Werewolf Player Character (Monster Manual Adjustment?)

Post/Author/DateTimePost
#1

RCNovak

Dec 28, 2014 5:08:19

So, I'm very much interested in creating a PC whose backstory includes him being a Lycanthrope... specifically, a werewolf. After reading through the Monster Manual with my DM, we both agreed that having them "Alignment Locked" (or, forced into being evil upon being afflicted) will be done away with, seeing as there are many instances of Good-Aligned werewolves in Fantasy fiction (Skyrim and Dragon Age, to name a few).


Now we're just trying to figure out how to make this option playable at Level 1, and still seem fair as to not have the character be entirely overpowered. Using the Monster Manual as a template to add to a Level 1 Human Ranger...


List of Changes:
1. Alignment Restriction Unlocked (Previously Mentioned)
2. Damage Immunity to Nonmagical/Unsilvered Bludgeoning, Slashing and Piercing damage changed to Damage Resistance... and Vulnerability to Silvered Weapons added.
3. The "Automatic 15 in Strength" was done away with, so Stats would be on-par for the Point Buy of other party members.

Things Unchanged:
1. Transformation times takes 1 action to complete.
2. +1 Natural Armor Bonus in Wolf and Hybrid form.
3. Keen Hearing and Smell Feature unchanged.
4. Damage for Claws and Bite unchanged, remains Strength-Based.

Things We Are Unsure About:
1. Should the Damage Resistance & Vulnerability apply only in Wolf & Hybrid form, or at all times?
2. Should the Keen Hearing and Smell feature apply only in Wolf & Hybrid form, or at all times?
3. Should "Claw" attacks count as Unarmed Attacks for feats like Tavern Brawler and Grappler, as to make his non-weapon combat segments feel more feral and animal-like... or is that imbalanced?

What do you guys think? I really would like to make this character come to life, I just don't want to buff myself to an unfair point.

 

 

 

 

#2

Timmee

Dec 28, 2014 6:44:13

Things We Are Unsure About:
1. Should the Damage Resistance & Vulnerability apply only in Wolf & Hybrid form, or at all times?
2. Should the Keen Hearing and Smell feature apply only in Wolf & Hybrid form, or at all times?
3. Should "Claw" attacks count as Unarmed Attacks for feats like Tavern Brawler and Grappler, as to make his non-weapon combat segments feel more feral and animal-like... or is that imbalanced?

 

 

I love playing oddities. And I love that you guys are working this out. My thoughts are:

 

1. I like the thought of being ordinary while in human form, with a but. Say reduced to 0 hp but not enough to kill outright, your pc automatically stabilizes due to the supernatural quality and can even spend HD after a short rest while unconscious. Or you could follow normal rules and make death saves, but if you die, you simply go into a stasis until the moon is out. You appear (and/or are dead) util then.

 

2. I don't see anything wrong with having keen senses all the time. Even if it allows advantage on tracking by scent. But, I could go either way on this and be fine with it.

 

3. I don't see an issue with applying claw attacks to these feats. I don't know that I would allow an increase in damage from Tavern Brawler, though. Especially if the claws are already equal or greater in capacity. However, the feats benefits would apply normally while in human form.

 

Final thoughts:

 

As it seems there is a great advantage in having this "template", I suggest one of two balancing items. Either have the template count as a level, in which case granting the weapon immunity while in hybrid or full form, may not be too far fetched (or allow this fuller effect at a higher level). Or intitute a Wisdom check to alter forms at all.

#3

Undrhil

Dec 28, 2014 6:58:01

You could allow the player to use the hybrid form whenever, but the full werewolf form is *locked* to him.  Then, when you need an antagonist in the story, the party starts hearing about strange occurances on nights of the full moon: farm animals slaughtered and eaten (and the party wakes up to find a nice full complement of rations for the next week) or an abandoned building nearby gets ransacked and it looks like a wild animal attack.

 

Now, if the party is aware of this PC being a werewolf then this is all moot and is just story flavor, I guess.  But if they don't know .... Well, all sorts of fun could be had.  And you could even make it be a story plot for the PC to try to find a cure or a way to control it; the cure being the better option, obviously, since most people are going to be terrified of the PC if word gets out that he/she is a werewolf.

 

Also, even in worlds where there are good-aligned Werewolves, people are still afraid of werewolves in general and they can't be sure that you are one of the good guys.  So, I would impose disadvantage on any social interactions (and give NPCs advantage on those same saving throws) except for Intimidation; Indimidation will always work for a Werewolf against common folk.  NPCs that are more combat-worthy would get the standard saving throw to ignore it.

 

Another example of a good werewolf in popular fiction: Remus Lupin in the Harry Potter series.  However, in that series, he has to take a special medication to control his transformations.

#4

RCNovak

Dec 28, 2014 11:39:05

These are some great suggestions, and I think we're really making some headway.

 

I think what we've decided (story-wise, at least) is that this character is not a full-blooded Werewolf. Like a second-generation Shifter of sorts, Lycanthropy is in his bloodline but he is not the one who is afflicted by the full brunt of the curse. As a result, this is why he's able to retain more of his conscious (and not submit entirely to evil, despite his savage urges) but also why he doesn't have the same supernatural immunity to damage (opting for resistance), and can be slain by conventional weapons if enough damage is sustained (following basic death rules).

This also leaves some great story hooks for uncovering the full-blooded members of his family, what they're doing, if they're trying to conscript him toward their cause, that sort of thing. Gives us a possible villain or story arc in the character's future.

 

We've already talked about how people will publically react to him. Even if he works towards heroic ends, not everyone will understand and he will be discriminated against and possibly hunted if he's discovered (also gives us the opportunity to introduce NPC Werewolf Hunters). As such, although he has basic control over his transformations he'll have to keep them secretive and out of the eyes of townsfolk. We'll also play with it being dictated by a Lunar Cycle, possibly being forced into Hybrid Form upon a Full Moon regardless of location.

 

We started comparing the abilities of the Werewolf Transformation and noticed they weren't too far off from a Barbarian's "Rage" (at least with damage resistance) and toyed with Multiclassing him a Level or Two into Barbarian to be able to Rage and then just flavor up the Werewolf Bits (claws, scent) on top of it... but a main issue with that is that under a Rage you can't cast or Concentrate on spells, which (unfortunately) is a large part of the Ranger's efficiency with Hunter's Mark, Conjure Animals, Volley, etc...

1. I think we're going to have Scent apply in Human Form, but Resistance only in Hybrid/Wolf (so it's akin to Rage without a damage bonus/concentration malus).

2. Vulnerability will apply constantly, whether Human or Not.

3. Transformation time, AC bonus, Claw damage still the same.
4. Claw attacks will allow for grapples and manuevers as outlined in Tavern Brawler, Grappler, etc.

Does this seem fair enough? Or still too strong?

 

(Reply to #4)

mictrepanier

RCNovak wrote: