Homebrew Weretouched Species Details

No one knows the true origin of these abominations. People live in constant unease whenever they are aware of a were touched community being nearby due to their striking resemblance to monstrous creatures such as weresharks, werebears and, of course, werewolves. They have strong control of their feral instincts, but nonetheless their constant bestial features have them ousted by most superstitious societies. 

Rumors tell of ancient magi attempting to gain a form of immortality through the consumption of blood, sadly the madness of the curse took them as well. The modern race now attribute their ability to control their feral form due to the blood being distilled over the years.

Most are tribal and few find fault within other clans of the Were touched, all are family when the world views them is such disgust. 

Weretouched Traits

Forgotten by civilization, loved by the wilderness

Ability Score Increase

Your Dexerity or Strength score increases by 2. Your Constitution increases by 1.

Age

While most were touched die by the hands of unaware villagers and adventurers, if left to die of natural causes were touched are known to live as long as 300 years. They grow quickly their bodies being that of fully grown adults by the age of 12.

Alignment

The were touched are highly social creatures that love company even though they are ousted from general society. Due to this tend to lean towards a chaotic alignment.

Size

Were touched vary in weight and height based on their bloodline heritage. Your size is Medium.

Speed

Your base walking speed is 30ft.

Feral Impulse

Using half of your movement you can tap into your ancient blood to enhance your already strong body for an hour.

  • You add half of your proficiency modifier (rounded up) to damage dealt with melee strikes.
  • As a bonus action you may due an additional attack such as a bite or tail lash for 1d6+STR mod damage. 
  • At the start of your turn you regenerate hit points equal to your CON mod, this effect is negated if unconscious or if you have taken necrotic or damage from a silvered weapon in the previous round.

After the effect ends you suffer 1 point of exhaustion.

Natural Ties

You gain proficiency in two of the following skills:

Acrobatics, Animal Handling, Athletics, Insight, Intimidation, Nature, Perception, Survival

Darkvision

You have dark vision for up to 60ft.

Cursed Weakness

You have weakness to silver attacks.

Languages

You speak common and sylvan.

Previous Versions

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2/3/2018 10:33:09 AM
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