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18:58, 28th March 2024 (GMT+0)

New Race: A Beast of Two Natures.

Posted by LunaFor group 0
Luna
GM, 13 posts
Sat 30 May 2020
at 12:44
  • msg #1

New Race: A Beast of Two Natures


New Race: Werewolf
The werewolves are a rare breed, not a hereditary group, but a group all infected with a mystical disease that makes them part of a wider group - guardians of the world, enemies of The Beast.

The Bitten
They were human, and then they were bitten. By a man, by a wolf, by some set of a weird amalgam of both? It doesn't matter. The skin broken, the virus invades the body. What follows next is a little fever...and then nothing. Many forget about the bite before they see the next full moon and undergo the painful change of lycanthropy. For some, the change is almost immediate, for others, it is a long, painful process.  The disease is ware enough to ensure that, whenever the change takes place, the victim is at least alone. That does not prevent some tragedy from occurring though, as a person's humanity is stripped away by the nature of the wolf.

Subsequent changes are more controllable and the fugue state that the first change caused does not happen again. But werewolves MUST change every full moon. Their bodies can't resist the call...

Ruled By Two Natures
While humans are ruled by their natures - to socialise, organise, commune, mate and the rest - Werewolves feel all these urges but also by another set of urges: To hunt, to kill, to establish pack hierarchy, to claim a territory.  Being a Werewolf is a balancing act, trying to keep all these urges in equilibrium and it often goes wrong.

Master of Forms
Werewolves are not just ruled by two natures, but by twin forms. The human must eventually give way to the wolf. As well as their human bodies, they can also transform into wolves and a hybrid form called Wolf-man.

Werewolf Racial Traits
Ability Score Increase: Choose two abilities to increase by 2.

Age: Werewolves age as humans do. The disease only affects those that have reached adulthood. It is rare to find a werewolf under the age of 25. It is impossible to find one younger than 18.

Size: Werewolves vary in size, from five feet tall to seven feet in human form. Regardless of your position in that range, your size is Medium.

Speed: Your base walking speed is 30 feet.

Languages: You can speak, read, and write English. You also have an understanding of Wolf-Code, a written language that is used to communicate concepts even while in wolf form.

Racial Feature: Wolf Form
You can spend an action to transform into a wolf. Doing so works the same as the Druid's Wild Shape ability, except you can only transform into a wolf. Class features and abilities, as well as magic items, can change this form and make it more formidable later on. Unlike the Druid's Wildshape ability, this racial feature may be used at will and is not limited to a number of activations per day. In this form, you retain class skills but are incapable of casting spells or effects that require hands or a voice to use. You can transform back into human or wolfman form as an action at any time.

Racial Feature: Wolfman Form
You can spend an action to transform into a wolfman. Doing so has the following benefits:
  • You become incapable of speech and though you can growl, wolves do not understand you either.
  • Your Strength, Dexterity and Constitution increase to 14 if they were lower.
  • You gain the wolf's Keen Hearing and Smell ability.
  • You gain a bite attack using your strength which you are proficient with, and which deals 2d4 + your Strength modifier piercing damage.
  • You gain a claw attack which can be used in an offhand attack. The attack deals 1d6 slashing damage.
  • Should you fall unconscious, you revert to your human form with the same current hit point total (and thus remain unconscious). 

Wolfman form may be adopted as many times a day as the werewolf wishes. As an action, the werewolf may change his form to human or wolf as an action.

Racial Feature: Induce Fear
When the werewolf transforms into its wolfman form, or any time it transforms in the presence of normal humans, the werewolf induces fear. Normal mortal humans with a number of hit dice equal to or less than the Werewolf must succeed a DC15 Charisma save or be frightened. Frightened humans block out the image of werewolves form their mind, replacing them with less magical horrors such as terrorists and the like. Any humans who roll a 20 on the Charisma save become insanely brave and gain advantage on their attacks against the werewolf for the next five rounds.

Racial Feature: Silver
Attacks made by silver weapons automatically do critical damage to a werewolf in wolfman or wolf form and can never be subject to resistances by a werewolf.
This message was last edited by the GM at 09:14, Tue 02 June 2020.
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