Homebrew Werewolf Species Details

Werewolves are among those afflicted by the Curse of Lycanthropy. Ones infected by the curse are often ostracized or go into self-exile because of the danger they pose to those around them, but there are some who are born into the curse. A born werewolf is possible if one or both of their parents are werewolves either by infection or birth themselves. Born werewolves cannot be cured from the curse, but they generally have greater control over the violent instincts of their inner beast. They usually develop communities called conclaves, and most conclaves are also open to infected werewolves seeking refuge.

Dual Nature

The cursed are afflicted by a dual nature of man versus beast, mind versus body. Those that loose control can wreak great destruction if they are not ended swiftly.

Werewolves have a human form, a wolf form, and a hybrid form:

Their human form is their “true” form. In humanoid form, werewolves appear no different than their original humanoid species, save for a few easily overlooked traits.

Their wolf form is a perfect reflection of the cursed blood that courses through their veins, except for the unusual spark of intelligence in their eyes. In this form they resemble a large mundane wolf, but they retain all of their original stats. Their movement also increases to 40ft in this form.

In their hybrid form, werewolves resemble their original race except with fur covering their entire body, elongated fingers and nails, elongated feet, and the head of the wolf. They can understand speech and speak, but it is more guttural and slow. In this form, their movement speed increases to 35ft.

Werewolf Traits

Will you fight the beast, or succumb to its rage?

Languages

You can speak, read, and write Common and one more language of your choice.

Creature Type

You are a humanoid. You are also a beast for any prerequisites that require you to be a beast.

Size

You are Medium.

Speed

Your humanoid movement speed is 30. While in hybrid form, your movement is increased to 35, and in wolf form your movement speed is increased to 40 feet.

Ability Score Increase

You can choose to increase one ability score by 2 and another by 1, or to increase three separate ability scores by 1.

Keen Senses

A werewolf's keen senses allow them to sniff and seek out threats that most others would miss. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

A continuous loud noise or strong smell negates this advantage. Some examples include the sounds of a large battle or a bustling city, or the smell of a bog or the stench of manure.

Lupine Gaze

You have the eyes of a beast, and they reflect light like a wolf's even in your humanoid form. 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.

You may also choose to be red/green colorblind.

Bestial Shift

You have some measure of control over the beast within you.

Up to a number of times equal to your proficiency bonus, you can shift into either your hybrid or wolf forms as an action. You remain in that form until you complete a long rest, are knocked unconscious, or you use a bonus action to return to human form. You regain all uses of this feature upon completing a long rest.

When shifting into hybrid form, you continue to carry all your equipment, but any attacks you make with a light weapon are at disadvantage.

When shifting into wolf form, your equipment, with the exception of bags and pouches, drops to the ground in your space.

Shifted Attacks

In either of your bestial forms, you gain a bite and a claw attack option.

Bite. Deals 1d6 piercing damage. You can add your Strength modifier your attack and damage rolls for this attack.

Claw. Deals 1d4 slashing damage. You can add your Strength modifier your attack and damage rolls for this attack.

Rage of the Wolf

A werewolf that chooses to fight against the beast within does not always succeed. There are two instances in which they may lose control.

Muddled Mind.

When shifting, sometimes a werewolf's mind gets caught somewhere between man and beast, and they lose control.

When using your Bestial Shift feature, and when there is any creature within 15 feet of you that you can see, roll a d20 and add your proficiency bonus. On a roll of 8 or lower, you must use your action to attack a random creature that is within 5 feet of you. If none are within range, you move toward and attack the closest creature, selecting one at random if there are multiple at the same distance.

Light of the Moon.

Upon dusk on a night of a full moon, you are forced to shift into your wolf form. This does not consume a use of your Bestial Shift feature. Once you are shifted, roll a DC15 Wisdom save. You have proficiency in this save even if you do not have proficiency in Wisdom saves.

On a success, you manage to suppress your bestial instincts and have control over your body for the rest of the night.

On a fail, the beast takes over, and the DM is given control over you in your wolf form for the rest of the night. For that duration, your alignment is Chaotic Evil. Every hour, you may make another Wisdom saving throw, without proficiency if you do not have it from somewhere else. On a success, you regain control for the rest of the night.

At dawn you return to your human form. Roll a Wisdom check to determine what you remember of the night. You automatically remember everything that occurred while you were in control, and this check is not necessary if you never lost control.

The attention required to keep the beast in check during a night of the full moon means you can not take a long rest during this period.

Fight the Beast

Over the years, you have learned to sense the beast encroaching on your mind. If you fail a roll for the Muddled Mind feature, you can abort your shift and succeed instead.

If you choose to do so, you return to your humanoid form and gain one level of exhaustion that last for an hour. You cannot use your Bestial Shift feature again until that hour is over.

Once you use this feature, you can not do so again until you complete a long rest.

Wolfsbane

You are vulnerable to silvered weapons. Additionally, you take 1d4 fire damage when touching an object made of silver.

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