Once bitten by a beast known as a werewolf you may forever carry the curse. Some see your affliction as a gift; unnatural strength, keen senses and a near invulnerability to man made weapons might make you the perfect killing machine, but at the cost of your mind? Of your free will? It is a battle that will haunt you for the rest of your waking days.
playing a werewolf
If a player is bitten by a Werewolf and fails their constitution saving throw, they count as having "The curse of Lycanthropy", which can be removed with a "remove curse" spell, if the character is aware enough to realize that they have been cursed. Once bitten, roll 2D6; this should be how many days this character has to cure themselves of this curse before "Permanent Lycanthropy" sets in. While a character is cursed for these 2D6 days, they cannot long rest, being stricken with nightmares, although they can short rest. Each night they wake up screaming, having had dreams of nightmarish attacks, a cold sweat on their brow. Until Permanent Lycanthropy takes effect, the character receives none of the benefits of the "werewolf" race.
On the night that "Permanent Lycanthropy" takes effect, the player transforms into "Beast mode" (detailed below) for 8 hours automatically, wreaking havoc, until they finally have their first long rest since the bite.
Once "Permanent Lycanthropy" sets in after this time the character must play with the traits and features below. Their curse can only be removed with a wish spell.
Starting as a werewolf:
As with all homebrew classes and races; confirm with your DM if it is ok to use these rules wen creating a character. Werewolves are extremely powerful, and can unbalance the game.
When rolling up a character as a werewolf, use the stats of whatever playable race you choose, and then add the traits below to your character. You will be spending the majority of your time as a mortal creature like a human, orc, dwarf etc, and your stats need to reflect this. Your character will count as having "Permanent Lycanthropy" as detailed above.
Ability score Increase
Choose your base race. Use their ability score increase for your stats
Unlike your mortal kin, werewolves must be slain in order to depart this life, and cannot die of natural causes as you are a supernatural being. Your appearance remains the same from the moment that you were afflicted with the curse, although your hair an facial hair grow at an alarming rate. Effectively, playing a 100 year old werewolf would not be out of the question.
Although you can play any alignment, werewolves tend to lean toward the chaotic; having to shy away from populated areas for fear of butchering whole towns. Many of the more responsible afflicted choose to end their own suffering and save the lives of those around them, leaving the remaining few as those that either enjoy the chaos that their transformation brings on, or are too cowardly to spare their friends and family.
Your size is determined by your base race.
Your base walking speed is 35 feet, and you may use the "dash" action as a bonus action.
You know all the languages of your base race.
Even in your mortal form, your senses are intensely more potent than your mortal kin. You have Darkvision to 60 feet, allowing you to see in the dim light as though it were bright light, and in darkness as though in dim light. You are however colourblind even in light and can't distinguish green, yellow or red objects.
You also gain permanent advantage on perception Insight and Investigation checks that require your sense of smell or hearing.
You are plagued by nightmares and can find very little rest. You may take a short rest at any time, but, when trying to long rest, you must pass a DC12 Wisdom saving through, or you wake up from your traumatic dreams, having only recovered as a short rest.
Humanoid creatures may find it hard to detect your true nature, but animals have no trouble in seeing the beast within you and react accordingly. Small animals of all kinds feel uneasy around you and must flee your presence. That said, canine creatures are drawn to you and see you as either a threat or as a pack leader. Once per short rest, you may cast the "Animal Friendship" spell on canine creatures at the cost of no spell slots or points.
You gravitate towards strength, following the orders of the strongest of your group above all others without question. If you feel that you are the strongest, you will constantly vie for control. Similarly, once a pack is established (i.e. party) you will always stick very close to them, trying your hardest to stop disbanding or in-fighting.
If given an item of clothing or blood from a creature, you may spend your action to "Track" this creature, telling you if they are within 120 feet of you, and if so, which direction they are in. If your prey is not within 120 feet, you can smell roughly where they went.
You may also use this ability to sense any spilled blood, even through solid walls.
As a werewolf, you can only die from a silvered weapon or a magical attack. As such, if you fail 3 death saving throws, without these conditions being met, you simply transform into your beast form at which point, in a mindless rage, you must seek out and destroy the creature(s) with the lowest health near you. You regain D10 HP at the start of this turn and must stop to devour every creature that you kill, gaining D10+ your constitution mod heath points for each one that you devour. You can be distracted by damage, using the "concentration" rules from the spellcasting section of the player's hand book.
