20160228

Lycanthropy Part 2: A work in Progress

After discussion, and largely positive feedback, I have finished version 2 of the Druid Circle of the Beast lycanthropic archetype. Although I wanted to avoid over complicated tables, and trust my players to RP, from a min-max perspective there was really no reason to play anything other than a Werebear.

With that in mind, I balanced the various forms out, giving each a total of 13 points to be spread out differently among st the forms for increases to STR, DEX, and CON. On top of that, I gave each form a normalized base HP, that can now slowly level over time with the player.


Feedback is appreciated, as always!



Circle of the Beast
Lycanthropy is one of the most feared curses known to exist, causing even the wisest and kindest to become nothing more than a vicious beast. It is with this danger in mind that some druids willfully infect themselves with this curse, so as to better combat it. Being able to move, and think, like their quarry has made them a necessary, if shunned and little known, sect of Druidic studies. Using their magical connection with nature to suppress aspects of the curse, members of the Circle of the Fang are often loners, never truly accepted by civilized lands, and fearful of what might happen if they themselves lose control.

Hybrid Form
By using choosing this circle at second level, you gain the ability to transform into the were creature associated with your particular choice, as well as its animal form. While some of the effects are not as powerful as a traditionally cursed Lycanthrope, you gain certain abilities, such as proficiency in its natural unarmed attacks, and as listed below. Because of the concentration required to maintain this form and stave off the curse, you may only Wildshape into the hybrid or animal form of your particular type of lycanthropy. If there are multiple choices of animals, such as bears, only one can be chosen for this Circle. Your hybrid and animal forms share statistics, which are detailed in the table below.

Circle Werebear. HP: 27, Strength of 17, a Dexterity of 10,
a Constitution of 16, and a + 1 bonus to AC while in bear
or hybrid form (from natural armor). Attack and damage rolls
for the natural weapons are based on Strength.
Keen Smell. The werebear has advantage on Wisdom
(Perception) checks that rely on smell.
Multiattack (Bear or Hybrid Form Only). In bear form,
the werebear makes two claw attacks. In hybrid form,
The werebear may make 2 vlaw attacks or 1 claw and
1 weapon attack.
Bite (Bear or Hybrid Form Only). Melee Weapon Attack:
reach 5 ft., one target. Hit: 1d10 + STR modifier piercing damage.
Claw (Bear or Hybrid Form Only). Melee Weapon Attack:
reach 5 ft., one target. Hit: 1d8 + STR modifier slashing damage.

Circle Wereboar. HP: 27, Strength of 17, a Dexterity of 10,
A Constitution of 17, and a+ 1 bonus to AC while
in boar or hybrid form (from natural armor). Attack and
damage rolls for the tusks are based on Strength. For the
Charge- trait, the DC is 8 +the character's proficiency bonus+
Strength modifier.
Charge (Boar or Hybrid Form Only). if the wereboar moves
at least 15 feet straight toward a target and then hits it with
its tusks on the same turn, the target takes an extra 7 (2d6)
slashing damage. If the target is a creature, it must succeed on
a DC 8 + the character’s proficiency bonus + the character’s
Strength modifier strength saving throw or be knocked prone.
Multiattack (Humanoid or Hybrid Form Only). The were boar
makes two attacks, only one of which can be with its tusks.
Tusks (Boar or Hybrid Form Only). Melee Weapon Attack:
reach 5 ft., one target. Hit: 1d6+ STR modifier slashing damage.

Circle Wererat. HP: 21, Strength of 12, Dexterity of 18,
and a Constitution of 13. Attack and damage rolls for
the bite are based on whichever is higher of the character's
Dexterity.
Keen Smell. The were rat has advantage on Wisdom
(Perception) checks that rely on smell.
Multiattack (Humanoid or Hybrid Form Only). The were rat
makes two attacks, only one of which can be a bite.
Bite (Rat or Hybrid Form Only). Melee Weapon Attack:
reach 5 ft., one target. Hit: 1d6+ DEX modifier piercing
damage.

