Homebrew Born Werepyre Species Details

 

Physical Description

Depending on which race their mother was, they may lean more towards the characteristics of a were or a dhampir, yet they are always a mix of the two. Only a wish spell or an act of the gods could cure these strange hybrids of their dual curses. These hybrids tend to suffer from excessively short tempers or bloodlust if not taught to control themselves while young. however they are unable to spread the curse beyond to their own children through pregnancy, and it requires both parents to be weres or have were blood. 

They tend to be more charismatic than their were parent, but their appearance differs in any number of combinations much the same as humans. They tend to retain the presence of fangs and claws even in "human" form, though they may be smaller than their dhampir parent's features. 

History

Being the offspring of a dhampir and a were parent, the werepyre are usually the children of a rare pairing. Some think that they may be less rare as the features of their dhampir heritage can be easily brushed off among other weres and they may simply be unaware of their dhampir heritage. No one has really examined this hybrid mix yet. 

Society

Werepyres tend to live either with their family or hidden among other races. Most are not particularly hostile and many are unaware of their dhampir heritage unless it is discovered somehow or told to them.  Like dhampirs, they abhor the presence of vampires and undead. 

Werepyre Names

Werepyres tend to use human naming conventions or the naming conventions of whatever race group they grew up with.

Werepyre Traits

The offspring of a dhampir and a were-creature.
Ability Score Increase. Your Charisma, Dexterity, and Strength scores increase by 1.
Age. Werepyres mature at roughly the same rate as humans but do not age further after reaching maturity, and they do not die of old age.
Alignment. As with humans, a werepyre's alignment is solely determined by the individual, though due to their unique heritage they tend slightly toward chaotic alignments and whichever alignment their were-type is.
Size. Werepyres are of similar height and build to humans, though they may tend towards a little more muscular or lithe depending on which race their mother was. Your size is Medium.
Speed. Your base walking speed is 35 feet and your base climbing speed is 25 feet. In hybrid or animal form, this increases to 40 feet. 
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.
Werepyre's Bite. You have the ability to make a 1d4 natural bite attack against a creature. You can use your Strength or Dexterity for your bite's attack roll. On a hit, your bite deals necrotic damage equal to 1d6 plus the ability modifier used to make the attack roll. You may also choose to gain temporary hit points equal to the amount of necrotic damage dealt with this attack. You may gain temporary hit points from this trait a number of times equal to your proficiency bonus. Any expended uses of this feature are restored after a long rest. This bite cannot change a creature into a were or vampire. 

Skills, Weaknesses, and Resistances. You are proficient in Acrobatics and Stealth (or another two skills that your were parent's animal would be skilled with at your DM's discretion). You are immune to disease. You have advantage on saving throws against poison, and you have resistance against poison and necrotic damage. You are weak against silver damage unless you have earned Selune's protection in some way. 
Languages. You can speak, read, and write Common and one other language of your choice.

Transformation

You can take an action to change into your hybrid or beast form. You can use this feature twice. You regain expended uses when you finish a long rest. You can revert to your humanoid form by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

  • While in hybrid form:
    • You retain your humanoid character statistics and you can wield weapons as normal.
    • You cannot wear armor. You can choose to have the equipment you are wearing to either merge into your form or be dropped to the ground. You gain no benefit from equipment that is merged into your form. Your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
    • You can understand and speak languages that you are familiar with, but your speech is more guttural and slow.
    • When unarmed, you have a 1d6 Claw attack. On a successful Claw attack, you may use your Bonus Action to make an additional 1d4 Bite attack on the same target.
  • While in beast form:
    • Your statistics and armor class are replaced by the statistics of your were animal, but you retain your Alignment, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies.
    • You cannot wear armor or wield weapons. You can choose to have the equipment you are wearing either merge into your form or be dropped to the ground. You gain no benefit from equipment that is merged into your form.
    • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form.
    • You have a 1d4 Bite and 1d6 Claw attack. On a successful claw attack, you may use your Bonus Action to make an additional claw attack on the same target

Bloodlust

While you can control your bloodlust most days, on the night of the full moon, your feral side surges closer to the surface. On the night of a full moon, should you face a major threat such as being attacked by an enemy, losing your temper, or being unable to satiate your beast's needs in some way, you must make a DC 15 Wisdom check or shift into a feral hybrid state until the stressor is resolved or you regain control of yourself. This save may be rerolled every hour and once you make it, you retain control until you face another stressor or until the sun rises. 

Note: This race was written with the idea of a character that is a mix of a werepanther and a dhampir heritage. Details may need to be changed for other lycanthropy variants. 

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Born Werepyre Traits

The offspring of a dhampir and a were-creature.

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.

 
 
 

Werepyre's Bite

 

You have the ability to make a 1d4 natural bite attack against a creature. You can use your Strength or Dexterity for your bite's attack roll. On a hit, your bite deals necrotic damage equal to 1d6 plus the ability modifier used to make the attack roll. You may also choose to gain temporary hit points equal to the amount of necrotic damage dealt with this attack. You may gain temporary hit points from this trait a number of times equal to your proficiency bonus. Any expended uses of this feature are restored after a long rest. This bite cannot change a creature into a were or vampire. 

 
 
 
 

Skills

 

You are proficient in Acrobatics and Stealth.

 
 

Immunities and Resistances

 

You are immune to disease and resistant to poison and necrotic damage.

 
 
 
 

Ability Score Increase

 

Your Charisma score increases by 2.

 
 
 
 

Speed

 

Your base walking speed is 35 feet and your base climbing speed is 25 feet. In hybrid and beast form, this increases to 40 feet.  

 
 

Languages

 

You can speak, read, and write Common and one extra language.

 

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