Homebrew Born Werewolf Species Details
Born werewolves are humanoids who can partially or fully transform to take on the build and appearance of a wolf. This transformation comes in two stages. The first stage is called Shifting, where the humanoid takes on bestial traits but does not fully take on the form of a wolf. During a Shift, you grow extra hair/fur on your face and hands, your canines elongate and sharpen, your eyes begin to glow, your ears become pointed, and you grow claws that you can use for slashing and piercing. The second stage is called Phasing. During a Phase, you take on a full wolf build and appearance. You become a wolf in full. The appearance of your wolf form is determined during character creation.
Born werewolves are similar to humans in height and build but are typically more lithe and flexible. During either stage of a transformation, the born werewolf retains their intellect and knowledge.
Ability Score Increases
For your character's ability scores, due to their born werewolf status, they have a +2 to your strength score and a +1 to your constitution score.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.
Creature Type
Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race tells you what your character’s creature type is.
As a born werewolf, you are a Humanoid.
Life Span
The typical lifespan of born werewolves is similar to humans, but slightly longer. Born werewolves who do not transform at all age at the same rate as humans. Born werewolves who transform regularly or live their lives as their fully wolf form age very slowly and with an extended lifespan.
Height and Weight
Most born werewolves have similar height and weight of humans, but can be reminiscent of halflings and gnomes as well. When creating your character, please be attentive to what size you choose and base your height and weight on that prerequisite.
Self-Reliant
Born werewolves often belong to packs, or to larger communities called conclaves. Born werewolves who transform occasionally or often usually isolate themselves from larger communities and settlements as their existence is still not understood and not widely accepted by the masses. Packs are normally composed of one or two families. Conclaves are composed of four or more families ruled by a single alpha.
Pack Hierarchy
Within a pack, there are three statuses a born werewolf can hold. The alpha is the ultimate leader and has the final say on most, if not all, decisions that the pack makes. A beta is a wolf that is strong and intelligent, but was not chosen to become alpha. They are usually close with the alpha and share the responsibilities of their alpha. An omega is a born werewolf that is most common and prevalent in a pack or conclave. Omegas can be children, the elderly, and men and women who are not warriors. Born werewolves who do not belong to a pack or conclave are also referred to as an omega.
Lunar Sight
As a born werewolf, you can see up to 120 feet in dim conditions and up to 60 feet in dark conditions.
Keen Hearing and Smell
All born werewolves have advantage on wisdom throws that rely on hearing or smell.
Cold Resistance
When a born werewolf is in their fully transformed wolf form, they have a resistance to cold damage.
Born Werewolf Traits
As a born werewolf, you have the following racial traits:Cold Resistance
As a born werewolf, when you are fully transformed into your wolf form, your have resistance to cold damage.
Creature Type
You are a Humanoid.
Size
You are Medium.
Speed
Your walking speed is 30 feet.
Bestial Instincts
Channeling the beast within, you have proficiency in one of the following skills of your choice: Acrobatics, Athletics, Intimidation, or Survival.
Darkvision
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 discern colors in that darkness only as shades of gray.
Shifting
As a bonus action, you can assume a more bestial appearance. This transformation lasts until you die, or until you revert to your normal appearance as a bonus action. When you shift or phase, you gain temporary hit points equal to 2 × your proficiency bonus. You can shift or phase a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Whenever you shift, you gain an additional benefit based on one of the following options:
Shift. You gain 1d6 additional temporary hit points. While shifted, you have a +1 bonus to your Armor Class. While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you unless you’re incapacitated.
Phase. When you shift and as a bonus action on your other turns while shifted, you can use your elongated fangs to make an unarmed strike. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn’t provoke opportunity attacks.