Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
[Homebrew] Druid Lycanthrope Archetype - Circle of the Beast
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="jprepo1" data-source="post: 6835460" data-attributes="member: 6820440"><p>I ended up getting some good feedback, and have gone ahead and updated the class, particularly, the were forms. please take a look and let me know what you think, and how I might better balance it.</p><p></p><p>Lycanthropy Part 2: A work in Progress</p><p>After discussion, and largely positive feedback, I have finished version 2 of the Druid Circle of the Beast lycanthropic archetype. Although I wanted to avoid over complicated tables, and trust my players to RP, from a min-max perspective there was really no reason to play anything other than a Werebear.</p><p></p><p>With that in mind, I balanced the various forms out, giving each a total of 13 points to be spread out differently among st the forms for increases to STR, DEX, and CON. On top of that, I gave each form a normalized base HP, that can now slowly level over time with the player.</p><p></p><p>Feed is appreciated, as always!</p><p></p><p>Circle of the Beast</p><p>Lycanthropy is one of the most feared curses known to exist, causing even the wisest and kindest to become nothing more than a vicious beast. It is with this danger in mind that some druids willfully infect themselves with this curse, so as to better combat it. Being able to move, and think, like their quarry has made them a necessary, if shunned and little known, sect of Druidic studies. Using their magical connection with nature to suppress aspects of the curse, members of the Circle of the Fang are often loners, never truly accepted by civilized lands, and fearful of what might happen if they themselves lose control.</p><p></p><p>Hybrid Form</p><p>By using choosing this circle at second level, you gain the ability to transform into the were creature associated with your particular choice, as well as its animal form. While some of the effects are not as powerful as a traditionally cursed Lycanthrope, you gain certain abilities, such as proficiency in its natural unarmed attacks, and as listed below. Because of the concentration required to maintain this form and stave off the curse, you may only Wildshape into the hybrid or animal form of your particular type of lycanthropy. If there are multiple choices of animals, such as bears, only one can be chosen for this Circle. Your hybrid and animal forms share statistics, which are detailed in the table below.</p><p></p><p>Circle Werebear. HP: 27, Strength of 17, a Dexterity of 10,</p><p>a Constitution of 16, and a + 1 bonus to AC while in bear</p><p>or hybrid form (from natural armor). Attack and damage rolls</p><p>for the natural weapons are based on Strength.</p><p>Keen Smell. The werebear has advantage on Wisdom</p><p>(Perception) checks that rely on smell.</p><p>Multiattack (Bear or Hybrid Form Only). In bear form,</p><p>the werebear makes two claw attacks. In hybrid form,</p><p>The werebear may make 2 vlaw attacks or 1 claw and</p><p>1 weapon attack.</p><p>Bite (Bear or Hybrid Form Only). Melee Weapon Attack:</p><p>reach 5 ft., one target. Hit: 1d10 + STR modifier piercing damage.</p><p>Claw (Bear or Hybrid Form Only). Melee Weapon Attack:</p><p>reach 5 ft., one target. Hit: 1d8 + STR modifier slashing damage.</p><p></p><p>Circle Wereboar. HP: 27, Strength of 17, a Dexterity of 10,</p><p>A Constitution of 17, and a+ 1 bonus to AC while</p><p>in boar or hybrid form (from natural armor). Attack and</p><p>damage rolls for the tusks are based on Strength. For the</p><p>Charge- trait, the DC is 8 +the character's proficiency bonus+</p><p>Strength modifier.</p><p>Charge (Boar or Hybrid Form Only). if the wereboar moves</p><p>at least 15 feet straight toward a target and then hits it with</p><p>its tusks on the same turn, the target takes an extra 7 (2d6)</p><p>slashing damage. If the target is a creature, it must succeed on</p><p>a DC 8 + the character’s proficiency bonus + the character’s</p><p>Strength modifier strength saving throw or be knocked prone.