Homebrew Elemental Werewolf Species Details

"Are you ready?" Said the druid leader, and they all hold hands with the warlocks, a portal opens, and a demonic creature came out, and everybody started panicking, and the creature controlled the warlocks, and said: 'We will stop invading, if we curse you with the blood of a wolf.". 'Yes.." the druids sighed. The druids started deforming, and fur growing out of them.

They all moved to different areas, and thrived.

 

 

Elemental Werewolf Traits

Your evolutionary heritage manifests in a variety of traits you share with other werewolves.

Ability Score Increase

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

Age

Werewolves learn quickly. They get used to being a werewolf after a few hours, and attain the size of a large wolf, and can get to the size of a huge wolf. They live to be around 450.

Size

Werewolves are taller and heavier than humans, standing well over 6 feet tall and averaging almost 300 pounds. Your size is large, and can grow to huge.

Speed

Your base walking speed is 30 feet.

Wolfish Evolution

You can choose what world you were from, and your damage type. Choose one type of wolf from the wolfish evolution table. Your melee weapon elemental improvements and damage resistance are determined by the wolf type, as shown in the table.

Wolfish Evolution
Wolf Damage Type Melee Weapon inprovement
Black Acid 1d6 Extra Melee Damage (Dex. save)
Blue Lightning 1d6 Extra Melee Damage (Dex. save)
Brass Fire 1d6 Extra Melee Damage (Dex. save)
Bronze Lightning 1d4 Extra Melee Damage 15 ft. Sphere At Self (Dex. save)
Copper Acid 1d4 Extra Melee Damage 15 ft. Sphere At Self (Dex. save)
Gold Fire 2d4 Extra Ranged Damage 5 ft. by 10 ft. line (Dex. save)
Green Poison 2d4 Extra Ranged Damage 5 ft. by 10 ft. line (Con. save)
Red Fire 2d4 Extra Ranged Damage 5 ft. by 10 ft. line (Dex. save)
Silver Cold 2d4 Extra Ranged Damage 5 ft. by 10 ft. line (Con. save)
White Cold 2d4 Extra Ranged Damage 5 ft. by 10 ft. line (Con. save)

Breath Weapon

You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.

Damage Resistance

You have resistance to the damage type associated with your draconic ancestry.

Languages

You can speak, read, and write Common and Primordial.

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