Homebrew Werewolf Species Details

Physical Description

Werewolves, in normal form, look just like anybody else. It’s part of the reason they’ve managed to survive for so long. And part of the reason they are feared. Anyone could potentially be a lycanthrope, considering there aren’t any defining features to indicate one.

But in alternate forms, that’s where it’s obvious. Hybrid werewolf forms appear as a mix of man and beast: a hulking, bulky figure of fur and flesh with a large gaping maw of a wolf’s head. Most lycanthropes easily surpass 6 ft. in this form. Combined with their long, wicked looking nails, and their large, sharp teeth, hybrid forms serve as very intimidating figures. The fur coloring can vary, usually resembling the natural hair coloring of the original form (occasionally with some lightening or darkening during the change).

In wolf form, lycanthropes appear as any other wolves might albeit slightly bigger. Their fur, like that of the hybrid form, is typically colored after the hair of the original form (occasionally with some lightening or darkening during the change). In this form the only tell-tale sign an unafflicted individual might get to the wolf’s true nature could be the unnatural intelligence shining in bright eyes, or the intentional behavior it might display.

History

Werewolves.

Tales of these beasts are prevalent throughout nearly every culture. Some say they were cursed by some ancient arcane, or even divine magic that twisted them into horrid beasts of man and wolf. Others call it a disease: some horrid affliction that can spread from one humanoid to another to create evil more of these vile creatures. All in all, views of lycanthropes often depict them as foul creatures of the night out to kill anything that gets in their path.

What’s the truth? Honestly, no one knows.

What really causes lycanthropy remains a mystery to most scholars even now. Whether curse or affliction, the bad reputation and constant cries to hunt down these creatures whenever they crop up has made most afflicted with the condition wary of regular civilization. Who would want to announce their condition when the act could easily get them killed? In response, most werewolves hide from the normal population. Whether it is done in plain sight, or through solitude in the vast wilderness, werewolves tend to lay low. Only the few who revel in their more feral nature dare to announce themselves.

And civilized society just so happens to remember those few individuals the most.

Society

Werewolf “society” is practically nonexistent. Due to the nature of lycanthropy, most werewolves simply continue to follow the culture of their original race. As such they don’t really form a definitive “culture” specific to werewolves.

Now, there are exceptions. From time to time you may get packs of werewolves that form and keep to themselves. These groups tend to work much like a wolf pack or tribe would. There is an Alpha (or chieftain) that leads everyone else, and different roles assigned to different members of the group. Leadership can be determined by any number of things: from strength, to wisdom, to even bloodline. It depends on the group really.

Because of the negative stigma associated with werewolves, these rare groups are often nomadic out of necessity. Staying in one place for too long could draw unwanted attention. And with unwanted attention could come patrol bands or adventuring groups out to “rid the world of such vile monstrosities.” For that reason it’s important for a pack to stay on the move and keep hidden once camp is made.

Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shape-changing ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to blood-lust, becoming evil, opportunistic creatures that prey on the weak.

Werewolf Names

Most werewolves will retain names that reflect the race they originally were, or the culture they initially came from. As such, lycanthropes can have a wide variety of names.

 

Werewolf Traits

Infamous shapeshifters that have the ability to transform into a mix of man and beast. These creatures are almost always feared and hated by the general population. Whether or not they deserve this hostility is hard to say.

Languages

You know the same languages as your base race would (ex: Human, Tiefling, Halfling, etc.). You do know, however, how to speak with other canines while in all forms.

Ability Score Increase

 Your Strength score increases by 2, and your Constitution increases by 1.

Age

The lycanthrope affliction, contrary to popular myth, does not shorten nor extend the lifespan of one affected. You retain the same age expectancy as your base race. However those actually born a lycanthrope typically reach “adulthood” at a faster rate than the unafflicted of their base race.

Alignment

Once again contrary to popular myth, lycanthropes are not inherently all evil. Due to their more feral tendencies, they can commonly come off as Chaotic to others (which some just write off as pure Evil). However, lycanthropes are capable of any alignment, usually influenced by their base race.

Size

Your normal form retains the same size as members of your base race would. However, most hybrid forms for werewolves average out at around 6-7 feet tall (with some exceptions).

Speed

Your base walking speed is the same as determined by your base race. Your hybrid and wolf form will both have an additional +10 ft. to add to that base. This can add to additional movement increases due to features such as the Mobile Feat or the Monk's Unarmored Movement, but only while in these forms.

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 can't discern color in darkness, only shades of gray. This applies to both hybrid and wolf form too. If you have a Superior Darkvision trait (ex: Drow) for your base race, you do not retain that feature in your hybrid or wolf form. Instead, you use the typical Darkvision of 60 ft.

