Homebrew Pureblood Lycan Species Details

Useful Info to know: If encountering a pure blood Lycan be friendly or walk the other way, if its a full moon make sure to run away.

Pure blood werewolves feature in the nightmare tales of their lesser brethren — large, hairy monstrosities that could maul a hill giant. If you walk alone in the woods, it's unlikely you'll ever encounter one, but they will usually know you are there first. How a pure blood acts depends entirely on it's alignment, some are friendly and docile only attacking to defend itself or friends. Some are hostile enjoying the taste of blood and the thrill of the hunt. 

Description: Pure bloods are known among their kind and the most ferocious and bloodthirsty of werewolves. Growing up to 10-15 ft in height on all four's they are large monstrosity's biased on the survivability of their race and themselves. They are usually know to be pack leaders of werewolf clans or as many from few to none have such a feat, and ever fewer are actual pure bloods born with the curse. Depending on their home territory they vary in size and color from pure black of the forests, to winter white wolves of the North. Many clans don't even have a pure blood as their leader. In some cases they are known to venture on their own or live within humanoid society's blending in the only thing really noticeable difference is the hair and if let loose on a full moon the destruction and havoc they leave.

These werewolves are especially hunted as trophy's and for the betterment of mankind. They are however more in control of their feral nature compared to their lesser brethren if living a normal lifestyle usually going unnoticed. If ever encountered they are in fact intelligent and can seem as regular human beings or whichever race they appear as, but in a fight it is deemed necessary to retreat, or fight in a group if no other option is viable.

Since Pure bloods are a rare sight to see many beings have never even seen one, if encountered by others of it's kind usually lesser one's think them only as a regular werewolf until they transform into their true form. They have three different forms, their humanoid form which they usually stay in living their day to day lives. Their werewolf form depicting the usually scene of a werewolf hybrid  at least among the lesser forms, in some cases slightly bigger. Then the form that gives them their title, giant monstrosities, bigger then dire wolves and depicting the scene of the first werewolf Sif. Standing around 10-15 ft, moving across territory at uncanny speed, and the ability to maul giants striking fear into the hearts of almost any creature smaller then it.

Left to their own devices, Pure bloods have little more impact on the world than regular wolf packs. If in the uncommon instance a pure blood ever encounters another one it usually involves courtship if opposite sex, or an uncanny bond between the two even if their time together is short, or in some cases a fight to the death in which my eyes have seen only once in my travels, myself swearing the victor stole a ability from the unfortunate mangled corpse it left behind.

When a Pureblood is born/made they must choose an archtype (Fire, Lightning, Cold, Nercrotic, or Radiant) Roll d20 for variant. When a trait is picked they physically assume that archetype and become immune as well as deal damage with it.

 

 

Pureblood Lycan Traits

Your Pureblood Werewolf character has the following racial traits.

Lycanthropy Stage 1 (Humanoid)

Keen Hearing and Smell (Stage 1-3): The werewolf has advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell.

Wolf Perception (Stage 1-3): The werewolf has proficiency in perception.

Silver Weakness (Stage 1-3): Being a pureblood silver weapons affect the werewolf more ferociously compared to their lesser brethren. Attacks made with silvered weapons against it have advantage, plus a 3d12 bonus damage on hit. Current and future stage healing is nullified till the end of it's next turn and its attacks only do half damage.

Wolf Immunity (Stage 1-3): Immunity to all poisons and 1d4 healing per turn.

Lycanthropy Stage 2 (Werewolf)

Multiattack: The werewolf makes two attacks, one with its bite and one with its claws or weapon.

Bite (Stage 2-3): Melee Weapon Attack: Reach 5ft., one target. Hit: (2d8 + 4) piercing damage. If the target is a creature of medium or smaller it must succeed on a DC 14 Strength saving throw or be knocked prone. DC 15 Constitution saving throw or become infected with the curse. Once the next full moon arises if it roles a successfully DC 20 Con role it becomes a Pureblood werewolf. 

Claws (Stage 2-3): Melee Weapon Attack: Reach 5ft., one target. Hit: (2d6 + 2) slashing damage.

Wolf Immunity (Stage 2): Immunity to all poisons and 1d8+CON healing per turn.

Wolf Agility (Stage 2-3): Doubled jump distance, and movement speed increases to 50.

Tough Hide (Stage 2): Resistance to damage from bludgeoning, piercing, and slashing.

Beastly Might (Stage 2): +2 bonus to Strength 

Keen Hearing and Smell (Stage 1-3): The werewolf has advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell.

Wolf Perception (Stage 1-3): The werewolf has proficiency in perception.

Silver Weakness (Stage 1-3): Being a pureblood silver weapons affect the werewolf more ferociously compared to their lesser brethren. Attacks made with silvered weapons against it have advantage, plus a 3d12 bonus damage on hit. Current and future stage healing is nullified till the end of it's next turn and it's attacks only do half damage.

Terrifying Form (Stage 2): Enemies in sight must make a WIS 14 saving throw or be frightened. 

