Werewolf race 5e

Werewolf race 5e DEFAULT

A sprinkle of Homebrew! — DnD Monstrous Race: The Werewolf

DnD Monstrous Race: The Werewolf

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(Art by chrisscalf)

Lineage or Curse?- There are two types of werewolves the natural werewolves or the werewolves who are made by the curse of lycanthropy. While physically there is almost no major factors that physically differ between the two, natural werewolves tend to make better use of their werewolf form than a cursed werewolf.

With werewolves there are two widely held beliefs. Some reckon that the first werewolves were cursed by the moon Goddess for acts of heresy. Another widely held belief is that the first werewolves were actually gifted by the goddess Selune for being devout worshipers. However with the Moonborn subrace only the second belief is considered for that subrace due to their natural connection to nature and the divine.

Werewolf Names- Werewolves take names from a variety of differing races and cultures. Cursed werewolves sometimes take on new names when they try to hide themselves away from their past life. Technically any name can suit a werewolf but a natural werewolf may take names from the night sky such as Mercury, Venus, Sol, Luna or constellation names such as Virgo or Gemini.

Racial Traits
Ability Score Increase- You have your Constitution increased by 2.

Age- Natural werewolves are considered adults at 20 and can live up to 150 to 200 years. Cursed werewolves still live up to their natural lifespan.

Alignment- Werewolves tend to take their alignments due to extremes and may prefer a more chaotic alignment. However any type of alignment may suit a werewolf but due to how some other races react to werewolves, some may take on an evil alignment.

Size- Cursed werewolves retain their size from before they were cursed but natural werewolves tend to range between 5-6ft tall. In their werewolf form, a werewolf becomes either 7-8ft tall. Your size is medium.

Languages- Cursed werewolves retain their natural languages. Natural werewolves know Common and Sylvan.

Form of the Full Moon- You transform into your werewolf form. While in this form you gain temporary hit points equal to your level plus your constitution modifier (minimum of one). Additionally you gain a claw and bite attack. If you use your claw attack you may use your bite attack as a bonus action. This form lasts for 1d4 hours.

Claw attack- 2d6 slashing damage (strength or dexterity modifier for attack/damage rolls)
Bite attack- 1d6 piercing damage (strength or dexterity modifier for attack/damage rolls)
You regain use of this feature after a long rest, at 6th level this damage is considered magical, at 10th level you gain two uses per long rest.

Darkvision- 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.

Curse of Silver- If you are attacked by silver weapons you are considered vulnerable to that damage.

Dual Nature- You are considered humanoid and beast for all effects that apply to either group.

Subraces- You may select one of the following subraces, Lycan, Nightstalker or Moonborn.

Lycan Subrace-
Ability Score Increase- Your Strength increases by 1.

Pack Tactics- You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.

Primal Howl- While in your werewolf form as an action you may use a frightening howl to attempt to frighten all creatures within 60ft of you. These creatures must make a wisdom saving throw against the dc of your proficiency modifier + your constitution modifier + 8.

Nightstalker Subrace
Ability Score Increase- Your Dexterity increases by 1.

Lone Wolf- If there are no friendly creatures near 15ft of you, you double your dexterity modifier to initiative rolls.

Aimed Strike- If you score a critical hit on either a weapon attack or with your claw or bite attacks, add a number of d6 equal to your half of your dexterity modifier rounded up to the damage (minimum of 1d6).

Moonborn Subrace-
Ability Score Increase-
Your wisdom increases by 1.

Wise Form- You may instead use your wisdom modifier for attack and damage rolls for your bite and claw attack/damage rolls.

Innate Spellcasting- At 1st level you know the Druidcraft cantrip. At 3rdd level you know the Beast Bond spell. At 5th level you know the Moonbeam spell. 

Blessed not Cursed- You are no longer considered a monstrous race by other races.

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DnD Cleric Homebrew: Intimacy Domain

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In a world of gods and dragons, sometimes just a kiss is power. They say the right kiss can tame the mightiest of warlords or the most fickle of tricksters. That it can cause bliss greater than any other and pain worse than that of the nine hells. Many deities claim to hold power over such a thing but they all too often fall to it’s whims as well. Clerics of this domain are frequent and many, often the ones who unite hopeful couples in the union of marriage. It does not matter to them who loves who or how long the love may last. Merely that it is a willing love that the participants wish to tend to.

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Lover’s Whispers
At 1st level you may add your Wisdom modifier to all Charisma checks. In addition you gain proficiency with your choice of Deception, Persuasion or Performance.

Channel Divinity: Soulmate’s Kiss
At 2nd level, you may imbue divine magic into the universal sign of affection, a kiss. 

If you cast a spell with a range of Touch on a creature via a kiss,  you may use your Channel Divinity as a reaction to treat the spell as one level higher. This cannot exceed the maximum spell level that you can cast at.

Additionally you can use this feature to kiss a weapon and imbue it with your blessing as a reaction. The weapon gains an additional +1 to attack and damage rolls for one hour. 

Fickle Heart
At 6th level, you may grant a boon to allies but your heart is fickle and others may have to compete for your affection. As a bonus action you may activate your boon. Friendly creatures that have recently dealt the most damage in the last turn gain your Wisdom modifier to future damage rolls. If a friendly creature restores your hitpoints, you may use a reaction to grant your boon to them until the end of their next turn. After which it returns to the normal priority.

You may use this feature equal to your Wisdom modifier (minimum of 1). You regain all uses of this feature after a long rest.

Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Spurn Fate
At 17th level you learn that love, can change even fate itself. With a kiss you can cast Resurrection without any material components. 

You regain use of this feature after 1d4 days.

DND Homebrew: College of Discord

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It’s common for bards to seek harmonies, the hunt for these harmonies is desired by no college more than the College of Discord. While others may seek to bring peace and order, bards of this college delicately pluck at these fine strings until they reach the breaking point. The universe and even art itself is chaotic in nature and there’s nothing more these bards want than to listen to the incomparable melodies formed when discord and chaos reigns.

Master of Lies:
When you choose this college at 3rd level you gain proficiency with Deception. At 6th level you add double your proficiency bonus with all Deception checks.

Strings of Strife:
At 3rd level you turn those you charmed against their allies. When you have successfully charmed a creature you may use your bonus action to take control of the creature’s actions and movement. You cannot control the creature to do anything that would cause them harm.

Student of Chaos:
At 6th level you can bring strife and discord to anyone. Your spells ignore any resistances or immunities to the charmed condition. Additionally your spells thrive when in the middle of conflict, creatures don’t gain advantage against your spells that impose the charmed condition if an allied creature has recently attacked them.

To the Fairest:
At 14th level when you target a creature with a charm effect you may choose two additional creatures within 60ft of the original. Each makes their saving throws separately. If more than one of the targeted creatures becomes charmed you may only use Strings of Strife to cause the creatures to strike at each other. You regain use of this feature after a long rest.

DnD Homebrew: School of Fauna

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Many wizards and spellcasters come to rely and trust their familiars. Trusted magical animals that are crucial for their day to day life. The School of Fauna emphasises and improves on the abilities of a wizard’s familiar. From simple companions or scouts to ferocious beasts that can defend their masters and devastate those who try to hurt them. This school lives by one rule, a familiar is a wizard’s best friend.

Zoology:
At 2nd level beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

You are able to properly communicate with your familiar as if it was an intelligent creature. Additionally you may use your Intelligence modifier when speaking to animals or making animal handling checks.

From Familiar to Beast:
At 2nd level you add the Find Familiar spell to your spellbook and always have it prepared. Additionally at 3rd level you also add the Summon Beast spell to your spellbook and always have it prepared, this spell is considered to be a Wizard spell.

While your familiar is active you may use your bonus action to transform your familiar into a bestial form. This bestial form acts the same as casting Summon Beast equal to your highest spell slot level or 2nd level whichever is higher. If your familiar is reduced to 0 hitpoints while in this form it is dismissed. 

You may use this feature twice and regain every use after a short or long rest. At 10th level you may use this feature up to three times.

Partnered Magic:
At 6th level whenever you or your familiar benefits from the effect of a spell the other gains the same effects.

Expanded Familiars:
At 10th level the available familiars you can summon become expanded. When you cast Find Familiar you can summon a Sprite, Musteval or Imp. When you use From Familiar to Beast the forms instead act as Summon Fey/Summon Celestial/Summon Fiend depending on the familiar

You also add the Summon Fey and Summon Celestial spells to your spellbook and always have them prepared. At 11th level you also add the Summon Fiend spell to your spellbook and always have it prepared. These spells are considered to be Wizard spells.

Twin Fauna:
At 14th level you summon two familiars when you cast Find Familiar. Additionally when you use From Familiar to Beast you transform both familiars instead of just one. 

DND Warlock Patron: The Hag

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A hag knows her share of secret knowledge and if one is so lucky one of these hags might be tempted to share what she knows with them. Although a rare warlock patron most often warlocks of these types are the daughters of hags. Spending time with a sliver of their mother’s power before the time comes for them to transform into another of their mother’s kind. Those who aren’t the daughters of hags should be wary, this kind of patron is not afraid to demand cruel or obscene acts from their warlock.

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Dark Bargain:
At 1st level you invoke a small portion of a hag’s power by making a bargain with another creature. You issue the creature a demand which can be no longer than one sentence. The creature gains advantage on all rolls that aid them in completing the demand while gaining disadvantage on all rolls that directly oppose this demand. A creature can choose to freely accept this bargain. If the creature is unwilling it must make a Charisma saving throw against your warlock spell save DC, on a success it can ignore the demand. 

You regain use of this feature after a short or long rest.

Hag’s Cauldron:
Starting at 6th level you learn how to brew certain spells into a more malleable form with the aid of a cauldron. After a long rest you can brew up to three potions. You can imbue these potions with any 1st or 2nd level spell. Either you or an ally can use these potions as a bonus action which causes the imbued spell to be cast. Spells cast in this manner are casted at their base level. Any spell casted in this way uses your spell attack bonus and your warlock spell save DC. 

Fearsome Retribution:
At 10th level your hag teacher shows you how to fear nothing and turn that fear onto others. You become immune to the frightened condition. If a creature attempts to inflict the frightened condition onto you, you may use your reaction to strike fear back into their heart. The creature must make a Wisdom saving throw against your Warlock spell save DC or else become frightened for one minute. The creature also takes psychic damage equal to your charisma modifier (to a minimum of 1 damage).

The Witch’s Hut:
Starting at 14th level your patron teaches you to turn even your home into a weapon. As an action you summon a hut of your design around you and gain temporary hit points equal to half of your maximum. While inside the hut your size becomes Huge. Additionally on subsequent turns you may use your bonus action to cause the hut to hurl a fireball onto the ground below.

The fireball has a range of 60ft and all creatures within 15ft of the fireball must make a dexterity saving throw or else take 4d6 fire damage or half as much on a success. The hut lasts for one minute or until all of the temporary hit points are depleted. You regain use of this feature after a long rest.

Eldritch Invocations:

Subtle Curses-
Prerequisite: Eldritch Blast, The Hag Patron
When a creature is hit by the effects of Eldritch Blast you can inflict a Wisdom saving throw which causes the creature to suffer your choice of Blind, Silenced or Deafened condition on a failure.

Advanced Cauldron-
Prerequisite: 10th Level, The Hag Patron
You can also choose to imbue 3rd levels spells into your potions.

Fortified Walls-
Prerequisite: 17th Level, The Hag Patron
The Witch’s Hut now grants temporary hitpoints equal to your maximum.

Bard Homebrew College of Colour:

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Not all bards are musicians, in fact the beauty of art is the various forms that it can take in the world. The college of colour imbues their magic into the vast array of colours before them. With their endless supply of paints a bard of this college can transform a fireball into whatever they desire by injecting their desired colour into the spell.

Artist’s Palette:
When you join this college at 3rd level you gain Painter’s Supplies and proficiency with these tools if you do not already have proficiency. Additionally you can use these Painter’s Supplies as your spellcasting focus.

Elemental Rainbow:
Also at 3rd level you can imbue your magic with your palette’s paint. After a long rest you can select three colours to place onto your palette. Each of these colours correspond to a damage type and a list of spells. When you select a certain colour you gain access to the list of spells and they are considered Bard spells and do not count against your total of spells known. Additionally when you cast a spell with a damage type you can imbue it with one of your paint’s colours changing the spell’s damage type to match the damage type associated with the paint.

