Homebrew Trueborn Lycan (Werewolf) Species Details

Lycans are shape shifters that are cursed to transform into nigh uncontrollable beasts on nights of the full moon. Lycanthropy is a curse that spreads like a disease through the blood and saliva of infected individuals. One can contract Lycanthropy if they survive being bitten by a Lycan or if they participate in a ritual where the curse is administered intentionally. Descendants of those who carried Lycanthropy could be born with the curse; these individuals are Trueborn Lycans. When one is born with Lycanthropy in their blood, it may lay dormant for years until a moment of desperation, rage or grief brings out the beast within. After transforming once, the beast within a Trueborn Lycan is fully awoken and can emerge with the changing phases of the moon or with the provocation of strong emotions.

Many choose exile once infected because they are a great danger to the people around them and because a cure for the curse often seems unobtainable. Some have chosen to embrace the curse for better or worse, harnessing the might of their inner beast to their own ends. Many also divulge into complete madness, unable to control the beast within, and become unable to ever return to human form again. With each transformation, an untamed Lycan will gradually forget who they were before the curse took hold and will become more monster than person.

This race of Lycans pertains to those who were born with the curse; the Trueborn Lycans.

Even though they were born with the curse, Trueborn Lycans must still devote a vast amount of effort to truly master their inner beast – an undertaking that often defines one’s Class. Trueborn Lycans feel the beast within in a much stronger sense than any other form of Lycanthropy. In some ways they gain more of their inner beast’s strength, but they are much more acutely attuned to its weaknesses, and their inner beast is much harder to control. After living with the curse for long enough, some Trueborn Lycans learn Feats that allow them to harness the power of the beast.


DISCLAIMER

Hello people of D&D Beyond! This is my first attempt at making a race for 5e and this one has many, many facets. It’s meant for players who want to play a highly fleshed out Lycan race, but it currently only applies to werewolves. I know the details here are quite… extensive… but I am working on balancing, condensing and developing the subraces. Any feedback in that regard, or just in general, would be greatly appreciated!

Some information here is modified from several great pieces of work combined with my own ideas, and I want to acknowledge Ellsworth (2015), Wardrow (2016) and Mercer (2016), who’s material on Lycans and werewolves inspired many of the details of this race.

Happy adventuring!


Summary

The Trueborn Lycan race has a few features that tend to play a larger role regardless of campaign setting. The most prevalent of these features includes Involuntary Transformations. The player and the DM should help one another to track:

  1. The passage of time in hybrid form (moderating the loss and reclamation of control)
  2. The amount of damage taken by the PC per turn (Provoked Transformations)
  3. The PC’s health threshold (Provoked Transformations)

The following features play a role but are less prevalent.

  1. Onset and accumulated Onset points (changing conditions with consecutive transformations)
  2. Trueborn Lycan Feats (replaces normal feats and allows better control)
  3. Compulsive Killer (restrictions on non-lethal blows and kill requirements)
  4. The number of melee kills the PC makes (Bloodlust Transformations)

The most obvious features of the race tend to have the smallest influence on gameplay depending on the campaign. Silvered weapons can be uncommon, and the full moon only occurs on three nights in an in-game month. Note that Trueborn Lycans are initially also vulnerable to radiant damage.

 

Trueborn Lycan (Werewolf) Traits

While the abilities granted by the Lycan race may, at first, appear to be a great boon, Lycanthropy is still a curse and there are many traits that come with being a Lycan that are a great liability. Until your Lycanthropic blood is triggered by your first transformation, the ability scores, skills and saving throws governed by race remain the same as your original race. Lycan’s are derived from living beings, and their race cannot mix with those of any Vampire, or Undead classes. Similarly, the original race of the Lycan cannot be Undead, Vampire, Warforged, Dragonborn, Thri-keen, Tiefling, or Shardmind (at the DM’s discetion). Lycans keep the physical appearance of their original race in base form, but their traits are replaced by the following once their Lycan blood has been awoken:

Ability Score Increase

Charisma: -1; Constitution: +1; Strength or Dexterity: +1; Intelligence or Wisdom: +1; Any two abilities of your choice: +1. You must have a Constitution score of 14 to select this race.

Saves

One of your choice from Constitution, Dexterity or Strength saving throws.

Skills

One of your choice from Stealth, Survival, Nature, Intimidation, Insight, Athletics and Perception rolls.

Age

Your age is based on the age of your original race and is unmodified by Lycanthropy.

