Homebrew: Werewolves as Primal Path, for review

Post/Author/DateTimePost
#1

Macv12

Jun 09, 2015 9:44:24

I've been working on (read: "slapping together whenever a song comes up on shuffle that reminds me of it") this for a while, and it's about as good as I'm going to get it without feedback or a total rewrite. (Or giving up.) BEHOLD!

 

(Oh, and it's long. Like any of the crap I write. Feel free to skip unless you have the free time and interest.)

 

 

Intent of this thingy:

  • I wanted something close to the totem barbarian, without all the hippie stuff. And since no one needs "close enough" when homebrewing, I just started from scratch. I could have modified totem or monks, maybe; and Frankenstein could have tested his theories on mice, but where's the fun in that?!

  • Monster Manual lycanthropy is BORING. You just bolt some bonuses on. Nice if your level 8 bard gets bitten in the wilderness, doesn't fill the niche I want: someone who cultivates their "curse" into a primary weapon. I first drafted it for a Castlevania-inspired one-off, trying to capture the feel of Cornell.
  • Barbarian has built-in damage resist, "unleash your inner animal" mechanic, saves to not die when you should, fighting stark naked, etc.
  • Independent of MM stuff. Ideally a player can choose this to play a werewolf without calling in favors from the DM, and neither have to worry about playing favorites. It should be essentially a standard PC that "feels" like a lycanthrope. Some features may be redundant with MM options, because I thought the subclass needed them on its own and shouldn't be c-blocked by the crappy MM calling firsties.
  • Sidesteps transformation mechanics entirely.
  • Player can be a wild and wacky people-eating moon-howling "uh-oh, here comes beasty, hope I don't kill the party!" werewolf if they want, but the features don't assume that. Going crazy isn't used to balance other benefits, because that's a purely roleplay concern and any character can do it. Friendly to many flavors of lycanthrope, rabid or sophisticated. Also to multiclassing to emphasize particular aspects. Also to being some other flavor of "shapeshifter" that isn't a rabid were-beast waiting to ravage m--someone.
  • Most of all, I started this before the MM was around, and don't want to throw away that work. I did change my options from defined species to vague "focuses" to be compatible, because I'm just so nice. This also means when I make a wereshark later, it will already plug in to the class. Stellar!

 

I hedge on the side of making PCs too awesome, not too lame. I also tend to give several bonuses that build a concept; I'm bad at honing in on one good feature to accomplish it. So blast away. Consider this a "concept" phase. I'd rather prune back than build up. I've stuffed my own comments about why I did certain things certain ways behind spoiler tags, mostly at the bottom, so it uglifies the page less. Read them or don't. I get paid either way.

 

 

Path of the Beast Rager

Flavor text...mmmm

Some see were-beasts as "cursed." You recognize the transformation as a weapon. You've allowed your "special gift" to shape your fighting style, and mastered the power to awaken the beast at a whim. Some users of this technique have developed the willpower and discipline to keep total control even while transformed, while others choose to give themselves over to their animal impulses.

 

Regardless of your past experiences, embracing your condition pushes you to the peak of physical fitness, on par with warriors who've trained for a lifetime to perfect their bodies.

#2

Xeviat-DM

Jun 09, 2015 17:32:40

I appreciate the concept greatly. Here's a few things that come to mind right off the bat:

 

Natural Weapons: I think you're selling the damage short here. I think "Hands free" is an overrated "feature" and shouldn't penalize this build on damage so much. I'd make single natural weapon attacks 2d6+Str, and I'd make claws into light finesse weapons for 1d6+Str that can be used with Fighting with two weapons (so they'd get 1d6+Str and 1d6). Rage does benefit TWFing more than GWFing at 1st through 4th level, but at 5th level it falls behind; this exists in the standard barbarian as is.

 

GWFing Barbarian: 2d6+Str w/rage

Level 3: 2d6+5 (12)

Level 4: 2d6+6 (13)

Level 5: 2d6+6*2 (26)

Level 8: 2d6+7*2 (30)

Level 9: 2d6+8*2 (32)

Level 16: 2d6+9*2 (34)

 

TWFing Barbarian: 1d6+Str w/rage

Level 3: 1d6+5 and 1d6+2 (14)

Level 4: 1d6+6 and 1d6+2 (15)

Level 5: 1d6+6*2 and 1d6+2 (24.5)

Level 8: 1d6+7*2 and 1d6+2 (26.5)

Level 9: 1d6+8*2 and 1d6+3 (29.5)

Level 16: 1d6+9*2 and 1d6+4 (32.5)

 

This would make claws and bites/horns feel different from each other; twfing would give you a better chance of doing something, while gwfing would give you more damage post 5th level. Crits also slightly favor GWFing if you're using a 1d12 die instead.

 

Vulnerability to Radiant and Silver: I'd chuck the vulnerability, but allow silvered weapons to get through their damage resistance (which is limited to only physical, right?).

 

Beast Rage Focus (level 3)

     Monster. You worded this clunkily; this is the same thing as the Ranger's multiattack whirwind, making me feel it's early, but it's worded as "You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target." If you're going to give this out so early, I'd tie in a -5 penalty to attack; personally, I'd move this up to 14th level ability.

     Behemoth. No; this is damage immunity to many creatures in 1 on 1 fights. The rogue has a "reaction for half damage" ability in Uncanny Dodge at 5th level.

     Stalker. This is fine; it's a modified pounce, and the druid can do this from this level easily. The current barbarian doesn't get anything similar until level 14 (wof totem), and shield master gets it as a feat.

     Predator. Remove the auto hit against grappled targets, and it's comparable to tavern brawler's feature. Add in "restrained" if you feel it's too weak.

     Something intimidating that isn't a euphemism for sexual misconduct. Third leg? Ravager? Casanova? Prehensile Limb? Also, I don't think offering +2 AC for this ability is fair.

 

 

Wild Instincts (level 6)

     Monster. Does any other ability give advantage on a particular check? Or would giving expertise be more in line with the current rules?

 

 

Apex Beast (level 14)

     Behemoth. Temporary stat bonuses might be complicated.

#3

Macv12

Jun 10, 2015 8:49:41

I appreciate the concept greatly.
(Reply to #2)

Macv12

Xeviat-DM wrote:
#5

Xeviat-DM

Jun 11, 2015 1:33:39

+1 AC is a feature (defense fighting style).  Sorry, I'm on a tablet and I can't do paragraphs.