The most prominent feature of a werewolf is their ability/requirement to transform into a beastly wolf-human hybrid. This change can be brought about voluntarily, but also commonly occurs involuntarily. Once per long rest, you may choose to spend your main action transforming into Beast form gaining all of the features below. Beast form may also be triggered if a teammate dies, if you are bloodied or if you are put under immense stress, like torture, or highly enraged. If any of these events occur, you must make a DC17 Wisdom saving throw to resist transformation, which you may deliberately fail.
Beast form can only be undone under the following conditions: You are slain, you are knocked unconscious (physical or sleep spell), you are calmed with a charm monster spell, your pack leader orders you to stop (DC17 Wis saving throw), or if you kill your level's number of creatures.
When you transform, you are immediately freed of any non-magical restraints. But also, your enormous stature means that your clothes and armour are also torn to pieces. If your clothes are non-magical, then they are torn to ribbons upon transformation, if they are magical, then they simply fall to the floor and must be retrieved when you transformation is complete.
Ioune stones, rings and any clothing designed to accommodate your transformation remain on your person during the transformation.
Mental fortitude and Lycanthropy
Werewolves are usually unable to control their actions without great stress, however, those that have learned to harness their minds, emotions or have a particular affinity with the natural world can embrace this curse and turn it into a gift.
Those that take the Enlightened feat, Monks that achieve "Stillness if Mind", andDruids of the "Circle of the Moon" that reach 8th level can ignore action priority (detailed below), and can even speak in their Beast Form.
When in beast form, you must always strive to do the following actions in order:
Determine target- Your target is always a the creature that most recently damaged you or your pack leader. If no one has been attacked, then a bloodied creature within 120 feet is your target. If no bloodied creature exists, then your target is the creature with the lowest health within 60 feet of you. If all targets have roughly the same health, then the target is the creature closest to you.
Try and locate target (if they are hidden, running or invisible)
Kill target, and do not relent until dead. Then acquire target 2 etc...
Resisting action priority (i.e. choosing who you want to kill), can be achieved by succeeding on a DC 17 Wis saving throw. If your pack leader orders you to do something on their turn, then you have advantage on resisting the action priority.
In your beast form, your stats are very different; Str 19, Dex 15, Con 14 (or your con if it is higher), Int 10, Wis (remains the same), Cha 10. You gain proficiency in Stealth and perception if you do not have it already, and cannot speak in your beast form.
You loose the ability to cast any spells or use any weapons.
You have advantage on all intimidation checks.
You also move at 40 feet per round.
You also count as a large creature.
Your AC becomes 10 + your Dex mod + your Con mod.
Your darkvision extends to 120 feet
In this form, you are far more durable in your beast form than your mortal form. You become immune to damage from bludgeoning, piercing and slashing damage from nonmagical weapons that aren't silvered.
Using an action, you can focus your senses on the region around you. For 1 minute, you can sense the location of any invisible enemies within 30 feet of you and no longer have disadvantage to try and strike them.
If your opponent is bloodied, you are forced into a blood frenzy, causing all of your attacks to have advantage, but your lack of self preservation gives opponents advantage to attack you also. While in the blood frenzy, you also cannot be charmed and your pack leader's ability to calm or control you is at a disadvantage.
Bite: Mele attack causing D10+strength mod piercing damage. If struck, a target humanoid must make a DC 15 Con saving throw or suffer from "The curse of Lycanthropy".
Claws: A werewolf may make two of these attacks per turn and 1 as a bonus action. Mele attack causing 1D4 + strength mod slashing damage per strike. These attacks grow more potent as time goes on. at 5th level, they deal D6 damage, at 11th level they deal D8 damage, and 17th level they deal D10.
Gallop: Your dash action (bonus or main) sees your drop to all fours and bound at your prey, causing you to move 60 feet in this action.
Pounce: If you move at least 15 feet straight toward a creature and then hit with either a bite or claw attack, the creature must pass a DC 14 strength check or be knocked prone, causing further attacks to have advantage.