Homebrew Werewolf Species Details

Born Werewolves

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.

Physical Description

Werewolves in normal form look just like anybody else. It’s part of the reason they’ve managed to survive for so long. And part of the reason they are feared. Anyone could potentially be a lycanthrope, considering there aren’t any defining features to indicate one.

But in alternate forms, that’s where it’s obvious. Hybrid werewolf forms appear as a mix of man and beast: a hulking, bulky figure of fur and flesh with a large gaping maw of a wolf’s head. Most lycanthropes easily surpass 6 ft. in this form. Combined with their long, wicked looking nails, and their large, sharp teeth, hybrid forms serve as very intimidating figures. The fur coloring can vary, usually resembling the natural hair coloring of the original form, occasionally with some lightening or darkening during the change.

In wolf form, lycanthropes appear as any other wolves might albeit slightly bigger. Their fur, like that of the hybrid form, is typically colored after the hair of the original form, occasionally with some lightening or darkening during the change. In this form the only tell-tale sign an unafflicted individual might get to the wolf’s true nature could be the unnatural intelligence shining in bright eyes, or the intentional behavior it might display.

History

Werewolves.

Tales of these beasts are prevalent throughout nearly every culture. Some say they were cursed by some ancient arcane, or even divine magic that twisted them into horrid beasts of man and wolf. Others call it a disease: some horrid affliction that can spread from one humanoid to another to create evil more of these vile creatures. All in all, views of lycanthropes often depict them as foul creatures of the night out to kill anything that gets in their path.

What’s the truth? Honestly, no one knows.

What really causes lycanthropy remains a mystery to most scholars even now. Whether curse or affliction, the bad reputation and constant cries to hunt down these creatures whenever they crop up has made most afflicted with the condition wary of regular civilization. Who would want to announce their condition when the act could easily get them killed? In response, most werewolves hide from the normal population. Whether it is done in plain sight, or through solitude in the vast wilderness, werewolves tend to lay low. Only the few who revel in their more feral nature dare to announce themselves.

And civilized society just so happens to remember those few individuals the most.

Society

Werewolf “society” is practically nonexistent. Due to the nature of lycanthropy, most werewolves simply continue to follow the culture of their original race. As such they don’t really form a definitive “culture” specific to werewolves.

Now, there are exceptions. From time to time you may get packs of werewolves that form and keep to themselves. These groups tend to work much like a wolf pack or tribe would. There is an alpha that leads everyone else, and different roles assigned to different members of the group. Leadership can be determined by any number of things: from strength, to wisdom, to even bloodline. Such decisions vary between groups.

Because of the negative stigma associated with werewolves, these rare groups are often nomadic out of necessity. Staying in one place for too long could draw unwanted attention. Such unwanted attention could bring patrol bands or adventuring groups out to “rid the world of such vile monstrosities.” For that reason it’s important for a pack to stay on the move and keep hidden once camp is made.

Werewolf Traits

The nature of your affliction has rewritten much of your base race’s physiology. Because of this, you retain no additional features attributed to your base race other than your ability score improvement, size and languages.

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.

Your ability scores each increase by 1.

Bestial Instincts

Channeling the beast within, you have proficiency in one of the following skills of your choice: AcrobaticsAthleticsIntimidation, or Survival.

Creature Type

As a born werewolf, you are a Humanoid.

Cold Resistance

As a born werewolf, when you are fully transformed into your wolf form, your have resistance to cold damage. 

Darkvision

You also have Darkvision, allowing 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.

Keen Senses

As a born werewolf, you have advantage on any wisdom throws relying on hearing or smell. You have proficiency in the Perception skill.

Language

 You know Common and Wolf. You can only speak in Human and Hybrid forms. You can speak Wolf in Wolf Form.

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.

Lunar Sight

As a born werewolf, you can see up to 120 feet in dim conditions and up to 60 feet in dark conditions.

Natural Weapons

While in your hybrid or wolf forms, you have a 1d6 Bite and 1d8 Claw attack. Increase damage at level 5 to Bite 1d8 and Claw 1d10. On a successful melee attack you may use your bonus action to make a claw attack on the same target.

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. 

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. 

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 4 temporary hit points for each level you are. 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 +3 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 phase 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.

Size

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. 

Speed

Your base walking speed is 35 feet.

Tough Hide

While you are not wearing any armor or shields, your AC becomes 10 + Strength Modifier + Proficiency Bonus (All Forms).