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Advanced Palette:
At 6th level your palette of colours improves granting you access to new colours to add to your palette for the day. Additionally your palette can hold up to five colours after a long rest.

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Work of Art:
At 14th level you learn to imbue so much magic into your art that it becomes nothing less than a masterpiece. When you cast a spell associated with a certain colour or have used a colour to change a spell’s damage type, you can choose to maximise that spell’s damage. After doing so you expend all of that colour rendering you unable to use the spells or damage type associated with that colour until after a long rest.

Wizard Homebrew: School of The Forbidden

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Not all knowledge is meant to be known. Some secrets are kept secret for a reason. Yet these boundaries are pushed by the wizards of this school. Their endless thirst for knowledge is often their downfall. Other schools disregard these wizards as nothing more than power hungry individuals who seek to master that which will never be subservient. Beware the whispers of power this school will whisper to you. Not even the greatest of mortals will avoid succumbing to their manipulation.

Otherworldly Knowledge:
Starting at 2nd level when you have devoted yourself to this school. You gain access to the warlock spell list which are considered to be wizard spells if selected. Additionally you are able to transcribe these spells into your spellbook at half the cost.

Flesh of The Tome:
Starting at 2nd level your spellbook has become bound by a strange and eccentric material. These materials relate to whatever force has decided to grant you access to it’s otherworldly knowledge. Depending on the spellbook’s material you gain access to an additional cantrip which does not count against the total prepared and is always considered a wizard cantrip.

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Bloody Secrets:
Starting at 6th level your spellbook has acquired a taste for mortal blood which you can use to regain remnants of power. As a bonus action you can choose to take a number of d6 in damage equal to a spell slot level. By taking this damage you regain a spell slot of that level. This damage cannot be reduced by any means.

Corrupted Influence:
Starting at 10th level you learn Crown of Madness which does not count against your total of spells prepared. Depending on the Flesh of The Tome, certain creatures have a disadvantage against this spell regardless of any resistances or immunities to the charmed condition.

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Warped Mind:
Starting at 14th level your tome’s knowledge has warped your mind after prolonged exposure to such knowledge. You gain immunity to the charmed and frightened condition. Additionally once per long rest you may use the Bloody Secrets feature to regain a spell slot of 5th level or lower without inflicting damage to yourself.

If it needs to be said than I shall say that if you plan to play any of my homebrews you are completely free to modify it to suit your table’s requirements. Obviously I understand that not everything here will be perfectly balanced. I don’t have the means to be able to test out these homebrews.

They’re a creative outlet to let me try to bring new playstyles to certain classes.

Cleric Homebrew: Occult Domain

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That which is considered Occult is ultimately seen as not much more than a perversion of the Arcane. Once respected magic turned sinister and dark by forces too much for the likes of mortals or gods to manipulate to their whims. Yet the Occult has existed as long as the Arcane. Few clerics worship deities of this domain often hiding in the shadows of society but those who do are blessed. 

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Occult Knowledge:
When you choose this domain at 1st level you gain two cantrips which are considered cleric cantrips and do not count against your cantrips prepared. One cantrip must be from the wizard spell list while the other must be from the druid spell list.

Book of Rites:
At 1st level you are gifted a book of rituals from your deity. This book contains two 1st level rituals of your choice from any spell list. Each time you gain a level in this class you may freely add a new ritual to your book of rites of a spell level that you can cast regardless of spell list.

You can also transcribe any rituals you come across in scrolls or spellbooks into your book of rites. The process to do this takes 50 gold and 2 hours per spell level of the ritual. If your book of rites is destroyed you may partake in an hour long ritual to replace it with an exact copy.

Channel Divinity: Channeled Wrath-
Starting at 2nd level you can use your channel divinity feature to punish those who would disrupt your sacred rituals.

As a reaction to when a creature makes a successful attack roll while you are maintaining concentration on a spell you can add a bonus to your roll maintaining concentration equal to your wisdom modifier (minimum of +1). Additionally the creature takes d6 psychic damage equal to half your cleric level rounded down (minimum of 1d6). 

You may also activate this channel divinity while casting a spell with the ritual tag.

Arcane Perversion:
Starting at 6th level when you successfully cast Dispel Magic to end the effects of a spell you regain a spell slot equal to the dispelled spell’s level. If you are unable to cast a spell of the same level as the dispelled spell than you regain a spell slot of your highest spell level.

Potent Spellcasting:
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Last Rites:
At 17th level when a creature within 30ft has been reduced to 0 hitpoints you may use your reaction to conduct a sacred ritual. By infusing life essence into your ritual your deity grants you access to one spell of your choice regardless of spell list. If the spell requires concentration you may maintain concentration on another spell while concentrating on this spell.

Your deity only grants you access to one spell at a time and if you use this feature to access another spell your are unable to cast the original spell until you use this feature to remember it. These spells are considered to be cleric spells.

Druid Homebrew: Circle of The Garden

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Not all druids work with great forces of nature. Some work with the smaller and more delicate side of nature. Ensuring it’s survival in the increasingly more man made world. A garden seems like a simple and romantic concept. To keep a small taste of nature for yourself and none respect that privilege quite like these druids. 

Garden’s Gifts:
At 2nd level your garden gifts you with two cantrips allowing you to bring your garden to the world around you. One cantrips lets you bring life to your flowers while another let’s your flowers keep you sustained no matter what.

Domestic Growth
Circle of The Garden Cantrip
Casting Time: 1 Bonus Action
Range: 60ft
Components: V, S
Duration: up to 1 minute

As a bonus action you cause a small flower to bloom in an area of your choice as long as it is within range. At the end of your turn and each subsequent turn. Your flowers aim an attack at a creature of your choice within 60ft using your spell attack modifier for it’s attack roll. Each Flower has a total of hitpoints equal to your druid level x 5. You can have a maximum of 6 flowers active at a time.

Due to the sheer diversity of flowers your garden can host, each terrain has a unique type of flower associated with it. Each flower has a Nourishing damage type and a Vulnerability. Nourishing damage type heals the flower for half of the damage that they would have normally taken.

You can attempt to summon any flower in a different terrain to it’s normal terrain. If the terrain type is the same as the flower’s vulnerability then you are unable to create the flower. If the terrain type is the same as it’s nourishing then the flower is able to sustain itself and become permanent. A permanent flower does not count towards your maximum amount and reactivates if it is within the 60ft spell range.

*Swamp Flower’s damage type and vulnerability is chosen at the flower’s creation.

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Flower’s Sustenance
Circle of The Garden Cantrip
Casting Time: 1  Action
Range: 60ft
Components: V, S
Duration: Instantaneous 

You may select one active flower within range and consume it which causes the flower to disappear. The consumed flower restores 1d4 + your Wisdom modifier of hitpoints to you. 

The healing you regain is increased by 1d4 when you reach 5th level (2d4), 11th level (3d4), 17th level (4d4).

Adaptable Soil:
At 6th level when you cast Domestic Growth you may choose to cause the soil to adapt to the flower you are about to create. Within 30ft of the flower, the terrain is considered to be the same as the nourishing terrain for the flower. After one minute the soil reverts back to it’s natural state. Once the soil has reverted to it’s natural state you regain use of this feature but cannot target that area of soil for 24 hours.

Verdant Bloom:
At 10th level all of your flowers bloom with exceptional growth increasing their damage die by one. All flowers deal 2d6 except Corpse and Sacred flowers which deal 2d8 damage. 

Seed of Potential:
At 14th level after a long rest you can prepare a total of seeds equal to half of your druid level (rounded down). These seeds contain dormant magic which allows them to more easily bloom into flowers. 

When you use Domestic Growth you may instead use a number of your Seed of Potential which allow for multiple flowers to bloom with one casting of Domestic Growth. You cannot use this feature to exceed your maximum amount of flowers listed in Domestic Growth’s description. 

DnD Warlock Cantrip: Eldritch Chains

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Artwork by- stickerb

Enchantment Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute  

Special Requisite: Eldritch Chains can only be taken by a 1st Level Warlocks and it’s effects change due to which Patron has granted them their magic. Eldritch Chains is always known and does not count against the maximum number of cantrips known.

You fling forth eldritch chains from the core of your being and attempt to bind another creature with these chains. An unwilling creature must make a Dexterity saving throw, on a failure the creature is bound to the effects determined by your patron. These effects last for one minute or until either you or the targeted creature are reduced to 0 hitpoints.

By taking the Eldritch Spear invocation the range increases to 120 feet. 

The Archfey Patron: The eldritch chains mystify and manipulate whoever is attached to them. After the chains have pierced the creature’s very being they immediately become invisible. While chained to you, the creature becomes charmed. 

At 5th level the creature is instead considered to be under a Suggestion spell. At 11th level this the creature is instead considered to be under a Dominate spell. At 17th level you may force the creature to make a Wisdom saving throw, on a fail the chains instead last for 1 hour. However on a success the chains break ending all effects.

The Celestial Patron: The chains you inflict onto others are not one to be feared but instead help bolster you and your allies. By firing an eldritch chain onto an ally healing is shared between you. If you or the affected allied creature regains hitpoints the other regains half as many hitpoints (rounded down).

 At 5th level this applies to temporary hitpoints. At 11th level you and your ally are considered to be under the effects of the Bless spell. At 17th level you are able to target two additional allied creatures but when you regain hitpoints you can only choose one allied creature under the effects of these chains to regain half of those hitpoints.

The Fiend Patron: These chains in particular burn the very soul of whoever is afflicted with them. Upon failing their Dexterity saving throw, the targeted creature takes 1d6 Fire damage. This fire damage bypasses resistances and immunities. Additionally while concentrating on this spell you can use your action to apply the 1d6 fire damage again. When the targeted creature is reduced to 0 hitpoints you activate Dark One’s Blessing regardless of who reduced the creature to 0 hitpoints.

At 5th level the damage is increased to 2d6 on initial and subsequent turns. At 11th level the damage is increased to 3d6. At 17th level the damage is increased to 4d6 and the targeted creature is considered to have fire vulnerability.

The Great Old One Patron: These chains pierce the very mind of their victims causing them to be forced to observe the unfathomable before them. While inflicted with these chains the creature gains disadvantage on all Wisdom saving throws. Additionally if the creature attempts to make a hostile action you can use your reaction to deal 1d6 Psychic damage. The creature must then make a flat DC check of 5, on a fail the creature loses that action.

At 5th level the damage increases to 2d6. At 11th level the damage increases to 3d6. At 17th level the damage increases to 4d6.

The Undying Patron: Chains that smell like rot and the deep earth of graves starts to consume the afflicted creature. Once the creature fails it’s Dexterity saving throw it takes 1d4 Necrotic damage and you regain 1d4 hitpoints. On subsequent turns while concentrating on this spell you can use your bonus action to inflict the damage again. Each subsequent time you damage the creature you also regain the hitpoints.

At 5th level the damage and healing increases to 2d4. At 11th level the damage and healing increases to 3d4. At 17th level the damage and healing increases to 4d4.

Sours: https://the-local-siren.tumblr.com/post/174599533383/dnd-monstrous-race-the-werewolf

Is this werewolf homebrew race balanced?

I'll dissect this homebrew race on a per-trait basis, and then offer an overall evaluation at the end:

Neutral traits

These are the traits I find are neither over or underpowered:

Ability Score Increases. Your Strength score increases by 2, and your Dexterity score increases by 1.

Pretty standard, nothing under or overpowered here.

Age. Lycanthropes mature at the same rate as Humans, and live up to around 150 years. Alignment. A Lycanthrope is typically of a Chaotic Alignment.
Size. Lycanthropes stand 6 to 7 feet tall just as a Human. Your size is Medium.

All fluff.

Speed. Your base walking speed is 30 feet in your humanoid and hybrid forms, and 50 feet in wolf form.

This is better than what most races get, but it's situational enough to not be anything of note.

Darkvision. You can see in dim light within 60 feet 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 and red.

Pretty standard. I like the addition of the red color.

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 10 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.

This is a cool trait, but I'm doubtful as to its actual usefulness in-game. The range is so short that you're still going to get surprised, and tracking whether you're upwind or if the creature is smelly sounds like it will quickly get tedious. Consider giving the Werewolf Keen Smell or Keen Senses (Proficiency in Perception), like an Elf.

Shapeshifter. You can take 1 action to change into your Hybrid or Wolf Form. While in Hybrid Form you can not wield weapons, or wear armor. While in wolf form you cannot wear armour or wield weapons. You are able to wear certain equipment at the DM's discretion, such as circlets and robes. You can choose to have equipment you are wearing to either merge into your form or be dropped to the ground. You gain no benefit from equipment that is merged into your form.

