7th lvl Werebear

Post/Author/DateTimePost
#1

itsgotime

Jan 20, 2015 11:24:02

So I am the current DM working the group through HotDQ since we started the group before the MM came out and we hadn't played D&D since 3.5.  I'm realizing it's more work than I can put into it all the time(I used to DM this group in 3.5 but had a child since and time is now always an issue). 

 

Anyways, I'm gonna start playing and wanted to play a 2 handed Barbarian.  As I was making the char (I'll come in when the players reach 7th lvl) I thought of the Werebear friend the group made by saving it's life from an orc/ogre hunting party.  "I could play Bognar!"  The group has become fond of the werebear so I thought what would it take to make him a playable character.

 

The template given in the MM gives little help with HP.  My thought is I'd prefer him to be a natural Lycan since we're in the realm of remove curse and that would be an easy way to get rid of my character in combat.  This way only Wish removes the curse.

 

The template also doesn't give a level adjustment for player characters.  The DMG only gives ways of adding lvls to a monster (is this the answer to my question?).

 

To sum up, the two questions I have are first, what "level" is a werebear? (my guess is 8th making it too high lvl for the group)  Second, How many HPs does a PC werebear start out with?

 

The second thought is making the werebear a bitten lycan so the cleric of the group can just remove curse on me and I play a 7th lvl Barb.

#2

AaronOfBarbaria

Jan 20, 2015 12:10:44

Here's how to figure out what your werebear character would look like, step by step:

 

  1. build the character without any concern at all for what being a werebear will mean - use whatever race the character is meant to be, and make whatever choices you would make if the character were not even going to be a werebear.
  2. Put your strength at 19 if it isn't already higher.
  3. Note that you get a +1 Bonus to AC in animal or hybrid form.
  4. Note that you have a bite that deals 2d10 piercing damage, and a claw that deals 2d8 slashing damage (with attack and damage based on your strength) when in bear or hybrid form.
  5. Note your keen smell, shapechanger trait, and damage immunity.

That's all there is to it - as for what "level" your character is? Whatever level you built before adding the werebear stuff. You HP don't change, and there is no such thing as level adjustment in 5th edition - you're not meant to play a monstrous PC by default, so any trading of levels for the benefits gained is entirely up to your group to home-brew, but i encourage just playing with the stats as-is and everyone being the same level... and should anyone become jealous that your character is more powerful that theirs, give them a bite and share the curse (or the DM can work out how to give them some kind of boost that they feel evens the playing field).

 

If you have a very balance-concerned group, the option of having your curse be one that can be ended easily sounds like the best plan.

#3

itsgotime

Jan 20, 2015 12:38:04

Ya, if that is how 5e deals with lycanthropy then I think I'll just have to be the 7th lvl removed curse option.  Thanks for the speedy response!  We've played a "monster" based campaign once in either 2 or 3 or 3.5 edition one time and it was fun but this campaign wasn't meant be that way.  Maybe next time.