Alignment

A Lycan's alignment may vary drastically. Some embrace their curse and use it for evil, while others conceal it or use it for good. Often a Lycan’s alignment is linked with their class or original race.

Size

Size varies in base form because the base races tend to vary. In hybrid form, Lycans typically grow an extra 2 to 3 feet but are generally medium sized with some exceptions allowable at the DM’s discretion.

Speed

Your speed in base form is equal to that of your base race with an additional 5 feet. Your speed in hybrid form is equal to the speed of your base race with an additional 10 feet. Bonuses to speed statistics from your class carry over to your hybrid form.

Languages

Your languages are governed by your base race. You can only speak in your base form. You cannot speak in your hybrid form unless a class feature or feat enables you to do so.

 

Neutral Traits


Quirks

Your bestial nature also manifests itself in quirky ways. You may roll 1d4 to determine your animal quirk.

  1. When meeting someone new your priority is becoming acquainted with their scent. 
  2. If you come across valuable treasure your first instinct is to bury it to keep it safe.
  3. When exploring the world, you often feel the need to mark your territory with your scent.
  4. You can stomach a staggering amount of food and you’re hungry almost all the time.

Beast by Nature

You have advantage on Animal Handling checks with beasts similar to your hybrid form, and disadvantage with prey animals at the DM’s discretion (all forms).

Trueborn Progression

Once the beast blood awakes in an individual it dominates their natural progression, preventing them from learning feats other than Trueborn Lycan Feats (see below). At 4th, 8th, 12th, 16th, and 19th level you may either take one of the Trueborn Lycan Feats or an improvement to your ability scores. Exceptions to Trueborn Progression may exist where the beast blood does not manifest itself until higher Total Character Levels (the cumulative level of a player character) at the DM’s discretion.

Transformation Conditions

Transforming from your base form to your hybrid form takes one action but reverting to your base form can be done as a bonus action. You cannot wield weapons, wear armor or use magic while in hybrid form. Your equipment is merged into your form when transforming and you gain no benefit from equipment that is merged into your form. Once you shift to your hybrid form, your active concentration spells end and you may not use any of your class features or feats that are not Trueborn Lycan Feats (see below). When in hybrid form, you will automatically revert to your base form if you are knocked unconscious, reduced to 0 % health or killed. You gain a point of exhaustion if you are reduced to 0 % health in hybrid form. You ignore the effects of exhaustion in hybrid form.

The benefits and weaknesses of this form replace the rules governing Lycanthropy in the Monster’s Manual.

 

Positive Traits


Darkvision

While in humanoid or hybrid form, you have 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 grey.

Instincts

You can detect some objects or creatures within 15 feet by sense of smell and sound. If what you are detecting is upwind, the range increases to 40 feet; if downwind, it drops to 5 feet. Stronger scents and sounds can be detected from greater distances at the DM’s discretion. When you detect an opponent, their exact location is not revealed—only their presence somewhere within range (All Forms).

Voluntary Transformation

Once per long rest, you may take 1 action to enter your hybrid form for up to 10 min or until you voluntarily revert to your normal state, which can be done as a bonus action. Once 10 min has passed you must make a DC 12 Wisdom saving throw to retain control. On a fail the DM has control over you and you may roll a DC 15 Wisdom saving throw to regain control once every 10 min. On a success of either of the preceding saving throws you may attempt to maintain control for another 10 min; after which point you must make a DC 15 Wisdom saving throw for control or you may revert to your normal state before the allotted time has passed. This process may repeat at the DM’s discretion if you keep succeeding the Wisdom saving throws.

Hybrid Biology

While in hybrid form you acquire the Hybrid Biology correlating with your Total Character Level (see Hybrid Biology below) and you gain resistance to piercing, bludgeoning and slashing damage from non-magical weapons that aren’t silvered. Your hybrid form AC is 10 + Dexterity Modifier + Constitution Modifier + Hybrid AC bonus. In hybrid form, your attack and damage rolls are based on Strength. The damage of your unarmed attacks and your temporary stat buffs (which add to your ability modifier) scale with your Total Character Level. You gain proficiency with your unarmed attacks (claws & bite; 5 foot range) when in hybrid form, and, starting at 6th level, when you use the attack action to make an unarmed strike, you can make another unarmed strike as a bonus action. At 11th level, you can make two unarmed attacks as an action and at 18th level you can make three unarmed attacks as an action.