</p><p>Multiattack (Humanoid or Hybrid Form Only). The were boar</p><p>makes two attacks, only one of which can be with its tusks.</p><p>Tusks (Boar or Hybrid Form Only). Melee Weapon Attack:</p><p>reach 5 ft., one target. Hit: 1d6+ STR modifier slashing damage.</p><p></p><p>Circle Wererat. HP: 21, Strength of 12, Dexterity of 18,</p><p>and a Constitution of 13. Attack and damage rolls for</p><p>the bite are based on whichever is higher of the character's</p><p>Dexterity.</p><p>Keen Smell. The were rat has advantage on Wisdom</p><p>(Perception) checks that rely on smell.</p><p>Multiattack (Humanoid or Hybrid Form Only). The were rat</p><p>makes two attacks, only one of which can be a bite.</p><p>Bite (Rat or Hybrid Form Only). Melee Weapon Attack:</p><p>reach 5 ft., one target. Hit: 1d6+ DEX modifier piercing</p><p>damage.</p><p></p><p>Circle Weretiger. HP: 24. Strength of 13, a Dexterity of 16,</p><p>and a Constitution of 14. Attack and damage rolls for</p><p>the natural weapons are based on Dexterity. For the Pounce</p><p>trait, the DC is 8 + the character's proficiency bonus +</p><p>Dexterity modifier.</p><p>Keen Hearing and Smell. The weretiger has advantage on</p><p>Wisdom (Perception) checks that rely on hearing or smell.</p><p>Pounce (Tiger or Hybrid Form Only). If the weretiger moves at</p><p>least 15 feet straight toward a creature and then hits it with a</p><p>claw attack on the same turn , that target must succeed on a</p><p>DC 8 + character’s proficiency bonus + character’s Dexterity</p><p>modifier Dexterity saving throw or be knocked prone. If the target</p><p>is prone, the weretiger can make one bite attack against it as a</p><p>bonus action.</p><p>Multiattack (Animal or Hybrid Form Only). In hybrid or</p><p>animal form, the weretiger can make 1 bite and 1 claw</p><p>attack. In hybrid form, it may make 1 claw or bite and 1</p><p>weapon attack.</p><p>Bite (Tiger or Hybrid Form Only). Melee Weapon Attack:</p><p>reach 5 ft ., one target. Hit: 1d10+ DEX modifier piercing</p><p>damage.</p><p>Claw (Tiger or Hybrid Form Only). Melee Weapon Attack:</p><p>reach 5 ft., one target. Hit: 1d8+ DEX modifier slashing damage.</p><p></p><p>Circle Werewolf. HP: 24. Strength of 16, Dexterity of 13,</p><p>a Constitution of 14, and a+ 1 bonus to AC while in wolf</p><p>or hybrid form (from natural armor). Attack and damage rolls</p><p>for the natural weapons are based on Strength.</p><p>Keen Hearing and Smell. The werewolf has advantage on</p><p>Wisdom (Perception) checks that rely on hearing or smell.</p><p>Multiattack (Hybrid Form Only). In hybrid form, the</p><p>Werewolf can make 1 claw or bite and 1 weapon attack.</p><p>Bite (Wolf or Hybrid Form Only). Melee Weapon Attack:</p><p>reach 5 ft., one target. Hit: 1d8+ STR modifier piercing</p><p>damage.</p><p>Claws (Hybrid Form Only). Melee Weapon Attack: reach 5 ft.,</p><p>one creature. Hit: 2d4+ STR modifier slashing damage.</p><p></p><p>Curse Suppression and Side Effects</p><p>Because of the Druidic magic involved with keeping the curse under control for the Druid, not all of the Lycanthrope’s abilities manifest themselves. You do not receive the Damage Immunities associated with your form, and you are also unable to pass your curse to others, outside of a willing participant in certain Druidic Rituals. Because you are actively working against the curse to find a balance, when you return to humanoid form after having been in Hybrid or animal form, you gain 1 point of exhaustion (as described in appendix A of the PHB).</p><p></p><p>Primal Body</p><p>Starting at 6th level, when you transform into Hybrid or animal form, you gain half of your proficiency bonus, rounded down, to your primary attribute in that form, and as 1d8+ your forms’ Constitution modifier to maximum hit points while Wildshaped. Your natural unarmed attacks in hybrid and animal form count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.</p><p></p><p>Supernatural Resistance</p><p>Starting at 10th level, you may tap into your curse’s power to augment your defenses. As a bonus action, you may gain resistance to all piercing, bludgeoning, and slashing damage from non-magical or non-silvered weapons until the end of your next turn. At level 14, you can tap into this resistance even father, gaining immunity from all piercing, bludgeoning, and slashing damage from non-magical or non-silvered weapons until the end your next turn when you take this bonus action.</p><p></p><p>Mastery of the Form</p><p></p><p>Starting at 14th level, you have totally mastered your curse. You gain 1 extra attack while in Hybrid form, and no longer gain a level of exhaustion when reverting to your humanoid form.</p></blockquote><p></p>
[QUOTE="jprepo1, post: 6835460, member: 6820440"] I ended up getting some good feedback, and have gone ahead and updated the class, particularly, the were forms. please take a look and let me know what you think, and how I might better balance it. Lycanthropy Part 2: A work in Progress After discussion, and largely positive feedback, I have finished version 2 of the Druid Circle of the Beast lycanthropic archetype. Although I wanted to avoid over complicated tables, and trust my players to RP, from a min-max perspective there was really no reason to play anything other than a Werebear. With that in mind, I balanced the various forms out, giving each a total of 13 points to be spread out differently among st the forms for increases to STR, DEX, and CON. On top of that, I gave each form a normalized base HP, that can now slowly level over time with the player. Feed is appreciated, as always! Circle of the Beast Lycanthropy is one of the most feared curses known to exist, causing even the wisest and kindest to become nothing more than a vicious beast. It is with this danger in mind that some druids willfully infect themselves with this curse, so as to better combat it. Being able to move, and think, like their quarry has made them a necessary, if shunned and little known, sect of Druidic studies. Using their magical connection with nature to suppress aspects of the curse, members of the Circle of the Fang are often loners, never truly accepted by civilized lands, and fearful of what might happen if they themselves lose control. Hybrid Form By using choosing this circle at second level, you gain the ability to transform into the were creature associated with your particular choice, as well as its animal form. While some of the effects are not as powerful as a traditionally cursed Lycanthrope, you gain certain abilities, such as proficiency in its natural unarmed attacks, and as listed below. Because of the concentration required to maintain this form and stave off the curse, you may only Wildshape into the hybrid or animal form of your particular type of lycanthropy. If there are multiple choices of animals, such as bears, only one can be chosen for this Circle. Your hybrid and animal forms share statistics, which are detailed in the table below. Circle Werebear. HP: 27, Strength of 17, a Dexterity of 10, a Constitution of 16, and a + 1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength. Keen Smell. The werebear has advantage on Wisdom (Perception) checks that rely on smell. Multiattack (Bear or Hybrid Form Only). In bear form, the werebear makes two claw attacks. In hybrid form, The werebear may make 2 vlaw attacks or 1 claw and 1 weapon attack. Bite (Bear or Hybrid Form Only). Melee Weapon Attack: reach 5 ft., one target. Hit: 1d10 + STR modifier piercing damage. Claw (Bear or Hybrid Form Only). Melee Weapon Attack: reach 5 ft., one target. Hit: 1d8 + STR modifier slashing damage. Circle Wereboar. HP: 27, Strength of 17, a Dexterity of 10, A Constitution of 17, and a+ 1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge- trait, the DC is 8 +the character's proficiency bonus+ Strength modifier. Charge (Boar or Hybrid Form Only). 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 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 8 + the character’s proficiency bonus + the character’s Strength modifier strength saving throw or be knocked prone. Multiattack (Humanoid or Hybrid Form Only). The were boar makes two attacks, only one of which can be with its tusks. Tusks (Boar or Hybrid Form Only). Melee Weapon Attack: reach 5 ft., one target. Hit: 1d6+ STR modifier slashing damage. Circle Wererat. HP: 21, Strength of 12, Dexterity of 18, and a Constitution of 13. Attack and damage rolls for the bite are based on whichever is higher of the character's Dexterity. Keen Smell. The were rat has advantage on Wisdom (Perception) checks that rely on smell. Multiattack (Humanoid or Hybrid Form Only). The were rat makes two attacks, only one of which can be a bite. Bite (Rat or Hybrid Form Only). Melee Weapon Attack: reach 5 ft., one target. Hit: 1d6+ DEX modifier piercing damage. Circle Weretiger. HP: 24. Strength of 13, a Dexterity of 16, and a Constitution of 14. Attack and damage rolls for the natural weapons are based on Dexterity. For the Pounce trait, the DC is 8 + the character's proficiency bonus + Dexterity modifier. Keen Hearing and Smell. The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pounce (Tiger or Hybrid Form Only). If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn , that target must succeed on a DC 8 + character’s proficiency bonus + character’s Dexterity modifier Dexterity saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action. Multiattack (Animal or Hybrid Form Only). In hybrid or animal form, the weretiger can make 1 bite and 1 claw attack. In hybrid form, it may make 1 claw or bite and 1 weapon attack. Bite (Tiger or Hybrid Form Only). Melee Weapon Attack: reach 5 ft ., one target. Hit: 1d10+ DEX modifier piercing damage. Claw (Tiger or Hybrid Form Only). Melee Weapon Attack: reach 5 ft., one target. Hit: 1d8+ DEX modifier slashing damage. Circle Werewolf. HP: 24. Strength of 16, Dexterity of 13, a Constitution of 14, and a+ 1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength. Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Multiattack (Hybrid Form Only). In hybrid form, the Werewolf can make 1 claw or bite and 1 weapon attack. Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: reach 5 ft., one target. Hit: 1d8+ STR modifier piercing damage. Claws (Hybrid Form Only). Melee Weapon Attack: reach 5 ft., one creature. Hit: 2d4+ STR modifier slashing damage. Curse Suppression and Side Effects Because of the Druidic magic involved with keeping the curse under control for the Druid, not all of the Lycanthrope’s abilities manifest themselves. You do not receive the Damage Immunities associated with your form, and you are also unable to pass your curse to others, outside of a willing participant in certain Druidic Rituals. Because you are actively working against the curse to find a balance, when you return to humanoid form after having been in Hybrid or animal form, you gain 1 point of exhaustion (as described in appendix A of the PHB). Primal Body Starting at 6th level, when you transform into Hybrid or animal form, you gain half of your proficiency bonus, rounded down, to your primary attribute in that form, and as 1d8+ your forms’ Constitution modifier to maximum hit points while Wildshaped. Your natural unarmed attacks in hybrid and animal form count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. Supernatural Resistance Starting at 10th level, you may tap into your curse’s power to augment your defenses. As a bonus action, you may gain resistance to all piercing, bludgeoning, and slashing damage from non-magical or non-silvered weapons until the end of your next turn. At level 14, you can tap into this resistance even father, gaining immunity from all piercing, bludgeoning, and slashing damage from non-magical or non-silvered weapons until the end your next turn when you take this bonus action. Mastery of the Form Starting at 14th level, you have totally mastered your curse. You gain 1 extra attack while in Hybrid form, and no longer gain a level of exhaustion when reverting to your humanoid form. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
[Homebrew] Druid Lycanthrope Archetype - Circle of the Beast
Top