Human, Werewolf (5e Race)

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Human, Werewolf[edit]

Lycanthropes are some of the most well known and ancient accursed groups of individuals. Though lycanthropes can call to most any animals such as bears, rats, and even tigers, the most common animal is wolf. Lycanthropes who call to wolves are known as werewolves, the most famous of the many forms lycanthropy can take. In their transformed form, they take on the horrid visage of a hybrid between man and wolf, a powerful and primal beast with savage instincts. Many werewolves take great effort to avoid this transformation in the proximity of civilization, fearing that they may hurt people or worse, those they care about. Others embrace it, letting the beast free to satiate their bloodlust. And some obtain mastery of their affliction. Those who have come to terms and understood their curse are often able to control it better, suppressing their pronounced primal instincts, denying transformation under a full moon, even calling upon their or curse to transform into a beast at will.

Physical Description[edit]

Werewolves will generally look like a completely normal, if a little hairier, human when in human form. Completely indistinguishable from that of a regular human. In wolf form, they resemble a regular wolf or dire wolf. In both cases it is nearly impossible to tell them apart from their regular counterparts. In hybrid form, however, they become bigger, scarier, more hairy, gain sharp claws and teeth. Their muscles grow larger to compensate for a larger body. A monstrous cross between human and wolf.

History[edit]

It is unclear exactly how the curse was born. Some say it was a gift from the moon to powerful warrior. Some claim that the curse is the creation of a wicked demon who wanted only to see the world painted red. Whatever the case, lycanthropy has been around since time immemorial. No one is exactly sure how the curse came to be. Some groups have dedicated their research to understanding the origins of the curse, but nothing ever produces solid answers. Whatever the origins, it is clear that a curse of lycanthropy will end if the afflicted is treated with "Remove Curse". Natural born lycanthropes may only be cured with the "wish" spell, however.

Society[edit]

Werewolves often find themselves living among or removed from civilized society. They are, after all, just as human as anyone else despite their affliction. Those that branch away to form their own society of werewolves often live in nomadic tribes and exhibit xenophobic tendencies towards outsiders. Liked for good reason.

Werewolf Names[edit]

Werewolves who have contracted the curse either from surviving an attack by another werewolf, or by engaging in pagan rituals, follow the same naming conventions as their race. Natural born werewolves on the other hand tend to share the names of Greco-Roman deities, celestial bodies and events, or are inspired by Roman history.

Male: Apollo, Mars, Octavius

Female: Capitoline, Diana, Venus

Werewolf Traits[edit]

Werewolves are naturally stronger individuals. Warriors will find that their being a werewolf suits them on the battlefield whereas less resourceful rogues will see it as a hindrance to their work. Mages may find it beneficial or infuriating depending on their repertoire.
Ability Score Increase. Your constitution score increases by 2 and one other of your ability scores increase by 1.
Age. Werewolves live a little longer than humans. A healthy adult can expect to live to 120 years old or older.
Alignment. Despite popular belief, werewolves are capable of being of any alignment. Werewolves can love freedom more than order and vise versa.
Size. Your size is medium
Speed. Your base walking speed is 40 feet.
Darkvision. A werewolf's eyes are naturally inclined to see in the dark. 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.
Silvered Weakness. You have vulnerability to attacks from silvered weapons and ammunition.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Heightened Sense of Smell. You have an exquisitely sensitive sense of smell. You can identify people by their scent, and can detect the presence of gaseous poisons.
Shapechanger. You can evoke your curse as an action and transform into your hybrid or wolf form. You may do this a number of times equal to your proficiency score, requiring a short or long rest to replenish uses. Under a full moon, you will automatically transform. To deny the curse from transforming you though, make a Wisdom saving throw (DC 15), becoming your hybrid or wolf form on a failed save for the rest of the night. Make it with disadvantage if engaged in combat. It is at the DM's discretion if and when you should repeat this saving throw.
Languages. You can speak, read, and write Common and one other language of your choice.

Hybrid form[edit]

A werewolf in hybrid form becomes a force to be reckoned with! This transformation lasts for one hour but end early if you become incapacitated, drop to 0hp, end it via an action, or if the full moon sets in the case of a forced transformation.

Lycanthropic Toughness. While in hybrid form, you gain resistance to nonmagical melee damage (bludgeoning, piercing, and slashing). Should you receive damage from a silvered weapon, the triggering damage will not be halved and your Lycanthropic Toughness resistances will not work until the end of the your next turn.

Improved powerful build. While in hybrid form, you have advantage on all strength checks and saves.

Thick hide. While in hybrid form, your natural becomes AC 13 + your dex mod (regular armor for humanoids fall off during transformation)

Natural Weapons. While in hybrid form, you can use your claws (1d6 slashing) and teeth (1d8 piercing) as natural weapons.

Howl. While in hybrid form, you gain the ability to howl as a reaction to making an initiative check. Any friendly creature that can hear your howl make their initiative check with advantage and any hostile creature that can hear you must succeed a wisdom saving throw (DC 13) or become frightened of you until the end of your first turn. You may only use this ability once per transformation and any creature who has failed or succeeded the check cannot be frightened again for 24 hours.

Regeneration. While in hybrid form, you gain temporary hit points upon transforming equal to five times your proficiency bonus. These temporary hit points replenish at a rate equal to your proficiency bonus per round at the start of your turn if you have lost any. You cannot regenerate these temporary hit points at the start of your next turn if you have taken damage from a silvered weapon.

Wolf Form[edit]

A werewolf in their wolf form becomes a — wolf! Stronger than the average wolf.

Chase. While in wolf form, you gain a +10 bonus to your movement speed

Natural Armor. While in wolf form, your natural AC becomes 11 + your dex mod.

Tracker. While in wolf form, you have advantage on checks made to smell and see. In addition, you gain advantage on checks made to track people and or things.

Pack tactics. While in wolf form, any of your allies are within 5ft of an enemy you are within 5ft of, both of you gain advantage on attack rolls.

Natural Weapons. While in wolf form, your claws (1d6 slashing) and teeth (1d8 piercing) become natural weapons. As a bonus action whenever you make an attack action, you may attempt to knock prone an enemy.

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