Homebrew Werwolf Species Details

Animalistic Fury

Your curse can be somewhat controlled during the day, you can transform into your werewolf form up to the number of half your proficiency bonus per long rest. And these shifts can only be replenished after a long rest. As a half race, when selecting a base form; you take on the bonuses and features as a half member of said race. Example; Choosing to be an Elvhen Werewolf means you obtain half elf racial and mechanical features. However the biggest difference is your stat bonuses are default +2 strength and +1 Wisdom for your base form; in base and werewolf form gaining skill proficiencies in animal handling and survival. And while in your base form, gain an enhanced sense of smell and hearing. You can now pick up scents and sounds within 25 ft away. And automatically succeed investigation checks to determine what causes all smells. 

  • While shifted you cannot cast your usual spells, maneuvers, or class features of your base form
  • Your equipped items and weapons disappear, not counting towards your shifted forms stats or abilities unless items are specifically designed for your shifted form
  • Your stats and mechanics while shifted will change based on level 
  • If a creature wishes to ride you, they must not be heavier than your carrying capacity or else become encumbered or heavily encumbered as per fundamental inventory rules. When ridden you do benefit from the riders buffs, conditions, and/or aoe spells or items as per the rules of there classes or items. And while ridden unsaddled if werewolf character wishes to make an attack, they are at disadvantage when throwing hit die. Unless the rider wishes to make an acrobatics check DC 10 in order for the werewolf to not suffer disadvantage when attacking. When rider makes a successful acrobatics check they remain on the werewolf's back, on fail they are thrown off. 
  • While shifted, your saving throw proficiencies are changed to Dexterity and Constitution; and have advantage against being poisoned + diseased 
  • When in werewolf form, the character can only use two handed weapons by there size; and are subject to the strength modifier when attempting to hit or deal damage with them. 
  • Werewolf when casting there spells uses Wisdom as there spell casting stat and saving throw DC
  • Your hit dice as a Werewolf when in shifted form will change to d12xlvl+4 (see below for more details)

Base Stats: Strength 14(2) Dexterity 16(3) Constitution 19(4) Intelligence 10(0) Wisdom 16(3) Charisma 8(-1)

Saving Throws: Strength 2 Dexterity 5 Constitution 6 Intelligence 0 Wisdom 3 Charisma -1

Level 1-2 Animalistic Fury

 

Mechanics:

  • Primal Strike: When Werewolf is Unarmed, they used there Dexterity Modifier to hit and damage opponents with there bare claws; at level 1 the damage dice is 1d6 + Dexterity Mod (Damage dice will change based on level)
  • Bite: This can be done once per short rest; the attack roll will be added by there Dexterity Mod, but the Strength mod determines immediate damage. And has a possibility to ensnare enemy so long as the werewolves fangs remain in the enemies flesh. 
  • Prey Flesh: This ability can be done once per long rest; when enemy fails a Dexterity saving throw; the werewolf character damages them on Current Primal Strike Damage Di x 3 + Dexterity mod. 
  • Lunge: Utilizing Werewolf's 25ft jumping distance, in a 15 ft aoe once per short rest; can make separate attack rolls for each enemy within the aoe. Dealing Primal strike dice + (x2 Dexterity Mod) to every successfully attacked opponent. High chance to inflict prone on each attacked enemy. 
  • Devour: Does not refresh or go on cool down, can only be aimed at (non-undead) enemies whose Hp is equal to or lower than present werewolf level, Werewolf will instantly kill them and eat there flesh. If enemy was poisoned or diseased werewolf must make a saving throw to resist these poisons/diseases. And can gain the condition Sated. 

Features:

  • Sated: Weather by consuming flesh in combat with Bite or Devour, or out of combat via presently living sentient creatures; while in shifted form gains the condition Sated. Which will add +1 to all attack rolls, ability checks, and Saving throws. This condition ends after Long Rest or if shifter releases themselves from Werewolf form. 

Level 3-5 Animalistic Fury

Mechanics:

  • Sunder Courage: This ability can be done once per long rest, when enemy fails a Wisdom Saving throw; will become frightened for two turns
  • Dominate Beast: See regular rules for Dominate beast spell expect this can be cast at third level while shifted 
  • Spread the Madness:  Once per short rest, the werewolf can share the mental and emotional toll of there curse with a creature by establishing a telepathic link. Enemy must succeed a Wisdom Saving throw to resist, if they do not. For that turn they can take one action against there allied enemies, this will occur every turn until they succeed the saving throw. 

Features:

  • Extra Attack: You now can attack twice with your primal strike, this effect does not count for weapons
  • Speak with Animals: At Third level in shifted form, can cast "Speak to Animals" on itself as a non-ritual spell once per long rest.
  • Moon-lit Advantage: Now you have more control than not of your shifted form; however when a full moons light graces your flesh you will still forcibly transform. But now you are in control, you gain resistance to Piercing, Slashing, and Bludgeoning Damage while the full moon is out. You gain an extra attack for primal strike, and now all attack rolls with your claws include Dexterity AND Strength mods. Finally if moon lit advantage is activated during combat, all enemies will immediately become surprised for one turn. 

 

Level 6 Animalistic Fury

Base Stats Changes to: Strength 16(3) Dexterity 18(4) Constitution 21(5) Intelligence 12(1) Wisdom 18(4) Charisma 10(0)

Saving Throws Change to: Strength 3 Dexterity Constitution 7 Intelligence 1 Wisdom  4 Charisma 0

Features

  • Extra Attack: Your primal strike now can attack a total of 3 times in one turn 
  • Midbrain fortitude: You automatically succeed saving throws against any emotion altering conditions

Level 8 Animalistic Fury

Features:

  • Mauling Critical: When making a critical hit while unarmed, werewolf form on top of the presently rolled critical damage di. Will now roll 1d12, double it and add to the base critical damage. 

Level 12 Animalistic Fury

Features:

  • Lunar Ritual: You now no longer require a full moons light to gain Moon-lit Advantage, all that's required is an ten minute out of combat ritual. Requiring a mirror, silver string, and ten minute meditation; then the next time you shift you will gain all the features of Moon lit Advantage. Only for the very next shift however; once your form is bought to 0 hp, character is downed, or you purposefully shift out. This ability cannot be refreshed until next long rest.  

 

 

Werwolf Traits

Cursed Shifter

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