Homebrew Amethyst Werewolf Species Details
The Amethyst Werewolves are a powerful and ancient lycanthropic lineage native to the Verdant Trench Great Forest on the Amethyst Isle. Known for their ferocity, cunning, and deep connection to nature, these werewolves are both feared and revered.
Their leader, Lycros Moonbane, the Werewolf King, has ruled over the werewolf tribes, ensuring their survival against threats such as the Blighted Scourge and those who would seek to hunt them. Fiercely loyal to their packs, Amethyst Werewolves blend their lycanthropic might with wisdom, making them cunning warriors, relentless hunters, and unyielding protectors of their lands.
Unlike common lycanthropes, Amethyst Werewolves have a mystical connection to the Amethyst Veil, allowing them to resist mindless rage and embrace a structured society of clans, each mastering a distinct aspect of their lycanthropic power. Whether through rigorous training or an elder’s bloodline initiation, werewolves choose a Wolf Path to refine their skills.
Their bodies are taller, stronger, and faster than most humanoids, their senses are razor-sharp, and their resilience makes them incredibly difficult to kill. However, silver remains a deadly weakness—until they grow strong enough to overcome it.
Amethyst Werewolf Traits
They are powerful, stealthy, and loyal to they're people.Ability Score Increases (Pure-Blood)
Born as an Amethyst Werewolf, you do not retain any ability score increases from other races. Instead, you gain three different ability scores of your choice each increase by +1 (e.g., Dexterity +1, Strength +1, and Wisdom +1).
Ability Score Increase
All Amethyst Werewolves, gain:
- +2 Dexterity
- +1 Strength or +1 Constitution (your choice)
Amethyst Werewolf Shapes.
- Claws: Your unarmed strikes with your claws deal 1d6 + your Strength modifier.
- Bite: Your bite attack deals 1d6 + your Strength modifier piercing damage. If you hit a creature with your bite, you can choose to grapple them (escape DC = 8 + your proficiency bonus + your Strength modifier). You cannot bite another target while grappling a creature in this way.
- *Bite and claws grow stronger as the werewolf grows stronger (Every 4 levels)
Enhanced Senses
Enhanced Senses: You gain advantage on Wisdom (Perception) checks that rely on hearing or smell. Additionally, you gain Darkvision out to a range of 60 feet. If you already have Darkvision, increase its range by 30 feet.
Regenerative Vitality
Regenerative Vitality: At the start of your turn, if you have at least 1 hit point, you regain hit points equal to 1 + your Constitution modifier + your overall level/2 (rounded up). You cannot regenerate hit points from this feature if you took damage from a silvered weapon since the end of your last turn (silver no longer has these effect at level 16).
Immunities and Weaknesses
- Silver Weakness: You have vulnerability to damage from silvered weapons. However, once you reach level 8 this weakness is reduced. From that point, you take half extra damage from silvered weapons. By level 16, you become completely immune to silver and can no longer be harmed by it.
- Condition Immunities: You are immune to the charmed condition.
Wolf Paths
Upon reaching level 10, you choose a Wolf Path, aligning yourself with a particular lycanthropic lineage. Each path grants unique abilities that define your role in battle and society. Once chosen, this path cannot be changed.
- Blood Wolf Clan: The Blood Wolves are fierce and primal warriors driven by their bloodlust in battle. Known for their brutal combat prowess, they revel in the heat of battle, tearing through their enemies with savage strikes.
- Ability Score Increase: Your Strength increases by 2.
- Savage Strikes: Your natural weapons (Claws and Bite) deal an additional 1d4 damage.
- Blood-Fueled Resilience: After finishing a short or long rest, you gain temporary hit points equal to your Strength modifier + your proficiency bonus. When you drop a creature to 0 hit points, you may make one additional attack (once per round).
- Iron Wolf Clan: The Iron Wolves are renowned for their resilience and near-indestructible forms. They are the frontline defenders of their people, shrugging off attacks and standing firm in the face of danger.
- Ability Score Increase: Your Constitution increases by 2.
- Durable Form: You have advantage on saving throws against poison and disease. After a short or long rest, you gain temporary hit points equal to your Constitution modifier + your proficiency bonus. Additionally, you gain resistance to non-magical damage.
- Ironclad Endurance: As a reaction, you may reduce damage from a single attack by an amount equal to your Constitution modifier + your proficiency bonus. You may use this feature a number of times equal to your Constitution modifier (minimum of once) per long rest.
- Lunar Wolf Clan: Lunar Wolves are deeply connected to the mystical energies of the moon, channeling its power to cast divine spells and enhance their senses. These werewolves often act as seers and protectors of their clans.
- Ability Score Increase: Your Wisdom increases by 2.
- Lunar Affinity: You may cast Moonbeam once per long rest without expending a spell slot. When cast using this feature, it deals an additional 1d6 radiant damage.
- Moonlit Resilience: You have resistance to radiant and cold damage. You also gain Darkvision out to a range of 120 feet and advantage on Wisdom (Perception) checks to detect hidden or invisible creatures in dim light or darkness.
- Shadow Wolf Clan: Shadow Wolves are masters of stealth and subterfuge, blending into the darkness to strike with precision. These werewolves excel in silent strikes, making them perfect scouts and assassins.
- Ability Score Increase: Your Dexterity increases by 2.
- Evasive Agility: You gain advantage on Dexterity saving throws against visible threats. Additionally, you have a +2 bonus to Dexterity saving throws.
- Shadowy Form: You have advantage on Stealth checks. If you attack a creature while hidden or while they cannot see you, your attacks deal an additional 1d6 damage.
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