Circle Weretiger. HP: 24. Strength of 13, a Dexterity of 16,
and a Constitution of 14. Attack and damage rolls for
the natural weapons are based on Dexterity. For the Pounce
trait, the DC is 8 + the character's proficiency bonus +
Dexterity modifier.
Keen Hearing and Smell. The weretiger has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Pounce (Tiger or Hybrid Form Only). If the weretiger moves at
least 15 feet straight toward a creature and then hits it with a
claw attack on the same turn , that target must succeed on a
DC 8 + character’s proficiency bonus + character’s Dexterity
modifier Dexterity saving throw or be knocked prone. If the target
is prone, the weretiger can make one bite attack against it as a
bonus action.
Multiattack (Animal or Hybrid Form Only). In hybrid or
animal form, the weretiger can make 1 bite and 1 claw
attack. In hybrid form, it may make 1 claw or bite and 1
weapon attack.
Bite (Tiger or Hybrid Form Only). Melee Weapon Attack:
reach 5 ft ., one target. Hit: 1d10+ DEX modifier piercing
damage.
Claw (Tiger or Hybrid Form Only). Melee Weapon Attack:
reach 5 ft., one target. Hit: 1d8+ DEX modifier slashing damage.

Circle Werewolf. HP: 24. Strength of 16, Dexterity of 13,
a Constitution of 14, and a+ 1 bonus to AC while in wolf
or hybrid form (from natural armor). Attack and damage rolls
for the natural weapons are based on Strength.
Keen Hearing and Smell. The werewolf has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Multiattack (Hybrid Form Only). In hybrid form, the
Werewolf can make 1 claw or bite and 1 weapon attack.
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack:
reach 5 ft., one target. Hit: 1d8+ STR modifier piercing
damage.
Claws (Hybrid Form Only). Melee Weapon Attack: reach 5 ft.,
one creature. Hit: 2d4+ STR modifier slashing damage.

Curse Suppression and Side Effects
Because of the Druidic magic involved with keeping the curse under control for the Druid, not all of the Lycanthrope’s abilities manifest themselves. You do not receive the Damage Immunities associated with your form, and you are also unable to pass your curse to others, outside of a willing participant in certain Druidic Rituals. Because you are actively working against the curse to find a balance, when you return to humanoid form after having been in Hybrid or animal form, you gain 1 point of exhaustion (as described in appendix A of the PHB).

Primal Body
Starting at 6th level, when you transform into Hybrid or animal form, you gain half of your proficiency bonus, rounded down, to your primary attribute in that form, and as 1d8+ your forms’ Constitution modifier to maximum hit points while Wildshaped. Your natural unarmed attacks in hybrid and animal form count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Supernatural Resistance
Starting at 10th level, you may tap into your curse’s power to augment your defenses. As a bonus action, you may gain resistance to all piercing, bludgeoning, and slashing damage from non-magical or non-silvered weapons until the end of your next turn. At level 14, you can tap into this resistance even father, gaining immunity from all piercing, bludgeoning, and slashing damage from non-magical or non-silvered weapons until the end your next turn when you take this bonus action.

Mastery of the Form


Starting at 14th level, you have totally mastered your curse. You gain 1 extra attack while in Hybrid form, and no longer gain a level of exhaustion when reverting to your humanoid form.

20160225

Class Archetype - Lycanthropy for Druids

I don't typically bother with homebrewing, as I feel the designers of 5e did a great overall job, and, especially with the release of the Dungeon Master's Guild, there are plenty of people out there with a whole lot more time and energy on their hands to do such things.

That being said, one of my new players wants, and somewhat reasonably, based on his character backstory, to be able to turn into a werewolf. There are some obvious balance concerns with this, which were confirmed when I read the blurb in the monster manual about PC's having this curse.

Right away I sensed that the damage immunities granted by the lycanthropic forms would cause balance issues. Balance isn't everything, but it is important, especially when considering its purpose to ensure no characters feel left behind by their compatriots, because that isn't very fun.
Granted, DM evilness notwithstanding, PC's likely wouldn't be exposed to these creatures all that often, or at low levels, but the effect was considerable.