The ability to change, itself, is pretty standard, however, the restriction on weapons and armor are weird (They can wield Foci and Holy Symbols, but not weapons?) This trait is probably the biggest counter-balance to all the positive traits because of the limitation on what you can hold in your hand.

Languages. You know Common, Wolf and one extra language. You can only speak in Human and Hybrid forms.

Pretty Standard, though I wonder why you can't speak Wolf in Wolf form.

Wolf Empathy. You can communicate with wolves and dire wolves.

Exceptional but not overpowered. Gnomes can speak with small animals, which I've seen can be useful at times, this trait is going to be a lot more useful than its gnomish counterpart.


Positive Traits

These are the traits that your Werewolf race gains as benefits, which I rate as over or underpowered based on comparison with existing traits from other published races:

Regeneration. You have resistance to damage from nonmagical weapons that aren't silvered. At the start of each of your turns, you regain hit points equal to 1d4 + your Constitution modifier if you have no more than half your hit points left, and have at least 1 hit point.

Overpowered. This trait effectively gives the Werewolf race 1.5x to double HP, with the resistance alone. Similar races with resistance such as the Dragonborn (1 element), Dwarf (poison) and the Aasimar (radiant, necrotic), grant only 1 or 2 types of resistances and only for situational damage types- a resistance to the three most common damage types is too strong.

The actual regeneration trait is also very strong. The only race I found with regeneration is the UA-Gothic Heroes Revenant subrace, and the Revenant only regenerates 1 HP per turn, your homebrew has the potential to regenerate 5 HP, with a +3 Con, at 1st-level.

Natural Weapons. While in your hybrid or wolf forms, you have a 1D6 Bite and 1D8 Claw attack. Increase damage at level 5 to Bite 1D8 and Claw 1D10. On a successful melee attack you may use your bonus action to make a claw attack on the same target.

This is tricksy. The d6 Bite is ok, but the claw attack basically grants you access to a non-light one-hand Martial weapon you can use to attack with a Bonus Action, normally you'd need Dual Wielder to pull that off. Taken in conjunction with the Shapeshifter trait where you can't wield anything in your hands when you transform, it sounds ok, but then there's gonna be the powergamer who will want to play a Monk in order to get the early d10 unarmed strikes, with flurry of blows.

Then again, if this race will be paired with any class that isn't a monk, he's gonna have no access to magical weaponry, and be forever at the mercy of creatures with resistance to Bludgeoning, Piercing and Slashing damage.

Trip Attack. While in Wolf or Hybrid form you can attempt to trip the opponent as a bonus action after a bite attack. The opponent must make a Strength saving throw equal to 10+ your Strength modifier + your proficiency bonus.

Flavorful and only slightly overpowered- most save DCs are computed as 8 + modifier + proficiency.

Skills. You are Proficient in Survival, Nature, Intimidation and Perception rolls. You have disadvantage on Persuasion checks.

Overpowered. A Half Elf with Skill Versatility only gets 2 skills, this trait grants four. The Disadvantage with Persuasion doesn't counter balance this enough (nor does it make much sense, do you still get Disadvantage in Human Form?).

Saving Throws. You are proficient with Strength and Dexterity saving throws.

Overpowered. No race grants Proficiency in saving throws. These are strictly benefits from picking a class.

Tough Hide. While you are not wearing any Armour or shields your AC becomes 10+ Strength Modifier + Proficiency Bonus (All Forms)

Overpowered. Unarmored Defenses usually don't include Proficiency Bonus as a component. This is because Proficiency is "free" as the character levels up, and it will quickly get out of hand at higher levels. Consider that at 17th-level, and at +5 strength, this character will have 22 AC, even before items that boost strength like a Belt of Giant Strength.


Negative Traits

These traits would be the counter-balancing factors for the Werewolf race. I will say, in advance, that these traits are not effective counter-balancers (it's not as discouraging as, say, Sunlight Sensitivity) for all the Positive Traits above. I'll explain why below each one.

Silver Weakness. You are vulnerable to damage from silvered weapons.

Vulnerability is normally really punishing, but in this very specific case, when the vulnerability comes into play, it will feel like you're specifically targeting the PC, As Erik puts so well in another answer.

Also consider that not even actual Lycanthropes in the MM are vulnerable to silvered weapons, and no official race gives you vulnerability to anything.

Full Moon Rage. At the start of a night with a Full Moon you must make a DC13 Wisdom save or lose control of yourself. 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 correct saving throw you retain control for the rest of the night.

Not a huge counter-balance, it will only come up once a month, and the DC is set pretty low (with a chance to break it every hour). What's more, smart players will make preparations if they know the full moon is coming up. They're going to tie themselves to trees or manacle themselves to a cell, which negates what this is supposed to accomplish.

New Moon. During a new moon, you cannot transform, and are damaged normally (without resistances and weaknesses).

As above, it's not a huge counter-balance. Smart players will avoid adventuring at this time of weakness. If you force them to adventure in this scenario, it will feel antagonistic.


Overall, this race is overpowered, almost broken. What's really glaringly overpowered are the Regeneration, Saving Throws, Tough Hide, Skills, and how the Natural Weapons scale so fast. The Werewolf race will outshine just about anything at low-to-mid-levels, and be powerless against higher-level opponents with resistances.

The race has too many things going for it, if you take a look at other races, they usually have 3 or 4 defining traits (not including ability score bonuses, darkvision, languages, etc), this race has a whopping 8.

Using this race power-level analyzer, from reddit's /u/aranim and /u/JamesMusicus, this Werewolf scores:

  • Ability Score Increase +3
  • Silver Weakness -1
  • Regeneration +2 (from regeneration) +1.5 (from resistances) = +3.5
  • Natural Weapons +1
  • Tracking +0.5
  • Darkvision +0.5
  • Shapeshifter +0
  • Trip Attack +0.5
  • Wolf Empathy +0.5
  • Skills +2
  • Saving Throws +2
  • Full Moon/New Moon weakness -2
  • Tough Hide +2 (being conservative)
  • Language +0.5

Total 13 points, nearly triple the score of the poor Dragonborn (4.5), and eclipsing the highest-rated Mountain Dwarf (8).

\$\endgroup\$Sours: https://rpg.stackexchange.com/questions/98785/is-this-werewolf-homebrew-race-balanced
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Werewolf, Variant (5e Race)

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They Who Prowl in the Night[edit]

Werewolves. Who hasn’t heard about werewolves? Humanoid creatures with the ability to change into wolves or a horrific mixed form of man and beast. Across cultures and races, these creatures are feared as vile boogiemen to frighten children in the night. They are also often regarded as monsters to be exterminated when discovered.

Whether or not they deserve this sort of universal hostility is hard to say.

Physical Description[edit]

Werewolves in normal form look just like anybody else. It’s part of the reason they’ve managed to survive for so long. And part of the reason they are feared. Anyone could potentially be a lycanthrope, considering there aren’t any defining features to indicate one.

But in alternate forms, that’s where it’s obvious. Hybrid werewolf forms appear as a mix of man and beast: a hulking, bulky figure of fur and flesh with a large gaping maw of a wolf’s head. Most lycanthropes easily surpass 6 ft. in this form. Combined with their long, wicked looking nails, and their large, sharp teeth, hybrid forms serve as very intimidating figures. The fur coloring can vary, usually resembling the natural hair coloring of the original form, occasionally with some lightening or darkening during the change.

In wolf form, lycanthropes appear as any other wolves might albeit slightly bigger. Their fur, like that of the hybrid form, is typically colored after the hair of the original form, occasionally with some lightening or darkening during the change. In this form the only tell-tale sign an unafflicted individual might get to the wolf’s true nature could be the unnatural intelligence shining in bright eyes, or the intentional behavior it might display.

History[edit]

Werewolves.

Tales of these beasts are prevalent throughout nearly every culture. Some say they were cursed by some ancient arcane, or even divine magic that twisted them into horrid beasts of man and wolf. Others call it a disease: some horrid affliction that can spread from one humanoid to another to create evil more of these vile creatures. All in all, views of lycanthropes often depict them as foul creatures of the night out to kill anything that gets in their path.

What’s the truth? Honestly, no one knows.

What really causes lycanthropy remains a mystery to most scholars even now. Whether curse or affliction, the bad reputation and constant cries to hunt down these creatures whenever they crop up has made most afflicted with the condition wary of regular civilization. Who would want to announce their condition when the act could easily get them killed? In response, most werewolves hide from the normal population. Whether it is done in plain sight, or through solitude in the vast wilderness, werewolves tend to lay low. Only the few who revel in their more feral nature dare to announce themselves.

And civilized society just so happens to remember those few individuals the most.

Society[edit]

Werewolf “society” is practically nonexistent. Due to the nature of lycanthropy, most werewolves simply continue to follow the culture of their original race. As such they don’t really form a definitive “culture” specific to werewolves.

Now, there are exceptions. From time to time you may get packs of werewolves that form and keep to themselves. These groups tend to work much like a wolf pack or tribe would. There is an alpha (or chieftain) that leads everyone else, and different roles assigned to different members of the group. Leadership can be determined by any number of things: from strength, to wisdom, to even bloodline. Such decisions vary between groups.

Because of the negative stigma associated with werewolves, these rare groups are often nomadic out of necessity. Staying in one place for too long could draw unwanted attention. Such unwanted attention could bring patrol bands or adventuring groups out to “rid the world of such vile monstrosities.” For that reason it’s important for a pack to stay on the move and keep hidden once camp is made.

Werewolf Names[edit]

Most werewolves will retain names that reflect the race they originally were, or the culture they initially came from. As such, lycanthropes can have a wide variety of names. On very rare occasions, a proud (or foolish) lycanthrope will assume a name more indicative of his hidden nature, but those who do this rarely last long.

Male: Francis, Markus, Ozrut, Grushna, Oskas, etc.

Female: Maria, Anne, Nehiri, Rosri, Seslov, etc.

Werewolf Traits[edit]

Rewritten Biology. The nature of your affliction has rewritten much of your base race’s physiology. Because of this, you retain no additional features attributed to your base race other than your ability score improvement, size and languages.

NOTE: This race variant is meant to be used as a template that is applied on top of a race of your choosing (this will be referred to as the base race for the remainder of this page).

Infamous shapeshifters that have the ability to transform into a mix of man and beast. These creatures are almost always feared and hated by the general population. Whether or not they deserve this hostility is hard to say.
Ability Score Increase. Your ability score increases will remain the same as that of your base race.
Age. Lycanthropy does not affect age in any way. Your age is determined by your base race.
Alignment. Contrary to popular belief, lycanthropes are capable of any alignment, although it is usually influenced by their base race.
Size. Your normal form retains the same size as members of your base race would. Most hybrid forms for werewolves average out at around 6-7 feet tall. Your size is the same as your base race in human form, and is medium in wolf, if you are not already medium size.
Speed. Your base walking speed is 30 feet. Your base speed increases by 5 feet in hybrid and wolf form.
Darkvision. 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. You only have darkvision in hybrid and wolf form, and is seen in shades of red, not grey.
Shapechanger. As an action, you can change into your hybrid or wolf form. Your game statistics, other than your AC, remain the same in each form. Any equipment you are wearing or carrying is not transformed. You revert to your original form when you take an action to revert back, or if you are reduced to 0 hit points.
Perks of the Predator. You gain proficiency in the Perception and the Survival skill.
Wicked Resistance. When you take damage and are in your hybrid or wolf form, you canuse your reaction to gain resistance to bludgeoning, piercing and slashing damage from nonmagical attacks not made with silvered weapons. Your resistance ends at the start of your next turn. You must finish a short or long rest before using this trait again.
Languages. You know the same languages as your base race would (ex: Human, Tiefling, Halfling, etc.). You do know, however, how to speak with other canines while in wolf or hybrid form.

Hybrid Form[edit]

When you change into your hybrid form, your size is medium. You are still able to use your weapons and cast spells, unless your weapons are made for a Small creature. If you wear armor or clothing not especially made to accommodate your hybrid form, it falls off, requiring small repairs before it can be worn again. You have adv. on str checks in this form. You retain the same amount of health as you would in your normal form. You also gain the following traits:

Natural Armor

While in hybrid form you have a natural armor composed from your thickened skin and fur. In this form you have an AC of 13 + your Dexterity modifier. You can still wield a shield and benefit from this ability.

