Homebrew (SOTCE) S-Werewolf Species Details

S-Werewolves are sometimes called weretouched or true werewolves, as they are descendants of people who contracted full or partial lycanthropy. S-Werewolves are in control of their shapechanging abilities, unlike the common infected werewolves that roam Teraveth.

S-Werewolves are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies.

An S-Werewolf is a savage predator that can appear as a humanoid, as a wolf, or in a terrifying hybrid form—a furred and well-muscled humanoid body topped by a ravening wolf’s head.

Werewolves are the most common type of lycanthropes in Teraveth. They are found in all climates, both in the wild and hidden in civilization. Werewolf packs are organized similar to wolf packs, with a powerful alpha in command of the entire group. The moral and ethical outlook of the pack tended to follow that of the alpha.

(SOTCE) S-Werewolf Traits

S-Werewolves share the following species traits.

Ability Score Increases

When determining your character’s ability scores, increase one score by 2 and a different one by 1, or increase three scores by 1. None of these increases can raise a score above 20.

Languages

S-Werewolves can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. You can communicate effectively with other wolf-like and dog-like beings. Your lineage enables you to speak even in Wolf Form.

Size

You are Medium (about 5-7 feet tall).

Speed

Your walking speed is 35 feet. You also have a climbing speed of 35 feet.

Bestial Instincts

Channeling the beast within, you have proficiency in one of the following skills of your choice: Acrobatics, Athletics, Intimidation, or Survival.

Darkvision

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 discern colors in that darkness only as shades of gray.

Enhanced Sense of Smell

Human Form

S-Werewolves, even in human form, have an enhanced sense of smell. This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.

S-Werewolves can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk, can be detected at three times these ranges.

S-Werewolves can detect another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If the S-Werewolf moves within 5 feet (1 square) of the scent’s source, the S-Werewolf can pinpoint the area that the source occupies, even if it cannot be seen.

S-Werewolves have advantage on Wisdom (Perception) checks that rely on scent. Additionally, S-Werewolves proficient in Survival, can follow tracks by smell, making a Survival check to find or follow a track at a lower DC than normal.

S-Werewolves can identify familiar odors just as humans do familiar sights.

Powerful odors can easily mask other scents, spoiling the S-Werewolf's ability to properly detect or identify creatures. The base Survival DC to track by smell increases near powerful odors.

Hybrid Form and Wolf Form

S-Werewolves in their Hybrid and Wolf Forms have an even more powerful sense of smell. They can notice other creatures by scent in a 100-foot radius in Hybrid Form and 180-foot radius in Wolf Form.

I Can Hear You Breathe

Your lycanthropic power grants you one of the most powerful senses of hearing in the world. You have Advantage on Perception checks that rely on sound.

Human Form

You have a 30 foot range of incredible hearing. Make a Perception Check to pinpoint the exact location of creatures within that range attempting to avoid detection. This ability extends to Invisible creatures. A noisy environment can interfere with this ability.

Hybrid Form and Wolf Form

Your sense of hearing is even stronger. The range of your incredible hearing extends to 60 feet. This ability now also extends to creatures underground. A noisy environment can interfere with this ability.

Enhanced Agility

Your lineage makes you more lithe and flexible. You have +1 to your Dexterity score.

Keen Senses

Your Lycanthropic powers grant you extraordinary hearing and smelling. You gain +2 and have Proficiency in the Perception skill.

Bite

Hybrid Form and Wolf Form

You have a fanged maw of teeth that you can use to make unarmed strikes. When you hit with it, the strike deals 2d4 + your Dexterity modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.

Dire Wolf Form

When you hit with it, the strike deals 2d6 + your Dexterity modifier piercing damage. If the target is a creature of Large or smaller size, it must succeed on a DC 12 Strength saving throw or be knocked prone.

Claws

Hybrid Form and Wolf Form

Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. If you move at least 10 feet towards a creature and land this attack, you may use your Bonus Action to make an additional Claws attack.

Blood Hunger

The sight, smell, and taste of blood can occasionally empower your animalistic strength. When you reduce a creature, afflicted with the Bleed condition, to 0 hit points, the next Bite attack you make before the end of your next turn is made with Advantage. If this attack hits, it deals an extra 1d6 piercing damage. This ability can only activate once per short rest.

Weaknesses

Silver: Lycanthropes of all types take double damage from silvered weaponry.

Wolfsbane: A purple flower that grows best in mountainous regions, found to be especially poisonous to werewolves. Werewolves find the smell sickening and if ingested, causes vomiting and sickness. You experience a feeling of discomfort when within 30 feet of a bundle of Wolfsbane. To enter a square adjacent to a bundle of Wolfsbane, make a Constitution Save (DC 17). You can attempt this save every hour.

Wolfsbane can be used to make Wolfsbane Poison. A werewolf subjected to this poison takes 1d6 poison damage and must make a CON save (DC 14). On a failed save, they become poisoned. If the werewolf fails this saving throw by 5 or more, they are also Paralyzed. At the start of each turn, make the save again to end the Paralyzed condition. Every hour make this save again at Disadvantage, taking an additional 1d6 Poison damage on a failed save. After three successful saving throws, the poison ends.

Fire and Fire Damage: Werewolves are particularly wary of untamed flames, knowing the risks of catching fire. They are more likely to shift into their humanoid forms to prevent catching fire.

Werewolves have particularly flammable fur. While in Hybrid Form or Wolf Form, after a werewolf takes fire damage, their fur ignites in flames. At the start of each of its turns, make a CON save (DC 14). On a failed save, the werewolf takes 1d6 Fire damage. On a successful save, the flames dissipate. If the werewolf or a creature within 5 feet uses an action to put out the flames, or if some other effect douses the flames, the effect ends. You have Disadvantage on Concentration checks while ignited.

Shapechanging

As an Action, you can assume one of your other two forms. 

You can stay polymorphed for as long as you wish. Your Creature Type in Hybrid Form is Humanoid. Your Creature Type in Wolf Form is Beast. You automatically revert to your Human Form after you die.

Your Ability Scores remain the same in Human Form and Hybrid Form (unless stated otherwise). Any equipment you are wearing or carrying isn't transformed.

Whenever you polymorph into your Hybrid Form or Wolf Form, you gain additional benefits unique to your lycanthrope type:

Hybrid Form and Wolf Form

You gain temporary hit points equal to your level + your Constitution modifier (this effect only activates when polymorphing starting from your Human Form). Any temporary hit points that remain when you revert to your humanoid form are lost, but the amount left over is regained if you transform into your Hybrid or Wolf Form again. You can gain the full amount of temporary hit points once with this trait, and regain the ability to do so when you finish a short rest.

Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.

On the same turn that you polymorph, or on your first turn in combat if you are already polymorphed, you can use either your Bite or Claws attack as a Bonus Action.

Wolf Form

You polymorph into a Wolf. Starting at Level 10, you polymorph into a Dire Wolf.

Your game statistics are replaced by the Wolf's stat block, but you retain your HP; HP Dice; INT, WIS, and CHA scores; class and species features (whichever are applicable); and feats.

You retain your skill and saving throws and use your Proficiency Bonus for them, and gain any proficiencies of the wolf. If the Wolf's stat block has a higher skill or saving throw modifier, use the one in the stat block.

You can't cast spells, but shapechanging doesn't break your Concentration.

Your ability to handle objects is handled by the form's limbs rather than your own. You can also choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it's practical for the form to wear the equipment. Additionally, your equipment doesn't change size, and any equipment that the form can't wear must fall to the ground or merge into the form. Any equipment that merges with the form has no effect while you're in this form.

 

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