Lycanthropy Stage 3 (Pureblood)

Multiattack: The werewolf makes two attacks, one with its bite and one with its claws or a maul attack

Maul (Stage 3): Melee Weapon Attack: Reach 10ft., one target. Hit: (2d10 + 4) counting as a bitten. When mauling if the creature is a size smaller then you, you may grab them within your jaws crushing them, if same size they are knocked prone. The creature must make a DC18 Dexterity or Strength saving throw or becomes incapacitated and takes (3d12 + Strength modifier) at the start of each of your turns. If the creature counts as size small/tiny they are swallowed and take (2d10 archetype) of damage at the start of each of your turns, the creature can still attack on disadvantage. You can still make claw attacks on your next turn and the creature will take (1d10 + Strength modifier) of damage. If a bite attack is taken you drop the creature or they have a chance to escape if swallowed. The creature must make a DC15 Strength saving throw to escape your crushing jaws or DC17 if swallowed as small and DC 20 if tiny. 

Bite (Stage 3): Melee Weapon Attack: Reach 10ft., one target. Hit: (2d10 + 4) piercing damage. If the target is a creature of medium or smaller it must succeed on a DC 14 Strength saving throw or be knocked prone. DC 15 Constitution saving throw or become infected with the curse. Once the next full moon arises if it roles a successfully DC 20 Con role it becomes a Pureblood werewolf. 

Werewolfs Bane (Stage 3, Recharge 5-6): Depending on which damage type you rolled when turned/born (Fire, Cold, Necrotic, Lightning, or Radiant) you exhale a blast of that archetype in a 20-foot cone. Each creature in that area must make a DC13 Dexterity saving throw, taking (5d8) (archetype) damage on a failed save, or half as much damage on a successful one.

Ancients Howl: The werewolf takes an action to emit a high pitch howl affecting every creature within 40ft. of it. Creatures take 18 (2d8 + Charisma) thunder damage and are stunned until the start of their next turn on a failed save, or take half as much damage and are immune to being stunned for 24 hours from the howl. Creatures that are deaf are not effected by this ability.

Claws (Stage 3): Melee Weapon Attack: Reach 10ft., one target. Hit: (2d8 + 2) slashing damage.

Wolf Immunity (Stage 3): Immunity to all poisons and 1d10+CON healing per turn.

Wolf Agility (Stage 3): Doubled jump distance, and movement speed increases to 60

Hide of the Nemean Lion (Stage 3): Bonus 1 AC (2 at level 5 / 3 at level 8 / 4 at level 10 / and 5 at level 12), Immune to damage from bludgeoning, piercing, and slashing from non magical weapons once level 10.

Pureblood Vitality (Stage 3): While in this form the wolf gains temporary 20 hp

Ancients Might (Stage 3): +3 bonus to Strength 

Keen Hearing and Smell (Stage 1-3): The werewolf has advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell.

Wolf Perception (Stage 1-3): The werewolf has proficiency in perception.

Silver Weakness (Stage 1-3): Being a pureblood silver weapons affect the werewolf more ferociously compared to their lesser brethren. Attacks made with silvered weapons against it have advantage, plus a 3d12 bonus damage on hit. Current and future stage healing is nullified till the end of it's next turn and its attack do half damage.

Nightmare Form (Stage 3): Enemies in sight must make a WIS 15 saving throw or be frightened. 

Pack Tactics (Stage 3): The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5ft. of the creature and the ally isn't incapacitated. 

Ancients Curse (Stage 1-3)

Ancients Curse (1-3): Every full moon the werewolf makes a forced transformation into the Pureblood Wolf losing control and going into a feral rage. A WIS 16 saving throw must be made to retain control. The wolf also gains temporary 50 hp during the full moon (excluding Lords Vitality), and it's attacks are doubled in damage if it's health drops to 35 hp or below only if it loses control in a fit of rage.

Timeless Body

Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Pureblood Transformation

Transformation: Each transformation counts as an action.

Exhaustion: Each stage comes with it's perks and disadvantages, each transformation taking a toll on the body more then the last.

Reverting from stage 2: When reverting from stage 2 you gain 1 level of exhaustion for 1 minute.

Reverting from stage 3: When reverting from stage 3 you gain 3 levels of exhaustion for 10 minutes.

Transforming back into werewolf is exhausted adds another level of exhaustion, 2 levels if transforming back into your pure blood form.

Ability Score Increase

Your ability scores each increase by one 1.

Age

Purebloods reach adulthood at age 18 and can live up to 180 years.

Alignment

No particular alignment, the best and worst are found among them.

Size

Pure bloods vary in size depending of their race. In hybrid form they tend to be 8 to 9 feet tall, in their pure blood form they grow to 13-16 feet on all fours counting as a large monstrosity.

Speed

Your base walking speed is 30 feet as human, 40 as werewolf, and 50 in your Pure blood form.

Dark Vision

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.

Long-Limbed

When you make a melee attack on your turn in pureblood form, your reach for it is 5 feet greater than normal.

Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Purebloods Magic

Your unarmed attacks count as magical damage once you reach lvl 5.

Purebloods curse

Those cursed by you do not become pure blood werewolves themselves usually, but as regular werewolves and become immune to bludgeoning, slashing, and piercing from non-magical attacks. Those that have been cursed by you even if before you were pure blood on a successful DC 20 CON save become pure bloods willingly or not.

Languages

You can speak, read, and write Common, Giant, and one extra language of your choice.Werewolves typically learn the languages of other peoples they deal with, including obscure dialects.

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