Homebrew Werewolf Species Details
When playing as a werewolf there are multiple routes you can take to achieve true mastery, the first being you can choose to be a lycanthrope (a werewolf that can change between forms at will), or you can be an Animagus (a werewolf that can only transform when in the gaze of the moon). The werewolf has several racial traits and abilities it can play with as well as 2 different subraces, the basic humanoid turned into a werewolf, or thanks to my many years of playing Magic the Gathering a corrupted version called a werewolf horror. Most of the time while playing as a werewolf you will be more aligned towards the evil side, but you will still have the mentality gifted to your person from the God or Gods of the realm.
Werewolf Traits
Werewolves have one very distinct ability and that is their ability to transform from human form to werewolf form whether at will or by moonlight.Daybound/ Nightbound
If you choose to be a Lycanthrope your ability to change is based on your will, out of combat it takes 5 minutes to achieve a full transformation, in combat you need 2 rounds without having your concentration broke. If you choose to be the Animagus you have no control over when to transform, out of combat it will take 5 minutes to fully transform, however in combat this is where it varies a bit there is no concentration required the transformation is so agonizing that it skips your next most turn to complete the transformation (kind of like being stunned). The werewolf horror subrace transformation is extremely different from either of the other 2 you are constantly in your werewolf form all semblance of humanity is gone. The important thing is that you get a 1 time transformation once you use it there is no going back (see details for werewolf horror).
Darkvision
While in your werewolf form you have 80 feet of sight in darkness and the like.
Deadly Silver
You are a werewolf you take extra damage from any silver sources to the tune of 1d4. At level 8 that damage increase goes up to 2d6, and at level 15 it goes to 3d8 extra damage.
Languages
You can speak, read, and write common while in your humanoid form. While in your werewolf form you can only speak and read fey.
Terrifying Visage
Creatures that are smaller than you and creatures that are not used to seeing your kind in their region have disadvantage on saving throws you subject them to and if they fail a DEX or STR save they become terrified of you for 1d4 rounds and will use their movement every turn to stay away from you as best as they can.
Werewolf Horror
The werewolf horror sub-race while it sounds cool to some may seem strange to others. This sub-race has no semblance of humanity left you are always in your werewolf form, however the thing that sets this apart from the lycanthrope and the Animagus is you can only transform 1 time. Once you do so your werewolf form becomes distorted with evil sorcery turning you into a mindless beast that may be helpful to your party or be a hinderance. The werewolf horror sub-race gets 4 distinct abilities that the Lycanthrope and the Animagus do not get making them a more formidable opponent both before their transformation and even more so afterwards.
Fibrous Entangler
The Fibrous Entanglers allow you to make a Grapple attack on an enemy within 10 feet forcing them to make a strength saving throw on a failed save they are grappled for 1d4 rounds and must use their action to make a strength save to try and break free they have disadvantage on the subsequent saves. You can only grapple one enemy at a time, and each round they fail to break free they take 1d4 bludgeoning damage.
Erupting Dreadwolf
Your horror form gains a Firey attunement causing all unarmed melee attack and grapple damage to gain an extra 1d4 fire damage, at level 8 increase the fire damage to 2d6, and at level 15 increase the fire damage to 3d8.
Agonizing Conduit
With this addition to the horror form if you take damage from any magical source be it a magic weapon or a spell your body can channel the damage you took and reflect it back as a REACTION on the next enemy that would hit you with a melee attack. Your allies can use this to their advantage to give you a kind of REVENGE COUNTER so to speak, however if you are knocked out before you can release the built-up energy the energy you channeled is released and hits random targets with magic missiles that deal 1d4 lightning damage.
Power of a Drone
You can use a bonus action to empower yourself or 1 ally within 15 feet of you and in line of sight granting the target +1 to their attack rolls and +1 to the damage rolls for 1 minute. If you target a humanoid ally with this ability, they are struck with a parasite that deals 1d4 necrotic damage and inflicts the lycanthrope sickness on them. It can be healed but at great cost being 10% of their max health, if they choose not to have it healed, they can then gain the bonuses of either a Lycanthrope, Animagus, or if they so desire, they can take the path you followed and obey the will of Emrakul in becoming one of her drones.
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Posted Mar 25, 2022I really enjoyed making this I hope it brings players a lot of enjoyment playing this race and its variant, there is more I plan on making over time but feel free to check out my other homebrew content as well.