Claws and Fangs

In hybrid form, you grow sharp fangs and claws. These are treated as natural weapons that you have proficiency with. They deal 1d6 slashing or piercing damage on a successful hit. Your fangs inflict lycanthropy on a hit.

Keen Senses

In hybrid form, you have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Terrifying Transformation

When you shift into hybrid form, every creature of your choice that is within 60 feet and that can see you transform must succeed on a Wisdom saving throw or be frightened of you until the end of its next turn. You can use this trait once and regain its use when you finish a long rest. The saving throw DC equals 8 + your proficiency bonus + your Charisma modifier. Other werewolves are immune to this trait.

Wolf Form[edit]

When you change into your wolf form, your size is medium and you are unable to wield any weapons. You also cannot cast any spells while in this form. You retain the same amount of health as you would in your normal form. You also gain the following traits:

Natural Armor

While in wolf mode, you have a natural armor composed from your thickened skin and fur. In this form you have an AC of 13 + your Dexterity modifier.

Fangs

In wolf form, you gain a bite attack. This is treated as a natural weapon that you have proficiency with. It deals 1d4 piercing damage on a successful hit.

Disguised Predator

In your wolf form, you appear just as any other wolf. Others will regard you as a regular wolf unless they succeed on a Wisdom (Insight) check opposed by your Charisma (Deception) check. Opponents who succeed notice an unnatural intelligence shining in your eyes, but do not immediately know you are a lycanthrope.

Keen Senses

In wolf form, you have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics

You can use the Help action as a bonus action. You can use this trait a number of times equal to your Wisdom modifier, to a minimum of once. You regain all expended uses after a long rest.

Random Height and Weight[edit]

Base height and weight can be taken from the base race's page instead, as that is what determines your original form's size and weight.

Suggested Characteristics[edit]

When creating a werewolf character, you can use the following table to add additional quirks to your character due to their affliction. Use these tables in addition to or in place of your background's characteristics.

d8Personality Trait
1I feel more awake at night than I do during the day, and occasionally I have trouble getting to sleep.
2When I’m hungry, my stomach is in full control. I don’t bother with silverware or manners when hands and shoveling food in are equally viable options.
3Sometimes it’s hard to separate the predator from myself. I can get easily distracted by small critters and animals when I see or smell them.
4Sometimes I can’t help but howl at the moon. Cliche, I know, but I can’t help it!
5Nothing’s tastier to me than meat fresh off the bone. I usually just eat meals raw rather than cook them.
6After traveling with someone for a while, I tend to get very attached and extremely protective of them. Sometimes to an alarming degree.
7On occasion the wolf in me really shows. I don’t always follow typical social protocol that most others do; like bathing regularly, for example.
8I am always slightly uncomfortable indoors or in small spaces that make me feel like I’m caged.

Back to Main Page → 5e Homebrew → Races

Sours: https://www.dandwiki.com/wiki/Werewolf,_Variant_(5e_Race)
Let's fix the WEREWOLF DEN! - Running Curse of Strahd 5e

Lycanthropy

A 5e Guide to the different types of Lycanthropy for players and DMs alike

Lycanthropy comes in many different forms, the most complete of which is true lycanthropy. Nonetheless, it is perhaps the least well-known. Two other types exist and these are more often featured in folklore: Pathological and cursed lycanthropy. While the true lycanthropes know three aspects of transformation, pathologic and cursed lycanthropes know but two. And while true lycanthropes have control over their forms, often causing less harm than one might expect, pathological and cursed lycanthropes don’t and can cause a lot of damage because of it. Giving all lycanthropes alike a bad name.

True lycanthropes

True Lycanthropes could be seen as simply another race, next to Dwarves, Elves, Humans, Orcs, Gnomes, Goliaths, you name it. They are nevertheless much less well known than these others races due to their bad reputation and hence their secretiveness.

They have their own society, often blending in with other humanoids, but they are never-theless never a real part of regular society.

Heritability

As the name would suggest, true lycanthropes are the core of lycanthropy. This means they carry their curse, if it can be called that, all their life. They are born with it and die with it. It cannot be cured, as this would be the same as attempting to cure an Elf of Elfness.

Most often, true lycanthropes seek out their likeness when choosing a mate, but this is not always the case. When mating with a regular instance of their race the chance of the child being a true lycanthrope is as follows:

Aspects

A true lycanthrope knows tree aspects: its regular humanoid form, a beast form and its intermediate form.

It has complete control over which form it takes and therefore does not have to fear for full moons or whatnot. This is the aspect most often confused with non-true lycan-thropes and gives these possibly peace-loving creatures a bad reputation. Of course, if an evil true lycanthrope takes its tertiary aspect once in a while and goes on a wild killing spree, such a fact would be even more gruesome. As a mere Infected might be forgiven for being overcome by animalistic

This document was made as a request from a player and friend of mine, because he felt like the (N)PC options for lycanthropes in 5th edition D&D are rather lacking and for one, I agree.

I describe a number of features of lycanthropes, their behavior, features and flaws, how they came to be and how their curse might be lifted. The changing of aspects is a core feature of the lycan-thrope and makes up a major part of the docu-ment. Perhaps the most useful and also biggest part are the player options. Here I explore some of the options one might want to consider when making lycanthropic NPCs and allowing lycanthro-pic PCs. Furthermore, I introduce two new feats that allow character progression for those that have the curse inflicted, but instead of curing it, embrace it.

As inspiration I used the 5th edition Dungeons and Dragons Monster Manual (MM, 2014) and RR7 – Van Richten’s Guide to Werebeasts (VRGtW, 1993). The latter is a tremendous work by Nigel Findley, Bruce Nesmith and David Wise, and can be purchased on dmsguild.com. I highly advise anyone looking for more information or inspiration to do so, as it goes into much more detail than I ever could and because it was designed for 2nd edition D&D, it is very easily converted to 5e.

instincts and a cure might be looked after, a true lycanthrope retains all mental abilities and its killing was deliberate.

Primary

The primary aspect of a true lycanthrope is its human form. Despite otherwise looking perfectly regular a few animal characteristics might creep up. Such as elongated fingernails, pointy and hairy ears, an unnaturally hairy back and others.

None of these are sufficient to suspect someone from ly-canthropy however, as many regular humans display such deficiencies as well.

Secondary

The second aspect of the true lycanthrope is its animalistic form. This too it can take at will, transforming in a bigger and stronger specimen of this animal. Since it retains its mental capabilities, the secondary aspect is also (often, though not always) smarter than regular animals.

Some considerations must be made. As the secondary aspect of a true lycanthrope is bigger and stronger than average, this still does not mean that it is the biggest and the strongest animal of that species around. Still bigger, stronger and perhaps smarter specimens might be naturally occurring.

Tertiary

The most telling, but also perhaps the most puzzling of aspects is the third: the intermediate form.

This most gruesome sin to nature is a blend of man and beast. Most often humanoid in base, the rest of the body, such as hands and feet, fur and face are that of the animal. Never-theless, the fur might be thicker in places were humans grow hair, the eyes might be those of a human and what would be a bear paw might retain opposable thumbs so it can hold things.

Pathologic Lycanthropy

Anyone or anything that is not a true lycanthrope, but does contract it, carries it with it as some sort of disease. The only wrong part about this statement is that, contrary to regular diseases, they cannot be battled by the immune system and cannot be cured by regular means.

The most common way of contracting lycanthropy is through the transmission of fluids. Either saliva that enters the bloodstream through a wound, exchange of blood, the eating of a lycanthrope or any other such contact.

This explains the likelihood of passing on lycanthropy as a female true lycanthrope: The blood one shares with the unborn child is inevitably tainted.

Aspects

In contrast to true lycanthropes, Infected only ever have two forms and have no control over which form they are in. Their primary form is the most humanoid, while the other is either animal or a hybrid. Which form they are in depends on whether or not they have recently encountered a certain trigger. Some humans transform into werewolves whenever they see a full moon, other do so only when someone they love is harmed. Even others might transform every single sunrise and sunset, doomed to spend their days as rats, but free to live their nights as regular people. Most often, these transformations are paired with searing pain. However, usually all memories of this are suppressed.

Primary

The primary aspect of the infected lycanthrope is always its most human form. Many stories go their way saying these human forms are never truly human. Instead they are necessarily tormented by disfigurements representing their more animalistic second nature.

Nevertheless, certain scholars have come forward in saying that, really, there is no scientific proof for this. After all, certain evil inclined humanoids might also see bodily changes through their wicked actions. Hence, it might be due to the actions that the Infected undertakes when transformed that the primary aspect changes and not due to the disease itself.

The most obvious changes to the humanoid form are most often instead wounds sustained while in the secondary aspect that carry over into the primary.

Secondary

The secondary aspect of an Infected always resembles either an animal form, taking after true lycanthrope’s second aspect, or a hybrid form, taking after a true lycanthrope’s tertiary aspect.

The major differences between this and those from the true lycanthrope are thusly:

  1. There is no telling what this secondary aspect will be, before one contracts the curse.
  2. As stated before, the Infected has no control over when it changes.
  3. There is no way of telling what the trigger will be.
  4. The Infected does not retain its mental capabilities in its second aspect

Instead, the person’s personality changes to incorporate traits of its animalistic side. Whatever that side may be, it is always also blended with aggression and hatred. Even if the animal resemblance is that of a shy hamster, this second aspect will kill when it gets the chance.

Cursed Lycanthropes

Apart from being a true lycanthrope or contracting lycanthropy as if it were a disease from one, one can also be cursed. These are dreadful curses - especially when one considers that the first victims are often loved ones -, bestowed by malignant gods or evil mages.

To be cursed

There are three kinds of curses possible. The first are self-induced. Whether through prayer (whoever would do such a thing) or by suppression of emotions, the person is overtaken by lycanthropy. Secondly, there are curses of vengeance. Often enough, these are spoken aloud by someone else, who curses the person for a wrongdoing. As an act of justice, the wrongdoer is then cursed with lycanthropy. So curious are the ways of the gods of justice, however, that the curser is often enough at the end of the claws of the cursed by the time the fat lady sings. The third and final way to attract lycanthro-py through a curse is magically. Especially powerful spells such as wish can inflict this curse, but a spell such as bestow curse can’t. At least not always. Because lycanthropy is such a complex and harsh curse to inflict, this can only be done with this level of magic if a higher entity, such as a divine being, agrees with the sentence and interferes to bestow the curse. However, because of its nature, only the most malign of deities would do such a thing.

Removing the Curse

The Monster Manual (MM 205) states that this curse can be removed by remove curse, but as this is quite possibly the most plain and boring iteration of a lycanthropic curse to ever disgrace an RPG, especially in the high-magic assumptions of 5e, consider not using it.

If the curse was instilled by magic, either divine or arcane, it can only be undone with similarly powerful magic, such as another wish spell. When bestowed through acts of vengeance, forgiveness or some other benign acts might function as an escape clause.

Secondary (pathological) victims might however not be so lucky. A cure might exist in tracking down the original cursed, removing that curse, and then moving down the line until the person in question is the most primary one left.

Characteristics

In all other respects, cursed lycanthropes are equal to pathologic ones, both in appearance and behavior. Consequently, all other remarks concerning these are applicable to both classes.

Changing Aspects

Transfiguration

The transformation between aspects is biologically largely the same between true and pathological lycanthropes, but the experience differs. For true lycanthropes, it is a moment of bliss, as if being reborn. For pathological lycanthropes, the experience is one of torment and pain, and the shifting of bone, muscle and sinew is experienced through every nerve in wracking detail.

Therefore, a true lycanthrope can often hold onto items and such while transforming and largely remain conscious, even talking during the transformation. A pathological lycan-thrope on the other hand briefly loses consciousness, as its personality changes and its memories are altered. Through the searing pain, it often loses grip in its limbs, dropping anything it is holding.

When it comes to clothing and armor, changing into a larger aspect might cause problems. Clothes might rip apart, leaving the creature naked, but armor might not give way, hampering mobility until removed or even damaging the lycanthrope.

Memory Loss

When changing aspects, one might suspect one aspect to not retain any memories, as if often the case in folklore: the animalistic side takes over and no sliver of humanity remains. However, this is not always the case.

As stated above, true lycanthropes don’t suffer any of these drawbacks, not only do they regain all their mental capabilities and memories after the transformation, they might even retain them during it.