Total Character Level

Unarmed Attack

-Hybrid Form Bonus-

Total Unarmed Attacks

Bite

Claws

STR

DEX

AC

1st – 5th

1d4

1d6

+2

+1

+0

1

6th – 10th

1d6

1d8

+2

+2

+1

1 + Bon

11th – 13th

1d8

1d10

+3

+2

+1

2 + Bon

14th – 17th

2d4

1d12

+3

+3

+2

2 + Bon

18th – 20th

1d10

2d6

+4

+3

+2

3 + Bon

On a bite attack, if the target is humanoid (excluding Vampires, Undead, Warforged, Dragonborn, Thri-keen, Tiefling, and Shardmind at the DM’s discretion), it must make a DC [8 + your proficiency bonus + your CON modifier] Constitution saving throw or be cursed with Lycanthropy of the same type as you.

Pack Perception

A well-known friend may make a DC 14 Animal Handling check as a reaction to being attacked by you. On a success, you recognize your ally and make a DC 18 Wisdom saving throw. On a success you will regain control but, on a fail, you will attempt to flee the area if there are no hostile opponents. Less well-known friends or associates may make a DC 18 Animal Handling check. On a success you will stop attacking them and will attempt to flee the area if there are no hostile opponents.

Bestial Speed

When in hybrid form, you may take the dash action as a bonus action.

Regeneration

When in hybrid form, at the start of your turn, if you haven't been attacked you gain 1d4 + your Constitution modifier of health back. You can only gain this benefit if your health is below 50 %.

Regeneration is halted for the duration of your transformation if you have taken damage from radiant energy or silvered weapons. Regeneration is temporarily halted if you regain up to 50 % of your maximum health.

 

Negative Traits


Silver & Radiant Vulnerability

You are vulnerable to radiant damage and damage from silvered weapons (all forms). Contact with silver items will burn your skin and silver embedded in your flesh causes 1d2 heat damage every 6 seconds until removed. The damage from silver embedded in your flesh is added at the start of your turn before you make any actions, movements or saving throws. Once you take damage from a silvered weapon you cannot heal (even from spells, feats or potions) in either form until Protect from Poison is cast on you, or you take a short or long rest. Protect from Poison and resting have no effect if you still have silver embedded in you.

Compulsive Killer

If you go a day without killing a creature the DM makes DC 12 Wisdom saving throw on your behalf at the end of the day and does not need to tell you the result. On a fail you transform during the night once you have fallen asleep, but you are unaffected if successful. Once this transformation takes place you are under the DM’s control until morning (see Transforming While Asleep). The DM decides whether your kills were sufficient to omit the preceding Wisdom saving throw. You also cannot make non-lethal attacks when your health is below 75 % (all forms).

Holy Water Vulnerability

When in hybrid form a you cannot attack someone covered in holy water. Holy water thrown at you counts as an improvised weapon (all forms).

Wolfsbane Vulnerability

You despise the scent of all forms of wolfsbane and you tend to avoid the plant when in hybrid form. You are also visibly repulsed by wolfsbane in base form. Weapons coated in oils from a wolfsbane plant deal extra 1d4 poison damage to you (all forms).

Involuntary Transformations

Involuntary transformations and loss of control can occur during several circumstances governed by the DM and a Wisdom saving throw. During all involuntary transformations the DM has control over what your character does. You can add 3 to the result your Wisdom saving throw if Remove Curse is cast on you before you see the results of the roll. You may cast Remove Curse, if you know the spell and have it prepared, as a reaction to taking the Wisdom saving throw, but only if you haven’t used your reaction already. When casting Remove Curse at higher levels you may add +1 to your roll per spell level. Your preferred prey during involuntary transformations are of the same race as your base race. You have disadvantage on History checks to remember your uncontrolled actions. You may intentionally fail any Wisdom saving throw imposed by involuntary transformations at the DM’s discretion.

Provoked Transformations

Anger can initiate an involuntary transformation. You could become enraged when seeing harm come to someone you deeply care about or when you take severe damage. Seeing close friends fall in combat can also trigger a provoked transformation. The DC of the Wisdom saving throw required to avoid transforming involuntarily is determined by the DM and is based on both how much you care about the individual and the severity of the blow. If more than one of the preceding circumstances occur in a single round, then you make one Wisdom saving throw with a higher DC governed by the DM. As a guide, if you take damage equal to your Total Character Level + your CON modifier (keep this number handy) in a single round you must make a DC 13 Wisdom saving throw to avoid a Provoked Transformation (subject to adjustment by the DM). The DC for the Wisdom saving throw should also increase as you take more damage (see the table below as a guide) and is governed by how low your health is after the damage has been taken.

