Homebrew Elemental Werewolf Species Details

Elemental Werewolf Traits 

As an elemental werewolf, you gain the following traits. Size. Chaos werewolves are about the size of humans in their humanoid forms, though a bit stockier. They are usually anywhere from seven to eight feet tall in their wolf forms. Your size is medium, regardless of your form. 

Alignment. Due to their connection to the elemental planes and Limbo, elemental werewolves tend towards chaos. 

Age. Elemental werewolves mature about as fast as humans. They live about four hundred years on average. Speed. Your base walking speed is 30 feet. 

Ability Score Increase. Your Strength, Constitution, and Wisdom scores increase by 1. 

Lycanthropy. You possess a unique form of lycanthropy. Starting at 3rd level, as a bonus action on your turn, you may shift into your wolf form for one minute. While in this shape, you cannot use any weapons, wear armor, or use equipment. 

You choose if your equipment merges into your new form, remains worn by you, or falls to the ground. You gain the following properties while shapeshifted: 

You may add your Constitution modifier to your Armor Class. 

You have a natural claw attack, which deals 1d6 slashing damage plus the damage from your Elemental Strikes feature. After a successful melee attack, you may use a bonus action to make an additional claw attack against the same target. 

Your walking speed increases by 5 feet. 

You have disadvantage on all Charisma skill checks except for Intimidation. 

You can shapeshift once, and regain the ability to do so when you finish a long rest. Unlike a normal werewolf, your lycanthropy cannot spread through wounds. Only your children will inherit your lycanthropy. 

Elemental Attunement. Your connection to the elemental planes allows you to attune to one of the elements. When you finish a long rest, choose a damage type from acid, cold, fire, lightning or thunder. You gain resistance to this damage type until you change it again. 

Due to your attunement, you can be detected by the detect magic spell. You have an aura of evocation and transmutation. Elemental Strikes. Your claws in your hybrid form are infused with elemental energy. They deal extra damage of your Elemental Attunement type equal to 1d4 - the number of days you have been attuned to the element (minimum of 1 extra damage). 

The base extra damage increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level. 

Olfactory Hunter. Just like a wolf, your nose is much better than a human's. You have advantage on Wisdom (Perception) checks that rely on smell. 

Natural Hunter. You have proficiency in the Survival skill. Wolf Empathy. You can communicate simple ideas with wolves, dire wolves, and wargs. 

Silver Weakness. Your nature as a werewolf gives you a weakness to silver. You are considered vulnerable to damage dealt by silvered weapons and cannot carry silver coins or objects yourself. If you silver a weapon, the silver must be on the very edge and nowhere else. 

Darkvision. Your eyes are adapted to darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. 

Languages. You can speak, read, and write Common and Primordial. 

Elemental Werewolf Traits

Werewolves are powerful beings by themselves, but there exists a rarer kin of the beasts. These kin, called Elemental Werewolves, draw power from the elemental planes and Limbo, and use it to fuel their strikes. They are notoriously difficult to kill, as they can attune themselves to any of the elements to gain added durability against that element.

darkvision

Darkvision. Your eyes are adapted to darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Lycanthropy

Lycanthropy. You possess a unique form of lycanthropy. Starting at 3rd level, as a bonus action on your turn, you may shift into your wolf form for one minute. While in this shape, you cannot use any weapons, wear armor, or use equipment. 

You choose if your equipment merges into your new form, remains worn by you, or falls to the ground. You gain the following properties while shapeshifted: 

You may add your Constitution modifier to your Armor Class. 

You have a natural claw attack, which deals 1d6 slashing damage plus the damage from your Elemental Strikes feature. After a successful melee attack, you may use a bonus action to make an additional claw attack against the same target. 

Your walking speed increases by 5 feet. 

You have disadvantage on all Charisma skill checks except for Intimidation. 

Shapeshift

You can shapeshift once, and regain the ability to do so when you finish a long rest. Unlike a normal werewolf, your lycanthropy cannot spread through wounds. Only your children will inherit your lycanthropy. 

Elemental Attunement

Elemental Attunement. Your connection to the elemental planes allows you to attune to one of the elements. When you finish a long rest, choose a damage type from acid, cold, fire, lightning or thunder. You gain resistance to this damage type until you change it again. 

Due to your attunement, you can be detected by the detect magic spell. You have an aura of evocation and transmutation. Elemental Strikes. Your claws in your hybrid form are infused with elemental energy. They deal extra damage of your Elemental Attunement type equal to 1d4 - the number of days you have been attuned to the element (minimum of 1 extra damage). 

The base extra damage increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level. 

Hunter

Olfactory Hunter. Just like a wolf, your nose is much better than a human's. You have advantage on Wisdom (Perception) checks that rely on smell. 

Natural Hunter. You have proficiency in the Survival skill. Wolf Empathy. You can communicate simple ideas with wolves, dire wolves, and wargs.

Silver Weakness

Silver Weakness. Your nature as a werewolf gives you a weakness to silver. You are considered vulnerable to damage dealt by silvered weapons and cannot carry silver coins or objects yourself. If you silver a weapon, the silver must be on the very edge and nowhere else.

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