Homebrew Werewolf Species Details
Physical Characteristics
-increased hair growth and a dog smell.
-Slight muscle increase
-Characters that don’t already have sharp teeth or pointed ears also develop them.
-The character may develop a tail, longer pointed finger nails, or a long and rough tongue.
-The werewolf gains an allergy to silver and wolfsbane, even when in their base or half form. Causing irritation if near wolfsbane and allergic reactions such as rash, seizures, burning, and swelling if silver or wolfsbane is touched or digested.
Character Flaws
You feel most comfortable in your half form due to wanting to keep your humanity but also satiating the addicting feeling of the power and blood lust from your beastial side. (Born) do not worry about this.
Your diet must have meat cooked meat is enough to get you by but the rawer the meat the better to satisfy your need for blood. Vegetables become repulsive but you can still manage to scarf them down if needed.
Nature is your new home, sleeping in inns or houses doesn’t feel quite right anymore. Sleeping under the moon and in caves helps you rest better.
Transformation Triggers
Intense emotions of hate, anger, or fear.
Seeing lots of raw meat or not eating meat for too long can send you into a hunter frenzy. You must make a DC 10 + constitution saving throw. The DC increases at DM’s discretion of +1 (Born) or +2 (cursed) per instance until meat is consumed.
(Cursed) must make a DC 15 constitution saving throw during a full moon and a DC 10 saving throw if a normal long rest if “Mastered” then use the same rolls as (Born). (Born) Must make a DC 10 saving throw during a full moon and no saving throw needed for a long rest. If a saving throw is failed the character transforms and the DM gains control of the character until sunrise, death, Something is eaten, Or the character is knocked unconscious. You may choose to embrace the transformation and will immediately lose control to the DM.
(Cursed) Characters must make a DC 15 constitution saving throw on every transformation. Each success lowers the DC by 1 but each fail increases the DC by 1 if the DC reaches 0 then their considered “Mastered” and no longer have to make saving throws unless it is a full moon if the DC hits 25 the character is considered “Cursed” and cannot revert back into human form and now under the DM’s control. (Born) Characters immediately are “Masters” of their bestial sides.
Combat
Full Form:
-Fearful Strike: After a Bite, you may attempt to make an Intimidation check against the target's Wisdom saving throw with advantage. If you succeed, they are frightened of you until your next turn. This can be used 2 times per short rest only effects medium to small.
-Keen Hearing and Smell, gain advantage on wisdom (perception) checks that involve hearing or smell.
-Darkvision: Darkvision 60ft
-Immunity: Gain resistance to non-magical Bludgeoning, Piercing, and Slashing attacks
-Regeneration: You regain 3 hit points at the start of your turn. If you have taken ‘damage from a silvered weapon, this trait does not function at the start of your next 2 turns.
-Vulnerability: Attacks against you that are made with silvered or treated with wolfsbane weapons do maximum damage on a hit.
-When the character changes shape armor is removed unless specifically crafted for beast form.
-Every time a character reverts back to their original form after transforming, they add 1 point of exhaustion.
Hybrid Form:
Multiattack. Can make two attacks with claws, or one grapple and one Bite.
Bite grapple Attack: 1d8 + Str Mod piercing damage must succeed grapple or bite attack is not preformed, reach 5 ft. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.
Claws. Melee Weapon Attack: 2d8 + Str Mod slashing damage, reach 5 ft.
Can only communicate in broken, guttural speech
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Keen Hearing and Smell. Have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Move speed becomes 40 feet
Werewolf Traits
+2 strength or dexterity, +1 constitution or wisdom, 60ft dark vision,
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