Homebrew Feral Werewolf Species Details
Feral Werewolves were people who transformed by a curse or bite or were just born into the curse. Feral werewolves are more akin to a feral beast than a man. Most Ferals sand at around 7 or 8 feet tall. They are all very muscly in form and are covered in fur from head to toe except around the chest area. Ferals are not able to shift into human form due to the pure beast blood running through their veins. And unlike normal werewolves Ferals contain more of the mannerisms of a wolf such as running on all fours or having a stronger pack mentality or howling at the moon. Being a Feral means you most likely had a very wild upbringing therefore most Ferals have the ability to commune with most creatures in nature such as other wolves or some other kinds of beasts. Being deemed as unholy beasts most churches will not allow Ferals on the premises and most priests or holy men will take it as a bad omen and sometimes try to outright attack Ferals when they see them.
NOTE: This is the first major homebrew race i have ever made for dnd and I am not an expert on how to fully utilize DNDBeyonds systems so i apologize if this does not work to well.
Feral Werewolf Traits
As a Feral Beast you have these traits.Feral Frenzy
Up to 3 times a day you can enter a feral frenzy, Your weapon attacks do an extra 1d6+STR Mod of damage and you get 10 Temporary hit points, Your feral Frenzy lasts 1 minute and increase by a minute at 6th level, 11th level, 16 level and 20th level. Your damage also increases to a 1d8 at 6th level, a 1d10 at 11th level, a 1d12 at 16th level, and 2d12 at 19th level. Also if wielding a one handed weapon every time you make an attack with it while in feral frenzy you instantly make an additional attack with your claws or if wielding a 2 handed weapon or a shield you instantly make an attack with the bite.
Resiliant Hide
Feral Werewolves have a naturally thick hide giving them a natural unarmored defense. When not wearing armor your AC becomes a 12 + DEX or STR Mod + CON Mod.
Claws And Teeth
Ferals have sharp long claws that are used to shred and rip apart their prey, when used with their extremely strong biting force and massive fangs they are the true apex predator. Your Claws replace your normal unarmed attack and deal 1d8 plus your STR or DEX mod (Your Choice). Your bite does 1d10 damage plus your STR Mod. Your claw damage increases to 1d10 at 6th level, 1d12 at 11th level, and 2d12 at 16th level, Your bite damage increases to 1d12 at 8th level, 2d10 at 14th level, and 2d12 at 19th level, Your bite also does necrotic damage, As a bonus action you can make an attack with you claws or bite if you hit a creature with a melee attack this turn.
Feral Bloodlust
A Bloodlust activates when a Feral takes over half its HP in damage from one attack or if it goes under 1/3 its original HP. When in a Bloodlust a Feral Gets one additional attack and gets a +1 to hit and a +5 to Damage. The Ferals Movement speed is also tripled. When in a forced Bloodlust the Feral must make an attack against a creature at random or the closet one to the feral, once the attack is made it immediately moves to another creature and repeats the process until it runs out of attack or until it kills something and eats it. While in a Bloodlust a feral can be calmed down by a friendly that makes a DC 13 Charisma check. If the check is made the Bloodlust continues but the Feral will n longer attack friendly's. A feral can also willingly enter a forced Bloodlust a number of times a day equal to its CON Mod. When in a forced bloodlust a Feral will not attack friendlies. A bloodlust lasts 1 minute when forced but 5 when induced normally.
Animalistic Senses
Ferals gain advantage on perception checks made with smell and hearing. Ferals are also great hunters and gain advantage on perception and investigation checks made to track something or someone. You also have a darkvision of 120 feet and gain proficiency in the stealth and perception skill.
Unholy Resilience
Due to the unholy beast blood running through your veins and your thick fur you gain resistance to poison, cold, and necrotic damage. However you have vulnerability to radiant damage and silver weapons. You also have advantage on CON saves against poison.
Lycanthropic Regeneration
At the start of each of your turns while you are under half HP you regain 1d6 + CON Mod HP.
Animalistic Attacks
When attacking attack rolls of a 19 also count as a critical. You can chose a body part to dismember when you hit a creature with a critical.
Ability Score Increase
You get to choose an ability score to increase by 2 and one by 1.
Age
Feral Werewolves can live for hundreds of years. However the oldest one ever recorded lived to 1342.
Alignment
Most Ferals tend towards a more neutral or evil alignment due to their beastly nature.
Size
Most Ferals are Upward of seven, eight or even nine feet tall and are usually very muscular and strong. Your size is medium.
Speed
Your base walking speed is 35 feet, however, when running on all fours your speed increases by an additional ten feet.
Languages
You can speak, read, and write Common and one extra language of your choice.
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