Homebrew Worgen Species Details

If Tieflings are a rarity, Worgen are nearly unheard of. They’re so rare that some people don’t even believe they exist. In reality, Worgen are the result of illegal magical and alchemical experimentation on Werewolves.

In the distant past, a powerful sorcerer’s daughter was bitten by a werewolf. The sorcerer, in an effort to save his daughter from the Lycan Curse, performed many illegal experiments involving ancient magic and alchemical potions. While he was successful in freeing her mind from the Curse, his experiments forced her body to become a permanent hybrid of human and werewolf. In fear and shame, she fled into the forest with the few other werewolves that her father had freed. They found a spot deep inside the forest where few people ever went and started their own small village in the wild, taking the name Worgen.

In the centuries since, Worgen have become more numerous, but no easier to find. They tend to keep to themselves, and are so rarely seen by the general populace that some people don’t believe they exist at all. When a Worgen does venture away from their home, they are often met with distrust and sometimes open hostility, for fear of the ancient Curse that still flows in their veins. Most people don’t realize that the magic which freed their minds also prevents them from transmitting the Curse to anyone other than their own offspring.

Worgen can speak in their hybrid form, though it is rough, guttural speech and can be grating on races that typically have more elegant languages, such as Elves.

Modern Worgen have learned how to focus their will and transform into their ancient ancestors human form for a short time. However, even in human form, Worgen still show signs of their bestial heritage. Often retaining subtle markings around their eyes, or pointed teeth. Some Worgen rarely, if ever, use their Human form, preferring instead to be honest and show their true nature. Others, however, fear the backlash that might occur if they were seen in their true hybrid form.

Most Worgen tend towards the martial, and many of them follow the path of the Barbarian, Fighter, and Rogue. However, their magical heritage does draw some Worgen to the sorcerous and druidic arts as well. Worgen Warlocks are uncommon, but not unheard of, and the Paladin Orders have never yet seen a Worgen among them.

The personality of the Worgen is as varied as that of their human ancestors. Many can be brutish bullies or cunning tricksters, but still others are kind and gracious. Like Half-Orcs, Worgen who wish to fit in to society will find creative ways to do so. Some try to intimidate their way through life, while others wish to show people that Worgen can be gentle.

When a young Worgen comes of age (about age 19-20), the pack requires them to go through a Rite of Passage. These Rites can be virtually anything, though they usually involve something that requires the Worgen to put both his body and mind to the test. Though few, some Worgen enjoy the Rite so much that they seek additional Adventures, and may join an adventuring party. Work with your DM to create a suitable Rite of Passage for your character. Alternatively, your first adventure can function as your Rite of Passage, so long as you return to your pack for at least 5 days after it is over.

Worgen Traits

Your Worgen character has those racial traits:

Ability Score Improvement:

+1 Str OR +1 Dex

Age:

Worgen cubs mature at about the same rate as humans, reaching adulthood around age 20. However, because of the magical origin of the Worgen, they age more slowly, and can live around 200 years.

Alignment:

Given their wild nature, Worgen are generally chaotic. However, unlike their werewolf brethren, Worgen have no innate tendency towards evil.

Size:

Worgen are Medium. Male Worgen are often over 6 feet tall, and bulky, weighing between 240-270 pounds. Female Worgen are somewhat smaller, being just under 6 feet tall, and between 180-210 pounds.

Speed:

Your base walking speed is 30 feet

Two Forms:

Each day, for a number of hours equal to half your total levels, you can assume the form of a human. These hours need not be consecutive. Entering combat (i.e. rolling initiative) immediately reverts you back to your Worgen form with no penalty.

Darkvision:

Accustomed to dark forests, you have superior vision in dark and dim conditions. 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.

Fear of Silver:

Silvered weapons deal 1d10 extra damage when they hit you.

Rapid Regeneration:

When you roll a hit die during a short rest, you may roll twice and use either result.

Unnatural Fortitude:

When you take damage that would not reduce you to zero or fewer Hit Points, and you are conscious, you may use your reaction to immediately heal for half the damage received, rounded down. You may not use this feature if the damage was dealt by a silvered weapon or has the radiant keyword. Once you use this feature you may not use it again until you have had a long rest.

Bestial Fury:

Worgen in their natural (hybrid) form can attack with their claws and mouth as if armed. You are proficient with these attacks. The claw attack deals 1d4 slashing damage, and the Bite attack deals 1d6 piercing damage. Claw attacks cannot be used while holding a weapon or shield.

Immunity:

Worgen are immune to the curse of all Were-Creatures. Also, Worgen cannot transmit the Lycanthropy Curse to anyone except their own offspring.

Languages:

You know Common.

Ghostfang:

Your progenitors were accomplished pack hunters who harried their prey for hours upon end. Even now, you sometimes awaken at night in a cold sweat, but burning with the urge to set out and simply run until you drop.

Ability Score Improvement:

+1 STR OR +1 DEX, +1 WIS

Wild Cunning:

Gain proficiency in the Perception skill

This is Nothing:

When you would suffer a level of exhaustion you may choose not to. Once you use this ability you may not use it again until you have had a long rest, food & drink, and have no levels of exhaustion.

Redfang:

Your progenitors were some of the most vicious, brutal alphas in your packs history. In your cursed blood still flows the incessant need to prove yourself in combat.

Ability Score Improvement:

+1 STR OR +1 DEX, +1 CHA

Alpha Prowess:

Gain proficiency in the Intimidation skill.

Old Dog:

You may choose to gain advantage on any Grapple or Shove roll, either when attacking or defending. Once you use this feature, you can't use it again against the same target until you've had a long rest.

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