Homebrew Elemental Werewolf Species Details

Werewolves are powerful beings by themselves, but there exists a rarer kin of the beasts.  These kin, called Elemental Werewolves, draw power from the elemental planes and limbo, and use it to fuel their strikes.  They are notoriously difficult to kill, as they can attune themselves to any of the elements to gain added durability against that element. 

Alignment

Due to there connection to the elemental planes and limbo, elemental werewolves tend towards chaos but have been seen using there ability for good

Age

Elemental werewolves mature about as fast as humans.  They will live until they are killed.

Speed

Your Base walking speed is 30 feet.

Ability Score Increase

Your Strength score increases by 3.  Your Constitution and Wisdom score increases by 1

 

Elemental Attunement

Your connection to the elemental planes allow you to attune to one of the elements.  When you finish a short or long rest, choose a damage type from acid, cold, fire, lightning, or thunder. You gain resistance to this damage type until you change it again.  Due to your attunement, you you can be detected by the detect magic spell.  You have an aura of evocation and transmutation.

Full Moon

On the full moon you loose complete control and go berserk.  While in berserk you half all damage except silver and you role to see who you hit (4 players and 4 enemies=d8).  To have full control you must succeed on a animal handling of 13.  You must succeed six times to not have to again.

Elemental Strikes

Your claws in you hybrid form are infused with elemental energy.  They deal extra damage of your elemental attunement type equal to 1d4 + the number of days you have been attuned to that element.  The base extra damage increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level. Your claw does a 1d10 + proficiency + elemental energy. this can only be used in form

Olfactory Hunter

Just like a , your nose is much better than a human's.  You have advantage on Wisdom (Perception) checks that rely on smell.

Natural Hunter

You have proficiency on Survival checks.

Silver Weakness

Your nature as a werewolf gives you a weakness to silver.  You are considered vulnerable to damage dealt by silvered weapons and cannot carry silver coins or objects yourself.  If you silver a weapon, the silver must be on the very edge and nowhere else.

Dark Vision

Your eyes are adapted to darkness.  You can see 120 feet in the dark.  you do not see color in the dark, instead you see in shades of gray.

Languages

You can speak, read, and write Common and Primordial. Along with one other language of your choice

Elemental Werewolf Traits

You Have Proficiency on Survival Skill Your Strength, Constitution, and Wisdom Scores increase by 1. You have Darkvision of 120 feet but can only see in shades of grey. You speak, read, and write Common and Primordial plus 1 other language.

Ability Score

You Possess a Unique Form Of Lycanthropy.  Starting at 3rd level, as a bonus action on your turn, you may shift into your form for the rest of the battle.  While in this shape, you cannot use any weapons, wear armor, or use equipment.  You choose if your equipment merges into your new form, stays on you, or falls to the ground.  You gain the following property while shapeshifted.

You may add your Constitution modifier to your armor class

you have a natural claw attack, which deals 1d10 slashing damage plus your Element Strikes feature.  After a successful melee attack, you may use an additional claw attack against the same target.

Your walking speed increases by 15 feet and your climbing is increased by 5

You have disadvantage on Charisma skill checks except intimidation.

You can shapeshift once per battle and every night.  Unlike a normal werewolves your lycanthropy cannot spread through wounds.  Only your children will inherit your lycanthropy

Heal

At the start of your turn you heal 10 points. You can not heal past your maximum hit points. At 5th level you heal 20 hit points. At 10th level you heal 30 hit points. At level 15 you heal 40 hit points. At level 20 you heal 50 hit points. At level 25 you heal 60 hit points. At level 30 you heal 60 hit points.

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