Homebrew Fenrir Bloodline Species Details

Lore

Most people believe it was a curse cast by the gods on a group of humans who worshiped Fenrir (a giant wolf from Norse mythology destined for Ragnarøkkr to kill Óðinn). These people over the years have continued to reproduce continuing to transmit the curse to their offspring even if not everyone awakens the curse (most of the time it awakens especially in males), some believe it is a gift and carry it with pride, others instead hide among humans for fear of being discovered because only during the full moon will they lose control and bring further shame to the lineage. With time and experience, they learn to master their ability to change shape and can take the form of a beast or hybrid form at will.

Society

Unless there is a full moon, the wolf lineage merges with all humans. They are humans themselves, with a secret they have to fight every day. They hold jobs, take trips, join teams and have families of their own ... but once the full moon shows its face, they will transform into their inner monster and unless they are chained with a silver chain they will have a feast of blood in your hands. Most werewolves flee civilized lands not long after becoming afflicted by the curse (the first transformation occurs at the age of 18) or discovered because they fear what will happen if they remain among their friends and family. In the wild, werewolves form packs that also include wolves and dire wolves.

Physical Description

The Fenrir Bloodline has a human form, a beast and a hybrid:

  • Their human form is their "true" form. In humanoid form, the cursed appear no different from humans.
  • Their bestial form is a perfect reflection of the bestial blood flowing through their veins, except for the unusual spark of intelligence in their eyes creating a fearsome predator.
  • Their hybrid form is very terrifying, they have a muscular and hairy humanoid body topped by a ferocious wolf head. A werewolf can wield weapons in hybrid form, although it prefers to tear apart enemies with its powerful claws and bite, they can understand speech and speak, but it is more throaty and slower.

Names

The Cursed names are usually based on human names and may vary depending on the region.

Physical characteristics

The werewolf looks like an ordinary human being most of the time, except for some characteristics that depend on the lifestyle he leads. However, every relevant feature is to be referred to its wolf form (if as a human it is blond, during the transformation its hair will be light, for example).
Once transformed, the werewolf will exhibit a bone and muscle variation, becoming quite similar to a wolf. However, homo lupus is distinguished from lupus comunis for some characteristics: The werewolf has a more robust tonnage than the common wolf, the weight increases with the growth of the muscles.
Morphological characteristics: The werewolf's snout will be slightly stockier than an ordinary wolf, with very pronounced and protruding fangs. The eyes will appear more protruding and characterized by an anatomical modification, the shiny carpet of the retina, which allows them to see in conditions of scarcity of light: this mutation will make the back of the eye "bright" in case a beam of light hits it . The tail will be slightly shorter, with ruffled fur. The legs, front and rear, will be larger than those of a common wolf, however the front ones will lose any characteristic of the hand (the werewolf is unable to grasp objects). The fur that will cover the body of the wolf man will be rather disheveled and messy, it will generally tend to maintain shades of the original color of the man's hair that was before the transformation.

N.B. If the werewolf in human form sports a beautiful dyed hair, the crinos will not take the color of that particular coloring but the natural color of the untransformed werewolf. A few locks of different colors are allowed to be played near the ears, but nothing more.

Structure of a pack of werewolves

There are three types of werewolves: Alpha, Beta and Omega.

Alpha

The Alpha is the leader of a pack of werewolves, a Beta or Omega can become an Alpha by killing another Alpha wolf, the Strength score increases by 1. Alphas eyes glow red; a Beta or Omega can also become an Alpha by simply defeating the current Alpha in a fight in which the latter surrenders and swears allegiance to the new Alpha, this event is very rare; ex Alpha will have orange eyes.

Beta

Is a standard werewolf found in a pack. Her eyes turn yellow if she has never intentionally killed someone or blue if, on the contrary, she has used her powers to take the life of an innocent.

Omega

An Omega is the "lone wolf", existing without a pack and without an Alpha. They have all the werewolf abilities mentioned above but are considered weaker than other types because they are not part of a group. Werewolves can become Omega by choice or be forced out of a pack by the Alpha or by certain circumstances; the term Omega can be used to refer to the member (s) of a lower level pack in this case the term "Omega of the pack" is used, this does not indicate a decline in the status of a royal werewolf, but is instead used as a insult. She has the same eyes as a Beta.

Fenrir Bloodline Traits

Increased Strength, Stamina, and keen senses seems like a blessing; but beware the moon or you will lose control ...

Ability Score Increase

Your Strength score increases by 1, your Constitution score increases by 1 and your Dexterity score increases by 2.

Age

The Cursed mature the same as humans, but because of their regenerative ability, they tend to live twice as long as.

