Werewolf
Dnd Werewolf Race
Appearance
Werewolves look like large, hairy humans most stand around two meters tall. During the day, they appear somewhat human, but at night they transform into true monsters. This transformation only occurs after sunset.
Transformation and Instinct
When someone turns into a werewolf, the beastly instinct takes control. At first, this instinct only desires to hunt, eat, and attack. With time and training, however, one can learn to cooperate with and control this monstrous part of themselves.
The Origin of the Curse
You can become a werewolf in two ways:
Through a potion (Werewolf Potion): This potion is brewed by a witch. Usually, the witch deceives you into drinking it. After drinking it, you lose your racial form during the day and transform into a true werewolf at night.
Through a bite: If you are bitten by a werewolf, you carry the curse from that moment on. Only a witch can reverse the curse with a Reversal Potion, but beware witches are known to be cunning tricksters.
The Curse or the Power
Some werewolves see their condition as a curse, while others embrace it as a source of power. Often, they form a pack led by an Alpha, usually the strongest and largest among them.
Weaknesses
The most well-known weakness of a werewolf is silver, which burns their skin and hinders their healing. Other weaknesses found in legends include:
Magical weapons
The herb wolfsbane
Decapitation or heart extraction
Their own reflection: when a werewolf sees its reflection in a mirror, it turns to stone. Once the mirror is removed, it returns to flesh and blood.
The War Between Witches and Werewolves
A war has raged for centuries between witches and werewolves. After all, witches were the ones who first turned other races into werewolves. While some werewolves despise their curse, others use their powers to fight back against the witches in the name of revenge or freedom.
Stats
- Ability Score Increase. Your ability score increases will remain the same as that of your base race.
- Age. Lycanthropy does affect age you live an extra 100 years due to the power of your blood.
- 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.
- 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 skills.
- Languages: Your character can speak, read, and write. Common, Howl and one other language that you want.
Form features:
Hybrid Form
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 specially 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 10 + your Dexterity modifier + your Strength 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 1d4 slashing or piercing damage on a successful hit. On a hit against humanoids, the target must roll a Constitution save, DC being 8 + your proficiency + Wisdom Modifier, or be cursed with lycanthropy.
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 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 lycanthropes are immune to this trait.
Wolf Form
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 of your thickened skin and fur. In this form, you have an AC of 10 + your Dexterity modifier + your Strength 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
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
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.
D8 Personality Trait
1 I feel more awake at night than I do during the day, and occasionally I have trouble getting to sleep.
2 When 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.
3 Sometimes 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.
4 Sometimes I can’t help but howl at the moon. Cliche, I know, but I can’t help it!
5 Nothing’s tastier to me than meat fresh off the bone. I usually just eat meals raw rather than cook them.
6 After traveling with someone for a while, I tend to get very attached and extremely protective of them. Sometimes to an alarming degree.
7 On occasion the wolf in me really shows. I don’t always follow typical social protocol that most others do; like bathing regularly, for example.
8 I am always slightly uncomfortable indoors or in small spaces that make me feel like I’m caged.