Health Range (%)

Wisdom Saving Throw Adjustment

100 - 76

None

75 - 51

+1

50 - 26

+3

25 - 1

+5

You make Wisdom saving throws to avoid Provoked Transformations at the beginning of your turn. On a fail of any preceding Wisdom saving throws you transform and are under the DM’s control. Provocation may also cause you to lose control while in hybrid form. On a success you retain control or retain your normal form.

Bloodlust Transformations

Making up close melee kills can trigger a bloodlust fueled transformation as detailed in the table below (subject to adjustment by the DM). The melee kills do not have to be consecutive, but do have to occur in the same encounter, or closely spaced encounters at the DM’s discretion.

Number of Melee Kills

Wisdom Saving Throw

4

DC 12

6

DC 14

8

DC 18

10

DC 24

You make Wisdom saving throws to avoid Bloodlust Transformations at the beginning of your turn. On a fail of any preceding Wisdom saving throws you transform and are under the DM’s control. Bloodlust may also cause you to lose control while in hybrid form. On a success you retain control or retain your normal form.

If the requirements for both Provoked or Bloodlust transformations are met during a single round you make one Wisdom saving throw to avoid transforming involuntarily with a higher DC at the DM’s discretion.

During either Provoked or Bloodlust transformations you may roll a DC 15 Wisdom saving throw to regain control once every 10 min. If you regain control you may choose to keep control for 10 min or revert to your base form. After 10 min has passed, if you chose to retain control, you must make another DC 15 Wisdom saving throw. On a success you may attempt to maintain control for another 10 min; after which point you must make a DC 15 Wisdom saving throw for control or you may revert to your normal state before the allotted time has passed. This process may repeat at the DM’s discretion if you keep succeeding the Wisdom saving throws.

Full Moon Transformations

A transformation can be initiated on all three nights of the full moon. On a failed DC 18 Wisdom saving throw with disadvantage you shift to your hybrid form under the DM’s control. On a success you will not transform that night unless another involuntary transformation is incurred. Other involuntary transformations on the night of the full moon are DC 18 Wisdom saving throws with disadvantage. Once per hour you may make a DC 15 Wisdom saving throw to regain control if you were awake at the start of the transformation.

Transforming while Asleep

You cannot regain control of transformations that took place in your sleep. If a transformation is initiated in your sleep, the DM may roll the Wisdom saving throw for you in secret and does not need to tell you the result. After transformations that take place over night, you will gain a point of exhaustion and the benefits of a short rest instead of a long rest (if any at all) at the DM’s discretion.

Onset of the Curse

After each time you transform (voluntarily or otherwise) you must succeed a DC 20 Constitution saving throw or gain a point of Onset as the curse is taking over your body and mind.

Onset Points

Condition

2

You lose the Pack Perception ability, and your claw attacks now spread Lycanthropy.

3

You cannot make non-lethal attacks, you have disadvantage on Wisdom saving throws to regain control once you lose it and you are no longer vulnerable to radiant damage.

4

You have disadvantage on Wisdom saving throws to avoid transforming, and you auto-fail Wisdom saving throws to avoid transforming on a full moon. Additionally, you may add an extra 1d4 to all unarmed strikes in hybrid form.

5

You begin to forget who you are (Modifier adjustments: INT -2, WIS -2, CHA -1), but you become faster and stronger in all forms (Modifier adjustments: STR +2, DEX +1). Your alignment also shifts to Chaotic Evil.

6

Normal food turns to ash in your mouth and your body can only process eat raw meat (base form). You now have retractable claws and fangs in your base form that can deal 1d4 unarmed attacks and spread Lycanthropy. You don’t use magic in combat and you gain the Greater Regeneration feat, which does not stack with the Greater Regeneration feat if you have it already.

7

You gain your hybrid form damage resistances in base form and are immune to those damage types in hybrid form. When you transform again after gaining 7 Onset points, you will completely lose control and will be unable to revert to human form. Only a Wish spell or similarly powerful magic can bring you back after another transformation.

Onset does not reset after a short or long rest. To reduce Onset, you must injest a small vial of Holy Water. One vial will remove one Onset point. Silver is used in the making of Holy Water, so you take 1d4 heat damage when ingesting the water on a failed DC 15 Constitution saving throw (half damage, rounded up, on success).