With that in mind, I have ripped off updated and modified an option for Druids seen in previous editions by making the lycanthropic Circle of the Beast archetype. As for the name, blame WotC for already using Circle of the Moon.

So:

Circle of the Beast
Lycanthropy is one of the most feared curses known to exist, causing even the wisest and kindest to become nothing more than a vicious beast. It is with this danger in mind that some druids willfully infect themselves with this curse, so as to better combat it. Being able to move, and think, like their quarry has made them a necessary, if shunned and little known, sect of Druidic studies. Using their magical connection with nature to suppress aspects of the curse, members of the Circle of the Fang are often loners, never truly accepted by civilized lands, and fearful of what might happen if they themselves lose control.

Hybrid Form
By using choosing this circle at second level, you gain the ability to transform into the were creature associated with your particular choice, as well as its animal form. While some of the effects are not as powerful as a traditionally cursed Lycanthrope, you gain certain abilities, as listed below. Because of the concentration required to maintain this form and stave off the curse, you may only Wildshape into the hybrid or animal form of your particular type of lycanthropy.

Werebear. The character gains a Strength of 19 if his or her
score isn't already higher, and a+ 1 bonus to AC while in bear
or hybrid form (from natural armor). Attack and damage rolls
for the natural weapons are based on Strength.
Wereboar. The character gains a Strength of 17 if his or
her score isn't already higher, and a+ 1 bonus to AC while
in boar or hybrid form (from natural armor). Attack and
damage rolls for the tusks are based on Strength. For the
Charge- trait, the DC is 8 +the character's proficiency bonus+
Strength modifier.
Wererat. The character gains a Dexterity of 15 if his or
her score isn't already higher. Attack and damage rolls for
the bite are based on whichever is higher of the character's
Strength and Dexterity.
Weretiger. The character gains a Strength of 17 if his or
her score isn't already higher. Attack and damage rolls for
the natural weapons are based on Strength. For the Pounce
trait, the DC is 8 + the character's proficiency bonus +
Strength modifier.
Werewolf. The character gains a Strength of 15 if his or her
score isn't already higher, and a+ 1 bonus to AC while in wolf
or hybrid form (from natural armor). Attack and damage rolls
for the natural weapons are based on Strength.

Curse Suppression and Side Effects
Because of the Druidic magic involved with keeping the curse under control for the Druid, not all of the Lycanthrope’s abilities manifest themselves. You do not receive the Damage Immunities associated with your form, and you are also unable to pass your curse to others, outside of a willing participant in certain Druidic Rituals. Because you are actively working against the curse to find a balance, when you return to humanoid form after having been in Hybrid form, you gain 1 point of exhaustion.

Primal Body
Starting at 6th level, when you transform into Hybrid form, you gain half of your proficiency bonus, rounded down, to your primary attribute in that form. Your attacks in hybrid form count as magical for purpose of overcoming resistance and immunity to non-magical attacks and damage.

Supernatural Resistance
Starting at 10th level, you may tap into your curse’s power to augment your defenses. As a bonus action, you may gain resistance to all piercing, bludgeoning, and slashing damage from non-magical or non-silvered weapons until the end of your next turn. At level 14, you can tap into this resistance even father, gaining immunity from all piercing, bludgeoning, and slashing damage from non-magical or non-silvered weapons until the end your next turn when you take this bonus action.

Mastery of the Form

Starting at 14th level, you have totally mastered your curse. You gain 1 extra attack while in Hybrid form, and no longer gain a level of exhaustion when reverting to your humanoid form. Additionally, you may pass your curse on to a willing Druid participant by performing a ritual infection of the curse over the course of 24 hours.


This is still very much a first draft, with input welcomed. I have run 0 numbers, so this could be either uber powered or very weak, but I figured it would be easier to start with the flavor and work towards balance, rather than the other way around.

