You are on page 1of 5

Werewolf of Selûne

H
ere it is: A quick guide to let one of your Being reduced to 0 hit points may make the PC

û
players be a Werewolf of Sel ne and make uncontrollable, turning into the hybrid or wolf form and

them aware of it actually being a curse, that rampaging for 5 turns, under the controll of the DM.

can be mastered through prayer and Attacking everyone and everything. Roll 3d20 or 1d20

goodwill of the Goddess of the Moon. This when praying properly. If one die shows a 1, it happens.

here is one of 1000 homebrew attempts at After those 5 turns or if the hybrid/wolf is defeated it

making lycanthrophy more balanced for reverts back into the humanoid form and the player

players. But I focussed on making the player option more must make death saving throws.

developable.

Cursed! Other rules


The hybrid / wolf form can only be used 3 times per
Bitten? Accidentally drank blood / ate flesh of a werewolf ?
long rest, turning back to the humanoid form does not
Fierce battle with a cursed humanoid? Or is your DM just a
consume such a slot, but changing from hybrod to wolf
jackass and threw a werewolf seemingly at random at you?
and vice versa does!
Make sure the PC has something of a mark, like an
Praying may help the PC gain control over their
inflamed wound, that hurts pretty much and looks as ugly
û
wereforms. Sel ne helps those, who offer her proper
as most politicians.
dedication. Allowing the PC to make saving throws at a
Talk with your player! Explain to them what happens /
full moon and eventually letting the DC for the saving
will or might happen and what can maybe be done to
throw decrease. It also reduces the chance to turn into
prevent long-term consequences! Be vaque, it is a curse

û
an uncontrollable beast for 5 turns, when going down to
after all, even for followers of Sel ne!
0 hit points, after which the player turns back and
After some time (one or two nights) you may give the PC
makes death saving throws!
the increased STR (15) and skill-proficiencies (perception /
û
Favors to Sel ne may lead to positive long-term
stealth) and present the here listed ideas!
consequences and weaken negative ones.

Pros
Proper Prayer
Increased STR (15) and gaining of skill proficiencies
Selûne wants its subjects to dedicate at least one hour every
(perception / stealth) in all forms!
day to prayer. It is especially fulfilling for the Pc to pray in
Shapechange trait (customized) gained! Along with

proficiency with the natural weapons of the hybrid / wolf


moonlight, or at least at night.
form Failing to pray properly prevents the reduction of
Keen Hearing and Smelling trait gained, only downsides for a full moon-circle. If ignored or offended,
hybrid/wolf form Selûne might curse a werewolf further, worsening the
Ability to wear equipment / armor when in hybrid form;
downsides until its subject repents enough.
+1 AC because of your fur / skin.

A speed of 40ft in wolf form

Cons
Vulnerability to silvered weapons :) in every form.

Touching silver damages the PC. Failing a DC 14 CON

saving throw leads to 2d4 fire damage per turn (so,

every 5-6 seconds) as long as the silver is touched.

Disadvantage with non-heavy weapon attacks in hybrid

form + disadvantage for spells or advantage against your

spell save DC. Big hybrid-hands are pretty clumsy.

Non-ability to wear equipment, wear armor or use

weapons when in wolf form. All equipment falls to the

ground or morphs into the wolf when shapechanging.

Full moon becomes a problem. Either failing a WIS

saving throw (DC16 - 15 - 14, decreasing over time) or

just loosing control because you did not pray properly

may lead to the PC becoming chaotic evil and in the

hands of the DM for 5 turns. Saving throw is only

granted, when the PC prays properly. Otherwise the PC

just goes savage on a full-moon.

1
Long-Term Consequences Concerning Roleplay
Be aware of yourself as a werewolf. People may find out
Since this werewolf-option is suppossed to be developed,
and not be to happy about you being a werewolf. There may
most consequences show over time.
be lycanthrope-hunters out there, wizards / sorcerers that

Properly praying leads to a decrease of the full-moon want to harness your power or just an angry mob of

saving throw, or generally saving throws against being peasents that don't want their sheep / children getting

turned into an uncontrollable beast (for example when eaten by a hybrid-abomination.

an arcane master conjures up moonlight).