Pathological lycanthropes on the other hand lose all memories of what happened when they were in their secondary aspect. At most they might remember certain aspects as hazy encounters, as if they were nightmares. Often enough, this is how the first few transformations are explained to the self. During the secondary transformation, however, the lycanthrope does retain its primary memories, even though it does lose most of its mental capabilities. A lycanthrope trying to trap itself to prove its own worst nightmares might find itself outsmarted by … itself.

Triggers

Many different types of triggers exist. Some are symbolic of transformation, death or lycanthropy, while others are physiological. Even others fit neither of these categories and might seem random.

Symbolic triggers often signify a certain change. The changing phases of the moon is the most well-known example. Meteorological events, such as the first snowfall or the changing of seasons might be triggers too. Some are much more frequent, such as every sunrise or sunset, or every time one sleeps. The nasty part of these symbolic

Transfiguration

Transforming into another aspect, whether willingly or not, takes 1 turn.

As a true lycanthrope this simply takes an action with no further repercussions, but as a pathological lycanthrope, there are side effects. The creature must succeed on a DC 25 Constitution saving throw or drop what it is holding. Furthermore, during the round that the creature is transforming, it gains no bonus to its AC from its Dexterity modifier.

Seeing a creature transform is revolting and outright scary. All creatures that are within 60 feet and can see the pathological lycanthrope that changes aspect must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. The affected creatures can repeat the saving throw at the end of its turn.

triggers is that their consequences are often omnipresent. Example given, a lycanthrope that transforms at first snowfall does so even when inside or in total darkness, unaware of this event. It might even happen when the subject is in another country if the curse is linked to a specific realm or place, even when the individual isn’t there.

Physiological triggers might be intense emotions, such as fear, anger or even, most dreadfully, love. A certain type of food might be one, such as a type of mushroom or a port sauce.

Apart from these, almost obvious, triggers, there are others though. Hearing or seeing a certain animal perhaps. This might be the lycanthropes own phenotypic animal, its most common quarry, or something entirely ran-dom. Another possibility is hearing a certain type of music or even seeing a painting from a certain master painter. One can try its best to categorize and make sense of lycanthropy, but sometimes this is a fool’s errand. These triggers prove that fact.

Diet and Bloodlust

There is much to be said about the dietary habits of both true and other lycanthropes, but let me be short. On average, a lycanthrope must consume about 20 lbs. of fresh, prefer-ably humanoid, meat per day to sate its animalistic side. This might be a lot more, up to 50 lbs., if the animal it takes after is large (such as a bear, shark or tiger) or quite a lot less, as little as 5lbs., if the animal is tiny (such as a rat, a raven or a squirrel). Lycanthropes, especially true ones, suffer greatly when they are not sated.

Whenever a lycanthrope, true or not, is in its secondary or tertiary aspect, it can enter a bloodlust unwillingly when exposed to bloodshed or fresh meat and go into a rage. Whenever exposed in these aspects, it must succeed on a DC 15 Wisdom saving throw or become bloodlust. While bloodlust, it must use its action every turn to attack the nearest creature (multiple attacks if possible). It feeds ravenously on every target it kills, stopping only to defend itself. The bloodlust lasts until it has eaten its daily fill of meat, catching up if it was starving, plus a little extra. For every day it had not had its fill of fresh meat, the saving throw DC increases by 5. Certain triggers, or being in puberty as a true lycanthrope, might also increase the DC.

Character Options

There are several considerations to be made when considering lycanthropic player- and non-player characters. Of course, what beast the character has as its other half will have quite the impact, but that is largely up to the controlling player or DM and perhaps should not be part of a random table. Nevertheless, there will be a couple of examples and elements tied to specific phenotypes.

Type

So, firstly, you should consider whether or not the character in question is a true lycanthrope or not. This can have serious influences in your world and should therefore be taken seriously. If the character is a true lycanthrope, it has (or had) a family of lycanthropes of the same phenotype. At some point there must have been some sort of community hiding someplace, perhaps in plain sight.

This consideration is most important for the DM. Of course, the player can have (should have, to my mind) a lot of say in what this looks like, but in the end it is up to the DM to allow it into the world. This can spawn several (other) NPCs and backgrounds and add a whole new dynamic to certain towns or even cities in terms of who is really in charge, who is playing who and who hunts who.

On the other hand, if the character in question is not a true lycanthrope, who infected it? There must be at least one other werecreature of the same type around, or it should have been around at some point. Special importance should be given to this in terms of a cure. If it was a wound that infected the character pathologically, tracking down the source might be vital to curing the condition.

If it was however a curse, things can get even more interesting. Certain gods might be re-sponsible for this and not take very friendly to an attempted removal of the curse.

Next to these worldbuilding considerations, it can also inspire roleplay. A true lycanthrope usually has its first transformation during puberty and learns how to do so willingly. To such a creature, the human form is usually a disguise of its true self. To an Infected, the human form is often the goal and it clings to it for dear life, literally.

Race Alternative: True Lycanthrope

Because true lycanthrope PCs gain so much in terms of control over their ability, you might want to limit this feature to NPCs, as a true lycanthrope would have all its usual race features and on top of that all these extra lycanthropic abilities.

An alternative path, if you do want to allow it for PC creation, is to make true lycanthropy its own race with certain limits and without the features of the regular race. There are many ways, some more complex than others, to set this up. As an example of a rather simple excogitation, consider this:

True Lycanthrope

Your race is a hybrid between animal and man, but despite common belief, this animal side is not simply added to humanity. You are the middle. Not the best of both worlds.

Animal-Man hybrid. Choose a humanoid race and an animal, you are lycanthrope of this kind, such as a dwarf werebadger. Ability Score Increase. Your Strength or Dexte-rity score increases by 2 (depending on your animal side), and your Constitution score increases by 1.

Age. True lycanthropes live as long as the humanoid side of their being would if it were regular. You transfigure for the first few times during puberty.

Alignment. Though not set in stone, almost all true lycanthropes see themselves as better, more advanced and the predator compared to humans. In the eyes of regular humanoids, this means they often take an evil alignment.

Size. Your size in your primary aspect depends on your humanoid side, while the size of your secondary aspect depends on your animal side. In your tertiary aspect you can at most be one size larger or smaller than your primary aspect.

Speed. Your base speed is 30 feet at most. If one of your aspects is based on a slower creatures, your speed is lower.

Darkvision. You can see in dim light within 30 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.

Transfiguration. You can transform from one aspect into another willingly as an action. You can do this once per day. Once you reach 5th level, you can do it twice per day, 3 times starting at 11th level and 4 times at 16th level.

In your secondary and tertiary aspect you have natural weapons, with which you are always proficient. However, you don’t gain Multiattack in your tertiary aspect, unless you are able to make more than one attack in your primary aspect.

Need for Meat. To maintain your lycanthropic abilities, you must consume about 20 lbs. of fresh, preferably humanoid, meat per day. This amount might be more if your animal side is large (such as a bear or shark) or less if the animal is small (such as a rat or raven). For every day you fail to do so, you can transfigure once per day less.

Bloodlust. Whenever you are in your secondary or tertiary aspect, exposure to bloodshed or fresh meat can send you in a rage. Whenever exposed in these aspects, you must suc-ceed on a DC 15 Wisdom saving throw or become bloodlust. While bloodlust, you must use your action every turn to attack the nearest creature (multiple attacks if possible). You feed ravenously on every target you kill, stopping only to defend yourself. The bloodlust lasts until you have eaten your daily fill of meat, catching up if you were starving, plus a little extra. For every day you have not had your fill of fresh meat, the saving throw DC increases by 5. Certain triggers, or being in puberty, might also increase the DC.

Languages. You can speak, read and write Common, as well as one extra language from the community where you are holed up.

Primary Aspect

Whether a true lycanthrope or not, it’s possible that the primary aspect shows signs of the underlying bestiality.

You can roll these randomly or choose them as you want. A particular character might have none, or many, of these characteristics in its primary aspect.

d8Primary Aspect Characteristics
1Elongated or shorter fingers
2Especially large feet
3Abnormally bushy eyebrows
4Abnormal amount of hair growth
5Faster-growing, harder and sharper nails
6Remnants of a tail
7An unusual skin color
8Suspiciously strong sense of smell, sight or hearing
d4Werebear
1Abnormally hairy all over, even for women
2A broad, flat nose with large nostrils
3Big, wide and hairy hands
4Thick and though nails on hands and feet
d4Wereboar
1Stiff hair, especially in the neck
2A piggish nose, accompanied by a grunting laugh
3An unusually wide mouth
4Elongated, sharp canines
d6Wererat
1Stiff hair, especially in the neck
2An elongated, twitchy nose
3Especially long and thin fingers and toes
4Patchy beard growth at best. Whisker-like moustache hairs, even in women
5Beady, black eyes
6Pointy and slightly hairy ears
d6Wereraven
1Sometimes grow feathers instead of hair
2Hard, scaly flesh covers feet
3Bones are perforated. Reducing body weight by 50%
4Long, crooked nose with fine nostrils
5Beady, black eyes
6No or very small ears
d6Weretiger
1Hair in blonde, black and white colors
2Feline-like canines
3Elongated feet/Walks on toes
4Elongated, sharp canines
5Small, soft ears with a tuft of hair
6Whisker-like moustache hairs
d6Werewolf
1Stiff hair, especially in the neck
2A very broad mouth
3Long and sharp canines
4A very long, strong and rough tongue
5Pointy and hairy ears
6Elongated feet/Sole does not touch ground while walking

Secondary Aspect

If the character is a true lycanthrope this doesn’t matter. For non-true lycanthropes however, it’s vital to determine what their secondary aspect will be. Is it the bigger animal form, or is it the hybrid? This will determine much of what the lycanthropy entails in play.

You could do this in several ways. You could simply flip a coin. Effective and simple. However, perhaps not the most evocative. Another way is to try and determine what the source of the infection is. If it was a pathological lycanthrope with a secondary animal aspect, then the secondary aspect of this character will be the same. If it was a hybrid secondary aspect, the contrary will be true.

Triggers

These triggers instill the secondary aspect in the pathologic lycanthrope. Some are a lot more frequently occurring than others, so consider balancing this out by choosing multiple minor ones (having multiple triggers is usually very rare) or reserving and hand-picking the more frequent ones for certain NPCs. Some triggers might also have a lasting effect, such as triggering the transformation at the start of summer, but also maintaining it all summer.

d20Triggers, Symbolic
1Sunrise
2Sunset
3Midnight
4The changing of the phases of the moon
5A particular phase of the moon
6An astronomical event, such as an eclipse
7Every time one sleeps
8Being in total darkness
9Seeing sunlight
10Low tide
11High tide
12Changing seasons
13A particular season
14A meteorological event, such as the first snowfall
15Seeing a certain color, such as red or black
16Seeing or smelling blood
17Eating meat
18Eating anything but meat
19Passing through a graveyard
20Witnessing violence
d12Triggers, Physiological
21Feeling fear
22Feeling extreme fear
23Feeling anger
24Feeling extreme anger
25Feeling lonely
26Seeing someone you love
27A raised heartbeat
28Being aroused
29Being injured (<10% hp damage taken)
30Being severely injured (>50% hp damage taken)
31Being on the brink of death (<10% hp left)
32Sustaining magic damage
d8Triggers, Other
33Noticing your phenotypic animal
34Noticing an animal your phenotype would normally hunt
35Hearing a piece of music reminiscent to before you changed
36Hearing a random piece of music
37Seeing a particular style of painting
38Smelling something, such as wax
39Reading or hearing the name “Bob”
40Noticing trade by means of money

Flaws

My personal beef with lycanthropy in 5e is not the fact that it is too easy to get, but too easy to have (as in not very punishing) and too easy to get rid of. These flaws’ function is to flesh out the lycanthropic condition in all aspects.

d10Flaws
1Even in your primary aspect, food that isn’t meat doesn’t sate you.
2Being closer to your animal side seems more natural. Anyone who is not in touch with animals displeases you.
3You feel more comfortable in your secondary aspect and around animals of your phenotype than around humanoids.
4Your skin is always, always, itchy when in your primary aspect.
5Your other side scares you so that hearing or reading of/about your phenotypic animal makes you want to take out the person that mentioned it.
6You can’t resist playing with a ball of fur or collecting glistening objects.
7Anything that moves faster than walking pace must be chased.
8You can no longer sleep unless naked.
9You can no longer sleep unless under open sky.
10As a prodigy of Malar, to hunt and destroy clerics and druids that pray to gods opposed to him is a divine duty.