20160213

Passive: It's More Than Just Perception

So, this will be my first in a series on not at all regular or planned D and D 5e blogs. I have found over the last few months of heavy community interaction, that I seem to be able to contribute quite a bit, and give (and take) advice where needed. That's pretty cool, if I do say so myself, so I have decided to occasionally write on topics in regards to D and D.

The first subject that came up for me is the concept of Passive skill checks. Pretty much everyone is quite familiar with passive perception (PP). In fact, its one of the most used concepts in all of the printed modules thus far from WotC. This makes sense if you think about it, as perception is basically your character's ability to notice things, which, as you might expect, tends to come up a ton while adventuring.

I couldn't help but notice, though, that other passive skill checks barely come up at all. I'm fairly certain I can count the total number of times they are mentioned in the official printed texts on one hand, and I have all of them (books that is, not hands. Well, I have all of my hands too, but I digress). To me, and very importantly, to my particular style of DM'ing, this does your average group quite a disservice.

Every skill check in D and D has a commensurate passive companion, which is calculated in the same way as PP is. When used correctly, this can greatly speed up the flow of your game. For example, let's reference Critical Role. *SPOILERS* At one point, a barbarian PC named Grog, who, as you might expect, has a Strength score up around 20, goes to smash something on the ground, and item that one would expect to have an extremely low DC. He rolls a natural 1, automatically failing the check per the DM's house rules (and mine).

Does it really make any logical sense that he wouldn't have succeeded there? In my opinion, no. This is an example of where Passive Athletics could have come into to play. The concept is simple, though by no means concrete. For me, I typically add between 5 to 10 (depending on how hard I deem the check to be) to the skill check DC, which will give me my passive check DC. That's a totally arbitrary set of numbers, which you are adding to an already arbitrarily set number, so, as always, your mileage may vary.

So, let's put this concept into context. A wizard, with an Intelligence score of 18, and a + 4 to his Int checks, is attempting an easy history check with a DC of 8, bringing its passive DC, in my games to somewhere between 13 and 18, depending on context. On top of that, let's say he is also proficient in History, and we'll say he's level 5. This gives him a passive History score of 10+3+4, for a total of 17. Let's further say he has advantage on the check, due to the thing he is trying to remember being something his character studied in his backstory. This gives us another +5, leading to a total passive History score of 22.

That's pretty damn high, now, you could, of course, roll a natural 20 (or a 1) for effect, but would it really make sense for him to fail that check? His character was chosen to have certain skills, based on class and background, that would naturally make him suited to this check, Moreover, was it worth stopping the game, busting out the dice, and tallying results, rather than just rewarding him for being a character with skills in certain areas.

In my opinion, it is not. One of the large ironies in tabletop gaming is the passage of real time vs game time, where travelling hundreds of miles can take seconds, and fighting a handful of people could take hours, even if those times, in game time, were drastically reversed. Game flow can have a big, if intangible, impact on your game and player involvement, and, when possible, its usually preferable to have things move forward smoothly and consistently.

Now, there are some pretty big caveats with this, of course. The first, and most obvious, is that, while it's true the character is well suited for the check, would that guarantee that he would succeed in a similar, real life situation? Of course not. On top of that, critical failures, or even just failures of easy checks, can bring a lot of drama and/or humor to a game, which is typically a good thing. Additionally, one must be aware of their players' style and desires in play. One of the PC's in one of my groups absolutely loves to role dice. In situations like this, I typically forgo the passive checks and have him roll all the time. It is also a lot of extra data to keep track of.

In a more general sense, however, I have found that benefits outweigh the cons. I have a spreadsheet with everyone's passive skills, in which I then use green and gold to highlight proficiency and expertise, respectively (and sometimes just very high values based on Ability score bonuses), which helps me prevent data bloat. What I have found is, for the most part, by simply lettings someone succeed automatically at a check they had an extremely high chance of passing anyway, I can just let them role-play the result, and putting agency into the hands of players is always a good thing.

As mentioned before, and with all things DnD, your mileage may vary.