Gaining full control over the shapechange aspect and


Change in character?
ruling out the disadvanages of being a werewolf. What The PC may get more angry and go off randomly,

this exactly means? After a certain amount of time (1d4 sometimes. Violence is sought over talking things

full moon circles) with proper praying or special favors through, because this peculiar angryness and lust for

û
to Sel ne the skin of the hybrid / wolf might grow blood is always to be felt, the inner wolf is omnipresent

thicker, so that it get's Resistances against bludgeoning, and can always be felt.

piercing, and slashing damage from nonmagical attacks You can feed off blood / raw flesh. Make a WIS Saving

that aren't silvered. After another certain amount of time throw (DC 16-15-14) or go savage for 5 turns!

(as before) or a special favor, this effect may even be The PC may feel the urge to keep a wolf or dog as a pet,

gained in the normal, humanoid form of your player! seeking to become a pack leader

After yet another certain amount of time or favor to The PC may feel that society is uncomforting for them

û
Sel ne the immunitites might be granted for the hybrid and that if they stay too long at one place, people may

/ wolf form. The immunitites are never granted for the find out their dark secret. Going out and about is

humanoid form. I just really hate how OP they are. preferable.

Change of the PC's general appearance. Growing

random bits of fur, growing hands / face features etc. is

a possible long-term consequence. This may lead to


Selûne?
The Goddess of the moon has to be worshipped for this
people realise, that you are a werewolf / abomination or
option to work. Lycanthrophy might not necessarily be seen
something. Maybe a beard and shoulder-hair?
as a total curse, but a partly blessing from a worshipper of
Circle of the Moon druids (or any druid, really) may get
û
Sel ne. Of course all of this works with another deity of the
an additional wild shape slot when they get infected.
moon, all after the DM's liking! Important is, that the PC
Wolf Totem Barbarians may get an additional rage-slot
actually has to work for the positive effects!
when they get infected.
A Werewolf is a lycantrophe nevertheless, even if it
Other such effects, for the respective class (-es) of the
worships a good aligned goddess: Some deeds might not
PC
always be seen as good by different groups. Especially laws

Developable! and societal rules seize to be important for a lycantrophe...

These werewolfs don't mix well with Wererats of Mask,

These statblocks develop over time. since they represent the god of thievery, trickery and lying.

Especially the last part is a no-go for worhsippers of


Resitances added, maybe even immunitites! û
Sel ne.
If the strength of a character is above 15 in its

humanoid form, it will be above 15 in the hybrid/wolf

form! Trivia
After a time (1d4 months) the disadvantage with spells
I gave this option to one of my players, so that he may
may wear off, but only if the PC regularily used them in
develop the werewolf-thingy. He was part of our first-tier
hybrid form (At least every week)!
group and I deemed the 'curse' as too OP or just not
At Level 8 the primal strike feature of circle of the
useable, if the alignment automatically shifts to chaotic evil.
moon druids is gained (for hybrid- / wolf- forms).
You may feel that a werewolf should still be considered
At level 10 and 15 the damage of Bite / Claws increases
evil and you're welcome to play it like that! It just want
by 1d8/1d4.
û
really work with Sel ne, so she would not help with
At level 12 and 17 the wolf form gains 2 hit die,
developing/mastering the were-form. Another god could be
respectively raising the max. hp by 8 each time
sought out to, or whatever, it's your game!
At level 20 the vulnerability to silver wears off,

signalizing complete control over the were-form.

Wild Shape
The general rules for Wild Shape only apply to the wolf-

form, meaning that going to 0 hit points in wolf form does

not lead to the PC going down to 0 hit points but only

taking the damage that exceeded the HP of the wolf (-form).

The hybrid shares its hp with the original form of the PC.

But this will trigger the afore-described rolling of d20s

and going maybe going berserk for 5 turns, after which the

player gets the control back.