Ability Scores

This is perhaps the most technical of all subtitles and therefore the most contentious, as you, the reader, might very well disagree with my assumptions. If you do feel like a different system works better (for your table), please do feel free to change it.

True Lycanthropes

True lycanthropes retain their mental ability scores in all forms and are therefore the easiest to deal with. Simply take the animal they transform in, change the mental ability scores, and perhaps give it slightly higher physical scores, to indicate that this is a bigger, faster, and stronger individual than average.

For the hybrid forms, you can use the lycanthropes in the Monster Manual (MM 205-211), however these seem rather baseline. Especially for a PC, I suggest making a second set of physical ability scores based off the averages between the animal form and the scores the character has in its primary form, rounded down.

Pathologic Lycanthropes

If the secondary aspect is a beast form, I would refer to the stats given in the monster manual, both for physical and mental ability scores.

If the secondary aspect is a hybrid form, however, I suggest you take the averages between the primary aspect and the animal for each individual score, rounded down. This leaves room for the feeling that the primary form of the character matters and eventual character progression.

Hit Points

Hit points are a difficult stat to manage, because it means so many things at once. While the hybrid forms can retain the primary form's hit points, the beast form is more complex. When the Lycanthrope has no control over this form, it is reasonable to say the hit points are those of the beast in the MM. However, when, while transformed, it retains its mental ability scores, it should also retain its experience in battle and have a higher hit point maximum to show this.

Class Features

Another contentious topic. Alternative to the path taken here, you might want to limit the levels lycanthropes can achieve. VRGtW (p 60) has such a list that is easily converted to 5e.

True Lycanthropes

On the one hand, as true lycanthropes are born with their condition, they have no class abilities to lose after their transformation. On the other hand, they might be inherently restricted. Certain gods might deny a wannabe lycanthropic cleric or they run the risk of failing their paladin oath due to bloodlust.

Overall, I would not restrict anything as is. Instead judging the particular campaign, interfering of the gods and how things actually play out, but the risk is always there. However, this does not mean anything goes. In their secondary aspects, it's very unlikely true lycanthropes can cast spells. In fact, due to speech limitations, certain spells might be off limits to even tertiary aspects.

As opposable thumbs are retained in the tertiary aspect, one can use items and weapons, but not so in the secondary aspect, perhaps limiting the use of certain features.

Pathologic Lycanthropes

Pathologic Lycanthropes might already have acquired certain skills prior to being infected. They might lose these abilities instantly, such as clerical powers, however this might feel very bad for the player.

Consider rather to let things take their course. When the character in question kills, maims and eats it fellows, then perhaps the gods step in, an oath is broken or loved ones abandon the character. Nevertheless, if the secondary aspect is that of an animal, spells can never be cast in this form.

Druids

Because druids, as the only real shapeshifter class in 5e, have an interesting dynamic with the lycanthropic shapeshifting, I feel like they deserve their own mention.

Druids infected with lycanthropy can suffer a gruesome fate, as they are most likely shunned and perhaps even killed by their colleagues. Although, some druidic circles dedicated to Malar might embrace an actual lycanthrope.

The Wild Shape feature does not give one complete control over the transfiguration right away. However, druids that have taken the Blessing of Malar feat can use charges of their Wild Shape feature to shape into or out of (instead of a mere bonus action to cancel) their secondary aspect, as if it were just another beast form. A druid with the Perfect Hunter feat can do the same for its tertiary aspect.

An especially powerful druid with the Blessing of Malar feat and the Beast Spells (18) feature, can cast spells while in its animal form.

Feats

To introduce character progression and eventually turn the curse into a feature, rather than simply something cool, but ultimately a disadvantage, two feats are introduced. Characters can take these just like other feats. The only requirement is that the character is a pathologic (or cursed) lycanthrope.

Blessing of Malar

(Prerequisite: pathologic or cursed lycanthrope)

Some, such as clerics of Malar himself, think this curse a blessing in disguise. To stalk, to maim, to kill … all for the glory of the hunt, the glory of Malar. What a privilege it is!

  • As an action, you can shift from your primary to your secondary aspect, or the other way, willingly. You can do this twice per day.
  • While in your secondary aspect, you retain your mental ability scores, however, you can still be overcome by bloodlust.
  • The retention of your memories ensures your experience in battle is not lost. The amount and size of your hit dice (if bigger) in your secondary aspect increase to your character level in your primary aspect.

Perfect Hunter

(Prerequisite: pathologic or cursed lycanthrope; the Blessing of Malar feat)

Having embraced your lycanthropy thus far, you can ascend into Malar’s grace and become a true lycanthrope in all respects.

  • You can no longer be triggered to unwillingly change aspects. Whenever you are in another aspect, you retain your mental ability scores.
  • When you take this feat, you gain the ability to also shape into the other aspect you were missing thus far.
  • In all respects, such as procreation, you count as a true lycanthrope.

Risto, Werepanther Lycanthrope

This character should serve as an example on how to deal with ability scores, hit points and class features. Risto is a high level character, a 5 Ranger/7 Rogue (Hunter/Assassin), making him a formidable opponent when in his primary form.

Given Risto's experience, it is only right that when he transfigures, his beast form is more than just a regular panther. In fact, this beast should be of legendary power. A level 0 peasant would already be a bigger and smarter than average panther, so a 12th level hero of the realm as a werepanther should be the subject of tales for decades, if not centuries.

First things first, to illustrate a larger and more powerful panther, I took the baseline ability scores of the tiger, which is slightly stronger than the panther. Risto has taken the Blessing of Malar feat, so he retains his mental ability scores when transfigured. This will also play a key role in several other aspects of his beast form.

Not being armored, Risto's AC is a mere 12. However, being 12th level, his hit points maximum is a comfortable 90.

When it comes to skills, the panther is already proficient in Perception and Stealth, so Risto would always have those skills. That being said, Risto has Expertise in those skills as well. To me, the Expertise in these specific skills is as much mental as it is physical: paying attention to specific things and combining the raw instinct of the panther with reason. Other skills, such as the Disguise Kit or Lockpicking are virtually impossible for a panther to do, so they are not included. Sleight of Hand is situational, but not impossible.

When it comes to class features, Spellcasting is off the table for obvious reasons, no affinity with magic, no verbal components, difficulty with somatic components, you name it. I ruled out Primeval Awareness for the same reason, but arguably it might be included. Most others, like Favored Enemy, Cunning Action and Evasion all sort off line up with how a panther acts anyway, so to me they all make sense. Again, having these high mental ability scores is key to being able to use these features. The underlying instinct of the panther enhanced by the ability to reason with higher intelligence is arguably the recipe for the perfect hunter.

Perhaps the most contentious of these features, and therefore it deserves special mention, is Sneak Attack. To be able to use Sneak Attack, one needs to use a finesse or ranged weapon. Ranged weapon is out the window right away, but finesse is difficult. The tiger template obviously uses its Strength. In my opinion one should then look at nature. Cats are most well known for their agility, however, one should not underestimate a big cat's strength. This is illustrated by the tiger's ability scores. Nevertheless, when one studies how big cats fight, rather than simply pounce, they definitely look for openings and make very quick, short-range jabs, rather than long powerful swipes. This makes it more dagger-like than, say, a mace. So, even though tigers might very well use their Strength for their attack rolls, to me those Claw and Bite weapon attacks are finesse and count for Sneak Attack.

All of this combined makes for an amazing panther form. With its damage output, this creature would easily be CR

10+, but I think this is right. Reiterating my previous point, a regular peasant lycanthrope is already bigger and stronger than average. Therefore a 12th level character that takes a feat specifically to enhance this part of himself should feel very powerful. The alternative is taking away massive amounts of hit points or high damage features like Sneak Attack and will always result in making that part of the character feel lackluster.


Risto, panther form

Large beast, neutral evil


  • Armor Class 12
  • Hit Points 90 (12d10 + 24)
  • Speed 40 ft.

STRDEXCONINTWISCHA
17 (+3)15 (+2)14 (+2)12 (+1)13 (+1)11 (+0)

  • Skills Perception +9 (+14 smell), Sleight of Hand +6, Stealth +10, Survival +9
  • Senses darkvision 60 ft., passive Perception 19 (24 smell)
  • Languages Understands Common, Elvish and Sylvan, but can't speak

Keen Smell. Risto has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If Risto moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, Risto can make one bite attack against it as a bonus action.

Ranger Features. While in Panther form, Risto can make use of his favored enemy, natural explorer, extra attack, and horde breaker features.

Rogue features. While in Panther form, Risto can make use of his sneak attack, cunning action, uncanny dodge, evasion, and assassinate features.

Sneak Attack. When Risto has advantage on an attack, or another enemy of the target is within 5 ft. of it, he deals an additional 4d6 damage once per turn.

Actions

Extra Attack. Whenever Risto takes the Attack action on his turn, he can make two attacks instead of one.

Bite.Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage

Claw.Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage

Reactions

Uncanny Dodge. When hit by an attack made by an attacker you can see, you can use your Reaction to halve the damage against you.

Sours: https://www.gmbinder.com/share/-LcRyXsMiFaxwVLz6VM4

Race 5e werewolf

How to use Lycanthropy with Player Characters

Lycanthropy in Dungeons and Dragons 5E grants players immunity to piercing, slashing,and bludgeoning damage from non-magical or non-silvered weapons, increased ability stats, allows players to shapeshift, and grants new features according to the sect of lycanthropy(bear, rat, boar, wolf, or tiger).

Lycanthropy is more than just a curse, it is a set of lore and mechanics you can use to challenge your players or even grant them a powerful new set of abilities.

What is Lycanthropy?

In D&D 5e, Lycanthropy is a curse that can afflict individuals granting them shapeshifting as well as new traits and abilities. 

On a daily basis, those afflicted will have to confront the curse and the desires it brings. Most cursed humanoids will give in and allow themselves to be permanently changed by the curse allowing it to turn them into predators always looking for a weak target.

Some will try to suppress it and ignore it, but will always be tormented by nightmares of the times they lost control. A small few will grapple with and master their curse, able to fluidly move through their human, animal, hybrid forms as they see appropriate and live mostly normal lives. 

Those that master their curse are the rare exception. 

All Lycanthropes face a test every month when the moon is full and the beast inside is at its strongest. This is when those who fail to control it are stripped of their humanity and do whatever their nature guides.

There are even Lycanthropes who are unaware of their condition that go out to prowl on the night of a full moon who experience fugue-like symptoms when they become human again. They may even try to invent stories to justify the gaps in their memory. 

Spreading Lycanthropy

The Curse of Lycanthropy spreads two ways: bite and tusk attacks as natural weapons inherent to a Lycanthrope’s transformation or being born into the curse as the child of a Lycanthrope. 

The risk of being infected with Lycanthropy is decided by a saving throw against the creature’s infection DC. This is calculated by 8 + proficiency bonus + the Lycanthrope’s Constitution modifier. Lycanthropes can spread their curse quickly, but each subsection of the curse has its own set of feelings about that, which we’ll discuss further.

Damage Immunity

We need to talk about one of the most important considerations when it comes to Lycanthropy: All forms of Lycanthropy are immune to non-magical/non-silvered bludgeoning, piercing, and slashing damage. 

Even in human form, they have their immunity. Do not get in a bar fight with one. 

The only thing that scares a lycanthrope is a spell caster and adventurers wielding magical OR silvered weapons. Either option can end their seemingly invincible reign making such PCs direct targets.

This immunity to damage applies to both Player Character and non-player characters. If you have a silvered weapon, you can hurt them.  If you have a +1 weapon, you can hurt them. If you have a magical and silvered weapon, you can hurt them. Otherwise, they are immune to the damage, making them very difficult to kill.

Understanding Lycanthropy for PCs

When a person becomes infected with Lycanthropy, they retain their game statistics, except as their curse specifies. These exceptions include speeds in non-humanoid form, immunities, traits, and actions that don’t involve equipment. Every Lycanthrope also increases one statistic if they are under the minimum cap. The DM has the final say as to how the alignment is applied. 

Here’s a visualization of all the modified attributes for a Wereboar that are added to a character. Similar game stats are found for all forms of Lycanthropy in the Monster Manual on pages 208-211. 

What are the Types of Lycanthropy?

The unifying factors of all Lycanthropes are their immunities, their ability to spread the curse, and the inherent personality that come with the curse. Beyond that, Lycanthropes show a small variety of abilities specific to their curse. Many increase Strength and one increases Dexterity abilities. If a player’s original stat is higher than their cursed stat, the ability score remains the same.

Str. BoostDex BoostNatural WeaponsNew TraitsAdds 1 to AC shifted
WerebearUp to 19N/ABite (2D10+Str) Claw (2D8+Str)Keen SmellYes
WereboarUp to 17N/ATusks (2D6+Str)Charge, RelentlessYes
WereratN/AUp to 15Bite (1D4 + Str or Dex)Keen SmellNo
WeretigerUp to 17N/ABite (1D10+Str)Claw(1D8+Str)Keen Hearing and Smell, PounceNo
WerewolfUp to 15N/ABite (1D8+Str)Claw (2D4+Str)Keen Hearing and SmellYes

Lycanthropy Features explained: 

Charge: If the Wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 2d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw (DC determined by the 8 + proficiency + Wereboar’s strength) or be knocked prone.

Keen Smell: Advantage on perception checks based on smell

Keen Hearing and Smell: Advantage on perception checks based on hearing or smell

Pounce:  If the weretiger moves at least 15 feet straight toward a target and then hits a creature with its claws on the same turn, it must succeed on a Strength saving throw (DC determined by the 8 + proficiency + Weretiger’s strength) or be knocked prone. The Weretiger can then make a bite attack as a bonus action. 

Relentless: If the Wereboar takes 14 damage or less that would reduce it to 0 Hit Points, it is reduced to 1 hit point instead. Recharges on after a short rest. 

Werebear: 

Alignment: Lawful Good

General Personality: solitary, kind, cautious

Traits in Humanoid Form: broad-chested, built, and hairy in the same color as their fur

Favored Territory: remote locations

Social Preference: prefers isolation 

Likelihood to infect others: Low. The only time they are willing is on those they believe can control it

Werebears are the good ones. Given their preference about how they spread their curse, it’s unlikely anyone would find an Evil person struggling against their new Good nature (but it would be an excellent subversion). If an established NPC that the players know already becomes cursed by a Wearbear, that NPC may need to take a mysterious vacation to their private cabin in the woods every full moon. Given the Lawful Good standing, they might start feeling guilty about old habits, like skimping on taxes. They might even find themselves drawn to do good work within their community as a manifestation of their Werebear nature to protect their territory. 

Wereboar: 

Alignment: Neutral Evil

General Personality: violent, antagonistic, durable; love charging into combat headfirst

Traits in Humanoid Form: stocky and swole with short bristle-like hair all over their bodies

Favored Territory: remote locations 

Social Preference: Gangs or family members of Wereboars, occasionally ally with Orcs

Likelihood to infect others: High. They like watching people suffer under the curse. 

The bestial nature of Lycanthropy curses is fully realized in a Wereboar. Their traits, as well as the Werewolf’s, are easy to handwave as simply the desire to destroy and nothing more. However, their behavior suggests a set of priorities. They like to travel in groups of their peers which suggests that they can see eye to eye with members of their own kind. They can be violent to outsiders, but still, have a soft spot for their family. Orcs love strength almost as much as they love their gods, so maybe Wereboars have a similar disposition and respect displays of physical power. 

A character’s Intelligence and Wisdom scores are NOT lowered when they become a Wereboar, so when they charge headfirst into combat it isn’t because they suddenly got dumber or have worse judgment. My suspicion would be that they feel the most natural when they are in the thick of a fight and are actively looking for a reason to do so. This could be roleplayed such that all other worldly pleasures are sort of muted like being high on painkillers; but when they fight they feel alive

Wererat: 

Alignment: Lawful Evil

General Personality: clever, shifty, and calculated; prefers to ambush

Traits in Humanoid Form: twitchy and paranoid with thin hair and quick eyes

Favored Territory: sewers, cellars, catacombs; close enough to feed off civilization without getting involved

Social Preference: solitary or in organized crime circles; oftentimes keep Giant Rats 

Likelihood to infect others: Low. They only give it out to members of their gang and kill anyone accidentally infected or rogue members. 

Wererats are tricky to roleplay. Next to Werebears, they are the most likely to have gotten their Lycanthropy from someone they know. Someone who becomes a Wererat 9/10 knows what they are getting into so they likely had a similar profile before they transformed. A Wererat curse to someone expecting it would likely amplify those traits to the extreme. 

Maybe they were careful before, but it manifests now as general anxiety about the world. They are paranoid and see enemies in every shadow. They are lawful so they seek to impose order on their lives. Wererats might even have a sort of collective code they all obey, similar to real-life organized criminals. 

If a character was claustrophobic before becoming a Wererat, they might be in a strange place now where they are actively afraid of going to closed-in spaces, but feel safe when they get there.  

Weretiger: 

Alignment: Neutral

General Personality: proud, ferocious, and detail-oriented hunters

Traits in Humanoid Form: tall and meticulously groomed

Favored Territory: jungles and fringes of society, but close enough they can travel in to trade and party

Social Preference: alone or in small family groups

Likelihood to infect others: Low. Another Weretiger is just competition.

Pride is not the opposite of shame, but it’s source.” -Uncle Iroh, Avatar the Last Airbender. 

While a person could go in a lot of different directions with Weretigers, the one we’ll explore here is a little more abstract: insecurity. 

The portrait we get of a Weretiger is a highly competitive, proud hunter who cares a lot about his appearance. That is a person with something to prove. They want to be known as a composed accurate individual that strikes at just the right time. A Player or DM might apply this as a hyper-awareness of their character’s curse as a Lycanthrope and is out to prove all the ideas about them being slobbering monsters wrong. Fearing being branded as a savage, they strive to embody a lot of high society ideals while still feeling like they don’t belong around normal people. 

Werewolf: 

Alignment: Chaotic Evil

General Personality: savage almost to the point of being rabid

Traits in Humanoid Form: volatile, prefers raw meat, carefully attuned senses, 

Favored Territory: wildlands with lots of hunting ground 

Social Preference: forms packs with Wolves and Dire Wolves

Likelihood to infect others: High. Werewolves are Chaotic Evil and will fight anything tooth and nail. 

Werewolves just love fighting, tearing, being the boss, and being alone. These traits on their own can be really toxic, but they can enrich a character if done right. The key is the why. 

One of the things that sets D&D apart from other storytelling mediums is the amount of exposure you get to a character or an idea. As part of that, sometimes you roll the dice and you lose. As already stated, Werewolves love fighting, but one might suspect they hate losing. Maybe after a loss, a Werewolf knows how bad their temper can be and seeks isolation to lick their wounds and process it before they make another mistake. Losing could sharpen their minds to a fine edge, overriding their need to fight everything, and focusing only on besting the one creature that defeated them. 

Maybe after being defeated, they submit to the winning party and trust them to lead them to more victories. If a character tries to deny their love of violence, maybe they seek to burn off frustration in organized fights, but avoid conflict in any place that could actually kill someone. 

Not every application of Lycanthropy has to be an in-depth character overhaul though. Maybe a Werewolf manifests his qualities as a love for animals and wide-open pastures. They might know the best springs in the wilderness from their constant hunting. A character in this game is made for the enjoyment of everyone, so adjust as necessary to fit your game. 

How to Use Lycanthropy with NPCs

Once you have updated the NPC’s mechanics with the above chart and immunities, Lycanthrope NPCs need two considerations: what is the relationship to their curse and how do they interact with their new instincts and abilities? 

How Were They Cursed? 

Let’s explore how they got their curse first. Did they get it when they married into a family? Did a Wereboar infect him just for giggles? Were they willing participants? Were they born to it? Once that question is answered, decide their personality and the new feelings they have which might influence their decisions. 

There are hundreds of directions you can go with a curse like this. 

How do they cope with their new compulsions?

While Werewolves are the mad dog type, a Lycanthrope of the Weretiger variety might manifest his cleanliness in every part of his life. He might become angry if he was having a night on the town in a perfectly pressed robe and someone has the audacity to spill a drink on it. A Wererat might manifest general anxiety that leads them to seek more and more power to make themselves feel safe. 

If you have a Wizard NPC that charges into combat like a madman, it might be because he’s secretly a Wereboar. 

If an NPC loves the thrill of combat, are they bored by their resistance to damage or does the power intoxicate them? If they were timid before, are they afraid of hurting other people and seek solitude? Do they know magic well enough to know that the curse can be reversed? 

Each Lycanthrope comes with its own general profile and you, the DM, decide how much of that you want to incorporate. There will always be exceptions to these behavior patterns and you should feel free to break them for the sake of the story. But, generally, these rules apply to the behavior of were-NPCs.

This is going to be one of those moments where you need to talk to the entire table before you allow something. Establish what Lycanthropy means in your game. Decide beforehand if it is well known and what stereotypes there are about Lycanthropes. Talk to your players about what struggling against the curse or embracing it means. They need to understand the responsibility of their power and their ability to spread the curse even on accident. 

It is a curse and it should be role-played that way. It’s more than just free powers. It helps define a character. 

Lycanthrope Player Characters and non-Player Characters gain the same powers. This includes gaining immunity to non-magical and non-silvered bludgeoning, piercing, and slashing damage. However, even some individuals that work for the Wizards of the Coast don’t house rule it this way. 

Many DMs might be frustrated by the proposition of full out immunity to the most basic of attacks. We would like to compare this to the Aaracockra race. Both of them require advance planning by the DM to actually challenge that player. 

A lot of the basic monsters follow a brute approach in that they have a lot of health and hit hard with a melee weapon. For example, most of the NPC stat blocks have a crossbow option in the back of the Monster Manual, but since the priority is on strength, their chance to hit and damage are poor. With an Aaracockra, just flying out of range can mean they miss a lot of the crossfire and chaos. What Aaracockra and Lycanthropes have in common is that they can both be countered by an enemy casting Firebolt. 

I’m not saying that every enemy your party faces needs to cast spells. That would get predictable fast. However, poison dart traps could still hurt a Lycanthrope. Fire damage from being beaten with torches can hurt them. Undead, like Specters and Wights, can hurt them. At high-level play, it’s a 50/50 chance that a boss creature has magical weapons anyway. Lycanthropes can die from fall damage as it turns out as well, allowing the creative DM ways around this seemingly broken mechanic.

The encounters the DM sets before a party decides what is powerful. If the Lycanthrope in your party is outshining the other players, it isn’t right for your table. 

House Rules for Lycanthropy

If you are interested in allowing a player to roleplay a PC with lycanthropy, or you are thinking of adding it to your game as a potential risk to your players, I would suggest implementing the following house rules to ensure it doesn’t get out of hand.

Level 1New Actions and New Traits, Added AC on transformation
Level 3Stat Increase, Natural Weapons
Level 5Resistance to non-magical, non-silvered, Bludgeoning, Piercing, and Slashing 
Level 10Immunity to non-magical, non-silvered, Bludgeoning, Piercing, and Slashing 

At Level 1, it should almost be treated as an augmentation of their race. The abilities are similar to the Unearthed Arcana of the shifters. They do not yet have resistance or immunity to damage and you can roleplay this as the curse just beginning to take hold of the player.

At Level 3, the Stat Increases and Natural Weapons can arrive at the same time as most Martial subclasses. Because they are largely physical buffs, Lycanthropes can gain their abilities at roughly the same rate as Martial Classes. Monks wielding the Natural weapons of a Werebear could affect game balance, so use it at your discretion. They may only gain one of the two damage dice that Werebears get on their attack at Level 3 then gain the second at Level 7 or so. 

At Level 5, they gain Resistance but notImmunity to Bludgeoning, Piercing, and Slashing. Level 5 is a milestone where the players can start fighting creatures much bigger and more dangerous than themselves. If you have a Barbarian in your party who is not a Lycanthrope and a party member who is a Lycanthrope, I would take this opportunity to show the difference between a Barbarian’s Rage and this Lycanthrope feature in a quick combat encounter. Magical and silver weapons cut through a Lycanthrope’s resistance, but not a Barbarian’s. 

By Level 10, they have reached the tier of play where they are national heroes and a force to be reckoned with. There’s a much wider variety of creatures that wield magic weapons at this level so it closes the power and planning gap on the DMs part. 

As a reminder, Lycanthropy does not negate other abilities. That means, your Wizard can shift into a Werebear and keep on casting Fireball. (That’s enough to send a Bandit Chief running for the hills!)

DM Tips to Remember when using Lycanthropy

This is a curse, not a disease. 

That means a Paladin’s Divine Health does not protect it from Lycanthropy. Lesser Restoration can not fix this. For those infected, a Bestow Curse spell can cure it. If they are born to it, it is essentially part of their race. Only the Wish spell or a greater being can take Lycanthropy away. 

Each Lycanthrope has its own personality influences on transformation.

Not every Lycanthrope is a bloodthirsty maniac. Not every Lycanthrope is as kind as Smokey the Bear. There’s variety within Lycanthropy. Of Lycanthropes, three kinds are evil, one is Neutral, and one is Good. Those instincts should have bearing on how a Lycanthrope is played, either for or against those instincts. Struggling or embracing the nature of the beast is critical. 

Half-Orc Wereboars are difficult to kill.

Because Orc and Wereboars often work together, it would make sense for there to be some half-orc wereboars. Such a creature would be extremely difficult to kill because of its combined traits “Relentless” and “Relentless Endurance.” When a half-orc is reduced to zero hit points the “Relentless” trait brings them back to one hit point. Similarly, when a Wereboar is reduced to zero hit points by damage of 14 points or less, the “Relentless Endurance” trait brings it back to one hit point. This means a half-orc wereboar will have two chances at life before being brought down. It could be a problem for DMs and Players alike!

Lycanthropy is used as a catchall for were-animals in D&D but is denotatively wrong. 

Lycanthropy comes from the Greek word “Lykos” meaning wolf and “Anthropos” meaning man. If you have an English major at your table who’s a stickler about words, we would recommend either Amalgamorph (from John Carpenter’s “The Thing”) or the Halfling Original word Polythrope

They are still humanoids.

Lycanthropes are considered shapechangers but still qualify as humanoids. This is especially important for spells. Hold Person, a spell that freezes a humanoid in place would still work on a Lycanthrope. However, normal spells that ward against evils like Fiends and Undead such as Protection from Evil and Good will not protect you from a Lycanthrope’s wrath. 

In conclusion…

Lycanthropy can change the dynamics of your game dramatically. It’s one of those tropes that when done right, it’s so fascinating to watch play out. Watching players struggle with the moral choices and implications of their NPC friends and enemies is pinnacle high drama. Not only that but playing an engine of destruction made of fur and fury is just as fun too. 

Until next time, my friends,

May your game have advantage!

-Halfling Hannah

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Dungeons and Dragons Lore : Werewolf

Lycanthrope (5e Race)

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Lycanthropes

One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their animal form. IN that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark. Evil lycanthropes hide among normal folk, emerging in animal form at night to spread terror and bloodshed, especially under a full moon. Good lycanthropes are reclusive and uncomfortable around other civilized creatures, often living alone in wilderness areas far from villages and towns.

Curse of Lycanthropy

A humanoid creature can be afflicted with the curse of lycanthropy after being bitten by a lycanthrope, or if one or both of its parents are lycanthropes. A remove curse spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish.
A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form - or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams. A natural born lycanthrope can instinctively control the curse. Despite this inherent mastery, they too feel the pull of the beast within when the moon is fullest.
Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthrope that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak.

Applying Lycanthropy

This is a template to be applied to a race in order to create a PC Lycanthrope. This will work with all Standard Races from official Wizards content. Upon being infected with Lycanthropy, the Lycanthropy subrace can be applied to any race that has a subrace, and replaces that race's existing subrace options. Alternatively, you can apply this new subrace to a race without subrace options using the modification options provided below.

Racial Adjustments

Aarakocra Lycanthrope

As an Aarakocra, your Ability Score Increases are as follows: Your Dexterity score increases by 1, your Wisdom increases by 1.

In addition, you lose your Talons trait and your Flight trait has it's speed reduced to 30 and cannot be used when shapechanged.

Dragonborn Lycanthrope

Your Ability Scores are modified to the following: Your Strength Score is increased by 1, your Charisma is increased by 1. You lose the ability to use your breath attack while transformed.

Goliath Lycanthrope

As a Goliath, your Ability Score Increases are as follows: Your Strength score increases by 1, your Constitution score increases by 1.

In addition, you lose your Natural Athlete trait.

Half-Elf Lycanthrope

As a Half-Elf, your ability Score Increases are as follows: Your Charisma score increases by 1, and one other ability score of your choice increases by 1.

In addition, you lose your Skill Versatility trait.

Half-Orc Lycanthrope

As a Half-Orc, your ability Score Increases are as follows: Your Strength Score increases by 1, your Constitution score increases by 1.

In addition, you lose your Menacing trait and your Savage Attacks trait.

Human Lycanthrope

As a Human, your Ability Score Increases are as follows: Two different ability scores of your choice increase by 1.

You gain proficiency in one skill of your choice.

Tiefling Lycanthrope

As a Tiefling, your Ability Score Increases are as follows: Your Charisma Score increases by 2.

You lose your Infernal Legacy trait.

Custom Races

If you wish to apply Lycanthropy to your custom race that does not have a subrace to be removed, use the following rules to apply it.

Custom Traits

A race that transforms into beasts.
Ability Score Increase. These should be changed to apply an overall +2, either through a +2 on one stat, or +1 on two stats. However, the +2 option should not be applied to Strength, Dexterity or Constitution so as to avoid +3 results after the Lycanthropy subrace has been applied.
Age. Age based on that of custom race.
Alignment. Alignment of the custom race
Size. Medium or Small to not have balance problems
Speed. Your base walking speed is 30ft.
Custom Trait. The character should retain one trait of their previous race, though this should not be similar to the traits provided by the Lycanthropy subrace so as to avoid overlap or clashes.
Languages. Languages based on custom race

Lycanthropy Subraces

There are five different strains of the Lycanthropy curse which a character can contract, each with their own varying traits as seen below. Only one strain can infect a character at a time. Whilst infected with one strain of Lycanthropy, the character is considered immune to recieving other forms of the curse, automatically succeeding on their Constitution Saving Throw when cursed.

Werebear

Ability Score Increase. Your Constitution Score increases by 1.
Shapechanger. You can use an action to polymorph into a Large Bear-Humanoid hybrid or into a Large Bear, or back into your true form. Your statistics, other than size and AC are the same in each form. Any equipment you are wearing or carrying isn't transformed. You revert back to your true form if you die.
Bear-Humanoid Hybrid Form & Bear Form. Your size is Medium. You have natural armour equal to 11 + Constitution Modifier. You gain a climb speed of 30ft. You gain the Bite attack and are considered proficient: Melee Weapon Attack, one target, 1d8+Strength piercing damage. If the target is a humanoid, it must succeed on a DC 10 + Constitution Modifier, Constitution Saving Throw or be cursed with werebear lycanthropy. You gain the Claw attack and are considered proficient: Melee Weapon Attack, one target, 2d4+Strength slashing damage.

Wereboar

Ability Score Increase. Your Strength Score increases by 1.
Shapechanger. You can use an action to polymorph into a medium Boar-Humanoid hybrid or into a medium Boar, or back into your true form. Your statistics, other than size and AC are the same in each form. Any equipment you are wearing or carrying isn't transformed. You revert back to your true form if you die.
Boar-Humanoid Hybrid Form & Boar Form. Your size is Medium. You have natural armour equal to 11 + Strength Modifier. You gain the Tusks attack and are considered proficient: Melee Weapon Attack, one target, 1d6+Strength piercing damage. If the target is a humanoid, it must succeed on a DC 10 + Constitution Modifier, Constitution Saving Throw or be cursed with wereboar lycanthropy. You gain the Maul attack and are considered proficient: Melee Weapon Attack, one target, 1d8+Strength slashing damage. If you move at least 15 feet straight towards a target and then hit it with your Tusks on the same turn, the target takes an extra 2d6 slashing damage. If the target is a creature, it must succeed on a DC 10 + Strength Modifier, Strength saving throw or be knocked prone.

Wererat

Ability Score Increase. Your Dexterity Score increases by 1.
Shapechanger. You can use an action to polymorph into a medium Rat-Humanoid hybrid or into a small Rat, or back into your true form. Your statistics, other than size and AC are the same in each form. Any equipment you are wearing or carrying isn't transformed. You revert back to your true form if you die.
Rat-Humanoid Hybrid Form. Your size is Small. You have natural armour equal to 11 + Dexterity Modifier. You gain the Bite attack and are considered proficient: Melee Weapon Attack, one target, 1d6+Dexterity piercing damage. If the target is a humanoid, it must succeed on a DC 10 + Constitution Modifier, Constitution Saving Throw or be cursed with wererat lycanthropy.
Rat Hybrid Form. Your size is tiny. You have natural armour equal to 11 + Dexterity Modifier. You gain the Bite attack and are considered proficient: Melee Weapon Attack, one target, 1d4+Dexterity piercing damage. If the target is a humanoid, it must succeed on a DC 10 + Constitution Modifier, Constitution Saving Throw or be cursed with wererat lycanthropy.
Keen Smell. While in your Rat-Humanoid Hybrid form, or your Rat form, gain advantage on Wisdom (Perception) checks that rely on smell.

Weretiger

Ability Score Increase. Your Dexterity Score increases by 1.
Shapechanger. You can use an action to polymorph into a Medium Tiger-Humanoid hybrid or into a Medium Tiger, or back into your true form. Your statistics, other than size and AC are the same in each form. Any equipment you are wearing or carrying isn't transformed. You revert back to your true form if you die.
Tiger-Humanoid Hybrid Form & Tiger Form. Your size is Medium. You have natural armour equal to 12 + Dexterity Modifier. You gain the Bite attack and are considered proficient: Melee Weapon Attack, one target, 1d8+Dexterity piercing damage. If the target is a humanoid, it must succeed on a DC 10 + Constitution Modifier, Constitution Saving Throw or be cursed with weretiger lycanthropy.You gain the Claw attack and are considered proficient: Melee Weapon Attack, one target, 1d6+Dexterity slashing damage. If you move at least 15 feet straight towards a target and then hit it with a Claws attack on the same turn, the target must succeed on a DC 10 + Dexterity Modifier, Strength Saving Throw or be knocked prone. If the target is prone, you can make one bite attack against it as a bonus action.

Werewolf

Ability Score Increase. Your Strength Score increases by 1.
Shapechanger. You can use an action to polymorph into a Medium Wolf-Humanoid hybrid or into a Medium Wolf, or back into your true form. Your statistics, other than size and AC are the same in each form. Any equipment you are wearing or carrying isn't transformed. You revert back to your true form if you die.
Wolf-Humanoid Hybrid Form. Your size is Medium. You have natural armour equal to 11 + Dexterity Modifier. You gain the Bite attack and are considered proficient: Melee Weapon Attack, one target, 1d8+Strength piercing damage. If the target is a humanoid, it must succeed on a DC 10 + Constitution Modifier, Constitution Saving Throw or be cursed with werewolf lycanthropy. You gain the Claw attack and are considered proficient: Melee Weapon Attack, one target, 2d4+Strength slashing damage.
Wolf Form. Your size is Medium. You have natural armour equal to 11 + Dexterity Modifier. Your walking speed is 40ft. You gain the Bite attack and are considered proficient: Melee Weapon Attack, one target, 1d6+Strength piercing damage. If the target is a humanoid, it must succeed on a DC 10 + Constitution Modifier, Constitution Saving Throw or be cursed with werewolf lycanthropy.
Keen Hearing and Smell. While in your Wolf-Humanoid Hybrid form, or your Wolf form, gain advantage on Wisdom (Perception) checks that rely on hearing or smell.


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Traits

Shapechanger: The werewolf can use its action to Polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is Humanoid. Its Statistics, other than its AC, are the same in each form. Any Equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Keen Hearing and Smell: The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Multiattack (Humanoid or Hybrid Form Only): The werewolf makes two attacks: one with its bite and one with its claws or spear.

Bite (Wolf or Hybrid Form Only): Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a Humanoid, it must succeed on a DC 12 Constitution saving throw or be Cursed with werewolf lycanthropy.

Claws (Hybrid Form Only): Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.

Spear (Humanoid Form Only): Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee Attack.

Show Attribute List

AC

11 (In Humanoid Form, 12 In Wolf Or Hybrid Form)

Immunities

Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons

Languages

Common (Can't Speak In Wolf Form)

Roll 2

One-Handed 1d20 + 4 1d6+2

Roll 3

Two-Handed 1d20 + 4 1d8+2

Speed

30 ft. (40 ft. in wolf form)

Type

humanoid (human, shapechanger)

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