 

Class Conditions


Blood Hunter – Order of the Lycan

If you are a Blood Hunter in the Order of the Lycan then Onset, Involuntary Transformations, Compulsive Killer, Voluntary Transformation, Bestial Speed, Lycan Biology, Regeneration, and Pack Perception all have no effect once you become a 3rd level Blood Hunter as you undergo “The Taming”. However, the skills and abilities of wild beasts are more honed than the tame and you lose the benefit of the Intelligence / Wisdom ability bonus, the extra skill and the extra saving throw provided by the Lycan race. The damage dealt in your hybrid form is also governed by the Blood Hunter class, so you lose the Hybrid Biology trait. You also lose the Voluntary Transformation trait in favour of the Blood Hunter’s transformations. As a 3rd level Blood Hunter in the Order of the Lycan, the effects of your vulnerabilities are lessened, and you are no longer vulnerable to radiant damage. Your vulnerability to silver is replaced with the Cursed Weakness feature in the Order of the Lycan. All effects of the Transformation Conditions for Trueborn Lycans are nullified and replaced by the details of the Hybrid Transformation from the Order of the Lycan.

Barbarian

When Barbarians us their Rage ability they add a modifier of -2 (at the DM’s discretion) to all Wisdom saving throws to avoid Provoked Transformations.

 

Trueborn Lycan Feats


At 4th, 8th, 12th, 16th, and 19th level you may take one of the following feats:

Ankle Swipe

When in hybrid form, if an opponent leaves your threatened space, you may use your reaction to make an opportunity attack with your claws at their ankles. They must make a DC [10 + your proficiency bonus + your DEX modifier] Dexterity saving throw or be knocked prone.

Beast Control (Unavailable if you are a Blood Hunter in the Order of the Lycan)

You gain one more voluntary transformation per long rest, and your voluntary transformations now last for 30 min. You may add your Constitution saving throw modifier in addition to your Wisdom saving throw modifier on saving throws to resist involuntary transformations and to control your beast form. You may add your Wisdom saving throw modifier to resist Onset.

Beast Mastery (Requires Beast Control and Total Character Level = 12; Unavailable if you are a Blood Hunter in the Order of the Lycan)

Your voluntary transformations may now last for 1 hour. Compulsive Killer no longer applies to you, and you can now speak and read your known languages in hybrid form. Once per long rest, whenever you fail a saving throw to resist an involuntary transformation, to control your hybrid form or to resist Onset you may re-roll the saving throw.

Accelerated Transformation (Unavailable if you are a Blood Hunter in the Order of the Lycan)

You may transform into hybrid form as a reaction to a hostile attack occurring within 5 feet of you and as a bonus action. If you transform as a reaction to an attack you may also make a claw attack against the attacker if they are within range. This feat does not affect how many times you may transform.

Greater Regeneration (Requires Regeneration and Total Character Level = 16; Unavailable if you are a Blood Hunter in the Order of the Lycan)

Hybrid form only: At the start of your turn if you haven't been attacked you gain 1d6 + your Constitution modifier of health back. You can only gain this benefit if your health is below 60 %.

Base form only: At the start of your turn if you haven't been attacked you gain 1d4 + your Constitution modifier of health back. You can only gain this benefit if your health is below 25 %.

Regeneration is halted for a number of turns equal to 1d8 minus your constitution modifier if you have taken radiant damage or damage from silvered weapons. Regeneration is temporarily halted if you regain up to 60 % of your maximum health (all forms).

Heightened Instincts

Increase your Wisdom score by 1 to a maximum of 20. You have a knack for sensing danger and gain a +5 bonus to initiative rolls (all forms).

Holy Resistance (Unavailable if you are a Blood Hunter in the Order of the Lycan)

Damage from silvered weapons no longer prevents you from healing or burns your skin on contact but will still hinder your regeneration ability. Continuous damage from silver embedded in you is nullified by Remove Curse. You are also no longer vulnerable to radiant damage.

Lunge

If you move at least 15 feet straight towards a target you may make a charging claw attack as an action. If you hit, you deal double the damage dice for your claw attack and the target must succeed on a DC [10 + your proficiency bonus + your DEX modifier] Strength saving throw or be knocked prone. As a bonus action, if the target is prone, you may attempt one bite attack, or you may attempt to grapple the target. You may use this feature once per short rest.

Necrotic Claws (Unavailable if you are a Blood Hunter in the Order of the Lycan)

Your claws now count as magical weapons, allowing you to overcome resistances to bludgeoning, piercing, and slashing damage. Additionally, your claw attacks now deal +1d4 necrotic damage.

Nocturnal Hunter

In dark or dim lighting you may take a bonus action to hide and double your proficiency bonus on stealth checks (all forms). If a creature is unaware of your presence, in dark or dim lighting, you gain advantage on attack rolls against that creature.

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes