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<blockquote data-quote="dwayne" data-source="post: 7468549" data-attributes="member: 25437"><p>Werewolf</p><p>A Werewolf is a humanoid that is cursed with chaotic nature magic to transform into a giant, wolf-like creature during the full moon. The most common way to become a Werewolf is to be bitten, or scratched. Some part of the Werewolf’s claws or saliva must make contact with a target’s bloodstream to spread the curse. As such, creatures without blood are immune. Other races too far removed from mammalian predators are also immune for unknown reasons, Dragonborn for example. Some races besides human can become infected but it is forbidden due to the crossing would and has created some very insane and beastly monstrosities. The main thing is if it is even partly human it can be infected as long as it is still alive and has blood. </p><p></p><p>Racial Origin: Werewolf</p><p>At any time you can take a Race feature when you gain an ability increase from a class. The ability increase can only be taken for the abilities that are primary for the race. Features can only be gained in order so those of a lower rank cannot be taken before those of higher. Also clan must be chosen when this origin is taken at level one if natural. </p><p>Rank one: This can be taken at first level or lower, so when the race is chosen at first level you gain these abilities like a human would for his abilities increase just your limited in options. </p><p>Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1. </p><p>Racial Legacies: </p><p>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 cannot discern color in darkness, only shades of gray.</p><p>Resistances. While in hybrid or wolf form, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that are not silver. </p><p>Vulnerabilities. While in hybrid or wolf form, you gain vulnerability to damage from weapons made of silver.</p><p>Natural Shapechanger. Natural werewolf possess the magical ability to assume two alternate forms—the hybrid wolf and the wolf. As an action, you can change into either your hybrid form or your wolf form. You can remain in this form for 1 hour, reverting to your humanoid form when the time expires, you fall unconscious, you drop to 0 hit points, or you die. You can revert to your humanoid form early as a bonus action. Once you use this ability, you can’t use it again until you finish a short rest. </p><p>Rank two: is limited to the level the abilities is gained usually around 3rd to 4th level . </p><p>Racial Ancestry: this is when you gain your clan ability from the chosen clan.</p><p>Ability Increase: you can increase abilities that are same as those at rank one score your choice by 2, or you can increase both Ability Scores by 1. As normal, you can’t increase an ability score above 20 using this feature. If both scores are at the max of increase then another can be chosen as normal. </p><p>Rank three: This fallows suit as per above but is like above around the 6th or so range. </p><p>Ability Increase: you can increase abilities that are same as those at rank one score your choice by 2, or you can increase both Ability Scores by 1. As normal, you can’t increase an ability score above 20 using this feature. If both scores are at the max of increase then another can be chosen as normal.</p><p>How to become cursed</p><p>Bitten: A humanoid bitten by a Werewolf must make a Constitution Save against DC [8 + Werewolf’s proficiency bonus + Werewolf’s Con modifier] or become cursed. Must make a save for each time bitten.</p><p>Scratched: A humanoid hit by a Werewolf’s claws must make a Constitution Save against DC (8 + Werewolf’s Con modifier) or become cursed. Must make a save for each time clawed.</p><p>A humanoid that is made unconscious (0 HP) from a Werewolf attack instantly fails the Constitution Save and becomes cursed.</p><p>Basic abilities of the wolf</p><p>Age. Although human in both appearance and origin, Werewolf’ lycanthropic physiology allows them to live several decades longer than humans. </p><p>Alignment. Naturally loyal to the pack or clan, Werewolves often never leave familial packs and when they come of age the pack or clan trains them. Although werewolves consider the whole pack as family, Werewolf will show a limited favor to those related by blood. The average Werewolf is neutral in alignment, balancing personal freedom with dedication to their clan and pack. </p><p>Size. In humanoid form, natural Werewolf appear to be strong, muscular humans with long, thick hair, and your bestial cunning. Your size is Medium in your humanoid and hybrid forms, but may be Medium in your wolf animal form. </p><p>Speed. Your base walking speed is 30 feet. </p><p>Hybrid Form. In your hybrid form you grow sharp teeth and claws, and take on a more intimidating wolf appearance. In this hybrid form you cannot use weapons, wear armor, and carry equipment normally. Your base walking speed increases to 40 feet. You have proficiency with your claws and bite. Your claws deal 1d6 slashing damage, and are considered light weapons. Your bite deals 1d8 piercing damage. In addition, you gain advantage on Charisma (Intimidate) checks, and Wisdom (Perception) checks that rely on smell. You gain disadvantage on Intelligence checks and all other Charisma checks that rely on smell, hearing, or sight. You can stay in a Hybrid form or wolf form for a number of hours equal to your constitution bonus. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die. </p><p>Wolf Form. You may assume the form of a wolf as if using the druid’s Wild Shape class feature except it's your constitution bonus not level that the amount of time you can spend in the shape is based on (see above) . Unlike that feature, you retain your own hit points between forms. </p><p>Pushing the limit: It is possible for a wolf to force a shape change but doing so puts a massive strain on the body and can cause death of the wolf. First you have to make a constitution ability check DC 20 if you make it then the shape change can happen. If you fail then you suffer the effects of level 1 exhaustion and cannot try it again. If you make the save then after the change has ran its course or you volunteer to change back. You suffer the effects of exhaustion level 2. This can be done each time the DC increases by 5 and the exhaustion level doubles. </p><p>Languages. The languages you knew before becoming cursed. You cannot speak in wolf form.</p></blockquote><p></p>
[QUOTE="dwayne, post: 7468549, member: 25437"] Werewolf A Werewolf is a humanoid that is cursed with chaotic nature magic to transform into a giant, wolf-like creature during the full moon. The most common way to become a Werewolf is to be bitten, or scratched. Some part of the Werewolf’s claws or saliva must make contact with a target’s bloodstream to spread the curse. As such, creatures without blood are immune. Other races too far removed from mammalian predators are also immune for unknown reasons, Dragonborn for example. Some races besides human can become infected but it is forbidden due to the crossing would and has created some very insane and beastly monstrosities. The main thing is if it is even partly human it can be infected as long as it is still alive and has blood. Racial Origin: Werewolf At any time you can take a Race feature when you gain an ability increase from a class. The ability increase can only be taken for the abilities that are primary for the race. Features can only be gained in order so those of a lower rank cannot be taken before those of higher. Also clan must be chosen when this origin is taken at level one if natural. Rank one: This can be taken at first level or lower, so when the race is chosen at first level you gain these abilities like a human would for his abilities increase just your limited in options. Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1. Racial Legacies: 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 cannot discern color in darkness, only shades of gray. Resistances. While in hybrid or wolf form, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that are not silver. Vulnerabilities. While in hybrid or wolf form, you gain vulnerability to damage from weapons made of silver. Natural Shapechanger. Natural werewolf possess the magical ability to assume two alternate forms—the hybrid wolf and the wolf. As an action, you can change into either your hybrid form or your wolf form. You can remain in this form for 1 hour, reverting to your humanoid form when the time expires, you fall unconscious, you drop to 0 hit points, or you die. You can revert to your humanoid form early as a bonus action. Once you use this ability, you can’t use it again until you finish a short rest. Rank two: is limited to the level the abilities is gained usually around 3rd to 4th level . Racial Ancestry: this is when you gain your clan ability from the chosen clan. Ability Increase: you can increase abilities that are same as those at rank one score your choice by 2, or you can increase both Ability Scores by 1. As normal, you can’t increase an ability score above 20 using this feature. If both scores are at the max of increase then another can be chosen as normal. Rank three: This fallows suit as per above but is like above around the 6th or so range. Ability Increase: you can increase abilities that are same as those at rank one score your choice by 2, or you can increase both Ability Scores by 1. As normal, you can’t increase an ability score above 20 using this feature. If both scores are at the max of increase then another can be chosen as normal. How to become cursed Bitten: A humanoid bitten by a Werewolf must make a Constitution Save against DC [8 + Werewolf’s proficiency bonus + Werewolf’s Con modifier] or become cursed. Must make a save for each time bitten. Scratched: A humanoid hit by a Werewolf’s claws must make a Constitution Save against DC (8 + Werewolf’s Con modifier) or become cursed. Must make a save for each time clawed. A humanoid that is made unconscious (0 HP) from a Werewolf attack instantly fails the Constitution Save and becomes cursed. Basic abilities of the wolf Age. Although human in both appearance and origin, Werewolf’ lycanthropic physiology allows them to live several decades longer than humans. Alignment. Naturally loyal to the pack or clan, Werewolves often never leave familial packs and when they come of age the pack or clan trains them. Although werewolves consider the whole pack as family, Werewolf will show a limited favor to those related by blood. The average Werewolf is neutral in alignment, balancing personal freedom with dedication to their clan and pack. Size. In humanoid form, natural Werewolf appear to be strong, muscular humans with long, thick hair, and your bestial cunning. Your size is Medium in your humanoid and hybrid forms, but may be Medium in your wolf animal form. Speed. Your base walking speed is 30 feet. Hybrid Form. In your hybrid form you grow sharp teeth and claws, and take on a more intimidating wolf appearance. In this hybrid form you cannot use weapons, wear armor, and carry equipment normally. Your base walking speed increases to 40 feet. You have proficiency with your claws and bite. Your claws deal 1d6 slashing damage, and are considered light weapons. Your bite deals 1d8 piercing damage. In addition, you gain advantage on Charisma (Intimidate) checks, and Wisdom (Perception) checks that rely on smell. You gain disadvantage on Intelligence checks and all other Charisma checks that rely on smell, hearing, or sight. You can stay in a Hybrid form or wolf form for a number of hours equal to your constitution bonus. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die. Wolf Form. You may assume the form of a wolf as if using the druid’s Wild Shape class feature except it's your constitution bonus not level that the amount of time you can spend in the shape is based on (see above) . Unlike that feature, you retain your own hit points between forms. Pushing the limit: It is possible for a wolf to force a shape change but doing so puts a massive strain on the body and can cause death of the wolf. First you have to make a constitution ability check DC 20 if you make it then the shape change can happen. If you fail then you suffer the effects of level 1 exhaustion and cannot try it again. If you make the save then after the change has ran its course or you volunteer to change back. You suffer the effects of exhaustion level 2. This can be done each time the DC increases by 5 and the exhaustion level doubles. Languages. The languages you knew before becoming cursed. You cannot speak in wolf form. [/QUOTE]
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