Modifier + Your Strength or Dexterity (your choice) Modifier.
Previous Versions
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