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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.

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