Homebrew Werwolf Species Details

As the Full Moon rises high into the night sky it illuminates the fields, forests, and creeks of the countryside. For some, it means a time of rest, but for you, it means a fight, whether it's against your own demons, or anything foolish enough to cross your path during your "time of the month". For you, it means a long night, for you are a werewolf.

You either chose or have been cursed with this burden, but it can make you a favor. When your enemies are too great in strength and number you can turn into a beast that can turn the situation to better, but also to worse.

Werwolf Traits

Feral power and keen senses are all that matters when hunting.

Shapeshifting

You shift into a werewolf every fullmoon unwillingly and go on a rampage, perhaps you seek blood, maybe just enterteinment for your feral senses, like hunting.

If you are in a stressfull or dangerous situation, like a critical fail in important moment, or one of your comrades is dying, you might shift unwillingly. In such situation, roll for a rampage.

You may also spend an action to shift into a werewolf or a regular wolf outside of a fullmoon willingly.

If you try to shift willingly, roll a d20 for a rampage roll, on a roll of 5 or lower, you go on a rampage.

If you keep control, you can't speak regular language, but you can howl and growl to communicate with other werewolves, wolves or dogs.

You can stay in that state number of hours equal to your level.

When that state ends naturally, you are left with HP equal to your Proficency Bonus x Your Level and suffer a point of exhaustion.

If you are reduced to 0 HP under that state, you return to your regular form, get stunned for a turn with hp equal to your Proficency Bonus x Your CON Mod and suffer a point of exhaustion.

You cant use your equipment when in shifted form.

Natural Weapon

You can use your claws or bite as a natural weapon.

Damage dice for each level are:

Claws:  Level 1 = 2d4                            Bite:  Level 1 = d8

              Level 5 = 2d6                                      Level 5 = d12

              Level 10 = 2d8                                    Level 10 = 2d8

              Level 15 = 2d10                                  Level 15 = d20

Keen Senses

You have advantage on checks that rely on hearing or smell. You have a darkvision of 60 ft where you see everything in shades of black, white, gray and brown. You have a blindsight of 20 ft. and +5 to passive perception.

Werwolf Skin

Your AC is equal to 10 + DEX mod + CON mod and you are resitstant to slashing, piercing and bludgeoning damage from non magical attacks made with non silvered weapons.

Leap

If you didn't move this turn, you can spend your action to make a powerful leap up to your movement range, ignoring difficult terrain, opportunity attacks, and knock enemy of your size or smaller prone.

Wolfkin Power

Being a werewolf, you are proficency with Athletics, Acrobatics, Intimidation and Survival checks.

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