Shapechanger

You gain the ability to, as an action, morph into your hybrid or wolf form (Both will be listed below). Your Statistics, other than your AC, remain the same in each form. Any Equipment you are wearing or carrying either morphs into your new form (eliminating any effects it had) or does not transform with you and drops from you (other than weapons). Which effect occurs is up to DM discretion, or if any special armor may be made to retain certain effects while in an alternate form. You stay in whatever form you died in.

Perks of the Predator

Because of your affliction, you are a natural predator. You gain proficiency in the Perception (Wisdom) skill and Survival (Wisdom) checks made. You are also proficient in Stealth (Dexterity) checks while in wolf form.

Full Moon Rage

At the start of a night with a Full Moon you must make a DC13 Wisdom save or lose control of yourself. During this time the DM has Control over what your character does, however every hour you may reroll your saving throw to take back control. Once you make the correct saving throw you retain control for the rest of the night.

Silver Weakness

You are vulnerable to silvered weapons.

Blood of The Wolf

When you are reduced to 0 hit points but not killed outright, your inner wolf takes over and you are unwillingly transformed into your hybrid form placing you at 1 hit point. You can’t use this feature again until you finish a long rest.

Wicked Resistance

While in your hybrid or wolf form, your affliction makes it so normal weaponry does not damage you nearly so much. You gain, while in hybrid or wolf form, Resistance to all bludgeoning, slashing, and piercing damage caused by non-magical or unsilvered weapons. However, your more feral instincts are also stronger and, as a result, you need to fight to resist your primal urges. When you kill an enemy in combat, or during a full moon, you must make a DC 10 Wisdom saving throw. On a success you retain your control. On a fail, you give in to your more feral desires. During this time, the DM has control of your character and can use up your turn in whatever way they please (Within reason. A werewolf will not intentionally kill themselves). At the end of your turn you may remake the save. On a success, you regain control. Otherwise, this continues until you are either put down or make the save. (This trait does not need to be active. It is up to the DM and the Player if they would like to put this trait into play. Otherwise it will not affect your hybrid and wolf forms).

Hybrid Form

When you change into your hybrid form, you count as a Medium size and can still wield your weapons. You retain the same amount of health as you would in your normal form. You also gain the following abilities:

Natural Armor

While in hybrid mode, you have a natural armor composed from your thickened skin and fur. In this form you have an AC of 13 + your Dexterity modifier + your Constitution modifier. You can still wield a shield and benefit from this ability, but you cannot wear any armor unless it is custom made (DM's discretion). This replaces Unarmored Defense.

Claws

In your hybrid form, you are proficient in using your claws. You may replace your weapon attack to perform an unarmed attack that deals 2d4 + your Strength modifier of slashing damage. You can continue to use this attack as an option for the Extra Attack ability of classes such as Fighter, Barbarian, or Monk. However, the attacks count as non-magical and the attack will always deal 2d4 worth of damage regardless of what level in class you have for Monk (they will not upgrade to 2d8’s when you reach 11th level). Monks can add their Dexterity modifier to this attack instead.

Bite

In your hybrid form, you may perform a Bite attack as your bonus action. You are proficient in this attack, and deal 1d8 + your Strength modifier of piercing damage when your hit connects.

Terrifying Visage

Your hybrid form is a terrifying sight to behold for those unafflicted by your condition. While in hybrid form, you may add your proficiency bonus to any Intimidation (Charisma) checks you make.

Wolf Form

When you change into your wolf form, you count as a Medium size and are unable to wield any weapons. You also cannot cast any spells while in this form. You retain the same amount of health as you would in your normal form. You also gain the following abilities:

Natural Armor

While in wolf mode, you have a natural armor composed from your thickened skin and fur. In this form you have an AC of 11 + your Dexterity modifier + your Constitution modifier. This replaces Unarmored Defense.

Bite

In your wolf form, you are proficient in using your teeth. You may replace your weapon attack to perform a bite attack that deals 2d6 + your Strength modifier of piercing damage. You can continue to use this attack as an option for the Extra Attack ability of classes such as Fighter or Monk. However, the attacks count as non-magical and you must always use your Strength modifier to add to the damage.

Disguised Predator

In your wolf form, you appear just as any other wolf would with only very subtle differences. Others will regard you as a regular wolf unless they succeed in an Investigation (Intelligence) check against your Deception (Charisma) check. Opponents who succeed are able to tell there is something off about you (perhaps you display more intelligence than a regular wolf would), but do not immediately know you are a lycanthrope.

Pack Tactics

You have advantage on attack rolls against a creature if at least one of your allies is within 5 ft. of the creature and the ally isn’t Incapacitated.

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