Alignment

The Cursed alignment can be either good or evil, or anything in between. Some choose to embrace the beast inside and succumb to the bloodlust, while others choose to fight their primal beast and control who they are.

Size

In their natural humanoid forms, The Cursed have the same height range as humans. Your size is Medium.

Speed

Your base walking speed of 35 and climb speed of 30 feet. However, in your hybrid or beast form, your walking and climb speed is increased to 40 feet. Typically, a creature's swimming or climbing speed is half its walking speed.

Transformation

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

The transformation starts from the stage of the Homid form is practically indistinguishable from that of a normal human being, it passes to that of the Glabro form (like a sort of Lupine Mr. Hyde) a form of passage during the transformation thus arriving at the Crinos forms a hybrid between human and wolf, finally there are the two forms that resemble a real wolf; the first is Hispo, a return to prehistoric times, when the cruel wolves were the size of a pony, is a form designed to hunt and to kill; the second is the Lupus form is the true "wolf" form usually used to stealth and hide as a simple wolf.

Hybrid form (Crinos):

  • You retain your humanoid character statistics and you can wield weapons as normal.
  • You can choose to have the equipment you are wearing to either merge into your form or be dropped to the ground. 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.
  • You may use your Bonus Action to make an additional Bite attack on an enemy target you are attacking.

Beast form (Hispo)

 

 

Full Beast form (Lupus):

  • You retain your humanoid character statistics but you are only allowed to use your unarmed/Natural strikes.
  • 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 may use your Bonus Action to make an additional Claw attack on an enemy target you are attacking.

Cursed Skills

You gain proficiency in Athletics and Perception skills.

Keen Senses and Dark-Vision

You have advantage on Wisdom (Perception) checks that rely on smell. You also have Darkvision, allowing 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 cannot discern different colours and can only see in shades of grey and red (All Forms).

Tracking

You can detect opponents within 15 feet by sense of smell. If the opponent is upwind, the range increases to 40 feet; if downwind, it drops to 5 feet. Strong scents can be detected at twice the ranges noted above. Overpowering scents can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. (All Forms).

Silver Weakness (No Metal Armor)

You are vulnerable to silvered weapons in all forms. Unwilling to take any chances, The Cursed Bloodline shy away from any type of metal armor in the fear of silver being one of the materials used.

But you are resistant to being poisoned and immune to Disease as well as Bludgeoning, Piercing, and Slashing from Nonmagical Weapons (Wolf and Hybrid Form Only).

Regeneration

You take half damage from any attacks that aren't silvered and/or magical. 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 you have at least 1 hit point.

In particular:

1) Scratches:
- Shallow = 1 day of healing
- Deep = 2 days of healing
- With Silver = 5 days of healing

2) Bruises
- Not very noticeable = 1 day of healing
- Most noticeable = 2 days of healing
- Ecchymosis, that is bruises of some importance = 3 days of healing

3) Burns
- With Dittamo = 2 days of healing
- Without Dittamo = 6 days of healing (if the wound is very serious, the scar could remain)

4) Major wounds (From knife, From bite, From close diffindo, From arrow, From anything else of this kind)
- No Silver = 1/2 weeks of healing depending on the severity and depth of the wound (healing potions help to withstand the pain but the healing time does not change)
- With Silver = 3/5 weeks of healing depending on the severity and depth of the wound (healing potions can little or nothing to help)

N.B. If in addition to a serious wound (with or without silver) the character also has other wounds, the healing time will be longer

5) Fractures
They must necessarily be treated promptly. Regeneration could weld the bones in an abnormal way, so the help of a Medmage is mandatory ... Once cured, the recovery will be equal to that of Ecchymosis, ie 3 days of healing.

N.B. The wounds caused by the Silver are to be considered infected. What does it mean? That pus will come out of the wounds, they will be redder than normal, in summary they will be much more evident and painful.

Bloodlust

While you can control your form most days, on the night of the full moon, the beast within you swells. At the start of the night of a full moon, you must make a DC15 Wisdom saving throw or you will transform into a frenzied version of your hybrid form. During this time, the DM has control over what your character does; however every hour you may reroll your saving throw to take back control. Once you make the saving throw, you retain control for the rest of the night.

Languages

You can speak, read, and write Common and one languages of your choice.

Wolf Empathy

You can communicate with wolves and dire wolves. (All forms)

Claw and bite

Bite (Wolf or Hybrid Form Only). Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Claw (Wolf or Hybrid Form Only). Your Claw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.

Attack damage increase when you reach 5th, 11th, and 18th level.

Naturally Stealthy

You gain proficiency in Stealth and can take the Disengage or Hide action as a bonus action on each of your turns. You have tough, fur-covered skin. When you aren’t wearing armor, your AC is 11 + your Dexterity modifier.

Fenrir Bloodline Traits

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