Homebrew werewolf Species Details
Lycanthropy is, above all else, a curse. However, there is a
distinct difference between infected and inherited
lycanthropy.
The first is the traditional curse, which is nearly
uncontrollable and passed to others like a disease, through
bite. Infected lycanthropes are traditionally evil and are
unavailable to players as a race.
On the other hand, inherited lycanthropes obtain their
curse through their parents. Their curse is far more
controllable and beneficial to their host, though still must be
managed carefully.
Currently, there are two forms of lycanthropy that exist in
Barovia: werewolves and wereravens. Unfortunately, there
are no known inherited werewolves in the valley and the
infectious packs that live in the wilds are feral and dangerous.
However, it is possible that one or two families of inherited
werewolves have survived in the valley. Unlike wereravens,
inherited werewolves tend to avoid major settlements and
live on the outskirts of towns or in tiny hamlets.
Werewolves refer to their family groups as packs. A pack of
werewolves usually numbers between five and twelve
individuals, with one werewolf that stands out as the leader
and alpha of the pack. Not surprisingly, werewolves get along
well with wolves and other canines and often have many
nearby. Additionally, werewolves tend to respect strength and
work well in groups with a defined leader.
By taking this subrace, you are an inherited werewolf
lycanthrope. At least one of your biological parents also is a
werewolf and has the curse, which they passed on to you. You
were not bitten by a werewolf and you do not possess the
ability to pass on the curse form of this lycanthropy through
your bite.
werewolf Traits
The following mechanics replace the Human Variant options in the PHB.werewolf skill
You gain proficiency in one of the following
skills of your choice: Animal Handling, Athletics,
Intimidation, Nature, Perception, Stealth, or Survival.
mans best freind
You have advantage on Wisdom (Animal
Handling) checks dealing with wolves and dogs of size
medium or smaller.
shapehanger
As an action, you can shapechange into a
wolf-humanoid hybrid, into a wolf, or back into your human
form. Any equipment you are wearing or carrying isn't
transformed.
While in your hybrid form, your base AC becomes 12 and
your unarmed strikes may use either your Strength or
Dexterity modifier to attack. The damage for your unarmed
strikes is 1 + either your Strength or Dexterity modifier. The
damage type for your unarmed strike is either slashing
damage from your claws or piercing damage from your bite.
While in your wolf form, you gain the statblock of a wolf
but maintain your Intelligence, Wisdom, and Charisma
scores, as well as your hit points.
You revert to your human form when you reach 0 hit points.
curses fury
While in hybrid form, as an action you may
enter a state of fury, an echo of your lycanthropy's infectious
brother. While in this state of fury, you gain the following
benefits.
You are resistant to bludgeoning, piercing, and slashing
damage from non-silvered or non-magical weapons.
You have advantage on all strength and wisdom Saving
throws, as well as athletics checks to escape grapples.
You ignore the effects of exhaustion.
Your base speed increases by 15 feet.
You gain a +5 bonus to your passive perception and
perception skill.
You can make 3 unarmed strikes as an attack action. The
damage for these strikes becomes 1d6 + your Strength or
Dexterity modifier + your proficiency bonus. These attacks
can benefit from other class bonuses, such as sneak attack
and smite.
Your curse's fury lasts for 10 minutes or until you reach 0
hit points. During your fury, you become unable to distinguish
friend from foe. You continue to attack the nearest creature
you can perceive, and make perception checks to detect
hidden or distant creatures if you can't detect any passively.
When your fury ends, you immediately gain three points of
exhaustion. You may use this feature once per long rest.
curses fury
While in hybrid form, as an action you may
enter a state of fury, an echo of your lycanthropy's infectious
brother. While in this state of fury, you gain the following
benefits.
You are resistant to bludgeoning, piercing, and slashing
damage from non-silvered or non-magical weapons.
You have advantage on all strength and wisdom Saving
throws, as well as athletics checks to escape grapples.
You ignore the effects of exhaustion.
Your base speed increases by 15 feet.
You gain a +5 bonus to your passive perception and
perception skill.
You can make 3 unarmed strikes as an attack action. The
damage for these strikes becomes 1d6 + your Strength or
Dexterity modifier + your proficiency bonus. These attacks
can benefit from other class bonuses, such as sneak attack
and smite.
Your curse's fury lasts for 10 minutes or until you reach 0
hit points. During your fury, you become unable to distinguish
friend from foe. You continue to attack the nearest creature
you can perceive, and make perception checks to detect
hidden or distant creatures if you can't detect any passively.
When your fury ends, you immediately gain three points of
exhaustion. You may use this feature once per long rest.
silver vulnaribility
You take an extra 1d4 damage from
bludgeoning, piercing, or slashing damage that comes from a
silvered weapon. While using Curse's Fury, any damage you
take from bludgeoning, piercing, or slashing damage that
comes from a silvered weapon is instead doubled.
keen hearing and smell
You have advantage on Wisdom
(Perception) checks that rely on hearing or smell. You can
only use this feature while in hybrid or wolf form.
Ability Score Increase
Your ability scores each increase by 1.
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.
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.
Comments