Homebrew Garou Species Details

To common folk, garou are often the stuff of nightmares. With canine visages not unlike werewolves, their form strikes fear into even the bravest of warriors. As such, garou travelling within society often rely on a mixture of magic and stealth to hide their true nature. Many garou elect to avoid civilization altogether, making a living scrounging what they can from nature.

Garou wage an eternal war inside themselves, attempting to control their more savage urges and retain their humanity from before they were transformed. They spend their lives searching for a family, or a place to belong and hold on to what shreds of their previous lives remain. However, those garou who find themselves weak of will are often completely enthralled by their rage, reduced to animals; but more fearsome yet are those who embrace their animalistic side intentionally, enhancing their physicality with wild abandon.

Garou who can remember their past or retain their sanity before being transformed often refer to themselves by these old names, or assign themselves a name akin to humans. However, those who do not are often named by either the pack they join or the terrified townspeople they hunt. 

Garou Traits

Your curse grants you several traits common to all garou.

Ability Score Increase

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

Darkvision

Your vision has been twisted and improved by your transformation, granting you superior vision in dark and dim conditions. 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.

Keen Hearing and Smell

You gain advantage on Wisdom (Perception) checks that rely on hearing and smell.

Primal Curse

On your turn, you can tap into your cursed blood as a bonus action to enhance yourself for a short time.  This shift lasts for 10 minutes or until you end it on your turn as a bonus action.  You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier by using an action on your turn. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die.  While enhanced, you gain the following benefits: 

  • Feral Might.  You gain a bonus to melee damage rolls equal to half your proficiency bonus (rounded down). You also have advantage on Strength checks and Strength saving throws.
  • Resilient Hide.  You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered. While you are not wearing heavy armor, you gain a +1 bonus to your AC.
  • Predatory Strikes.  Your maw and claws are natural weapons, which you can use to make unarmed strikes.  You can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make another unarmed strike as a bonus action.  Features that refer to a melee weapon attack or damage also includes your bite and claw attacks.
  • Viciousness.  Your unarmed strike attacks score a critical hit on a roll of 19 or 20.
  • Feral Sprint.  When you move on your turn in combat, you can drop to all fours and double your speed until the end of your turn.  Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

You must finish a short or long rest before you can use this feature again.

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