The shapechange feature of the lycanthrophy curse as it

is presented here adds up to the wild-shape feature.

2
Werewolf, Hybrid Wolf form
Medium shapechanger, your alignment but
chaotic medium shapechanger, your alignment but
chaotic
Armor Class Your AC +1
Hit Points Your HP Armor Class 12
Speed 30ft. Hit Points 58 (9d8 + 18)
Speed 40ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
min.15 (+2) Yours Yours Yours Yours Yours
15 13 14 10 (+0) 11 (+0) 10 (+0)
(+2) (+1) (+2)
Skills Your skills
Condition Vulnerabilities Silvered Weapon Attacks
Senses Passive Perception: yours Condition Vulnerabilities Silvered Weapon Attacks
Languages your languages Senses Passive Perception: 14
Languages yours, but can't speak
Proficiency Bonus +3
Shapechange (3/day) The werewolf can use its
action to polymorph into a wolf-humanoid hybrid
or into a wolf, or back into its true form, which is Shapechange (3/day) The werewolf can use its
humanoid. It reverts to its true form if it dies. Roll action to polymorph into a wolf-humanoid hybrid
3d20 (1d20) and become savage for 5 turns, if or into a wolf, or back into its true form, which is
one die shows a 1! humanoid. It reverts to its true form if it dies. Roll
3d20 (1d20) and become a savage hybrid for 5
Keen Hearing and Smelling The werewolf has turns, if one die shows a 1!
advantage on Wisdom (Perception) checks that
rely on hearing or smell. Keen Hearing and Smelling The werewolf has
advantage on Wisdom (Perception) checks that
Actions rely on hearing or smell.
Multiattack The werewolf makes two attacks: one Wild Shape This state is comparable to a druid's
with its bite and one with its claws or two wildshape: HP you loose as a wolf, you do not
weapon attacks. loose in your humanoid / hybrid form. If an attack
reduces you to 0 hit points in this state, you have
Bite Melee Weapon Attack: +4 to hit, reach 5ft., the chance to revert back to your true form, and
one target. Hit 6 (1d8 + 2). If the target is a only take the damage that was left after you were
humanoid, it must succeed on a DC 12 reduced to 0 hit points. Roll 3d20 / 1d20, to see
Constitution saving throw or be cursed with if you rampage first!
werewolf lycanthropy.
Claws Melee Weapon Attack: +4 to hit, reach 5ft.,
Actions
one target. Hit 7 (2d4 + 2) Bite Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 9 (1d8 + 2). If the target is a
Your weapon attacks, but with disadvantage if its humanoid, it must succeed on a DC 12
not a heavy weapon. Constitution saving throw or be cursed with
Your spells, but with disadvantage and with werewolf lycanthropy.
advantage against your spellsave DC.
No spells, no attacks with your weapons
Mind your changing Proficiency-Bonus!*

3
More Stuff
Legal Stuff
DUNGEONS & DRAGONS, D&D, Wizards of the Coast,

Forgotten Realms, Ravenloft, Eberron, the dragon

ampersand, Ravnica and all other Wizards of the Coast

product names, and their respective logos are trademarks

of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of

the Coast and/or other authors. Such material is used with

permission under the Community Content Agreement for

Dungeon Masters Guild.

All other original material in this work is copyright 2021

by Mister Esel and published under the Community

Content Agreement for Dungeon Masters Guild.

Credits
Check out The Homebrewery which I used to build this

thing here. Go and buy Scott a beer if you like!

Cover Art by Brett Sayles, accessed via pexels.com und

used under their free licence.

Other pictures provided by DM's Guild and Wizards of

the Coast (DM's Guild Creator Ressources)

Thanks to Eldorn , the character that inspired me to

quickly design this character option for playing a werewolf

which is not too OP.

More by me
I released some other things by the time I release this

character option here! I'll just shamelessly promote it here.

Other Developable Character Options for

Werecreatures , similar quick guides for werecreatures,

instead of a werewolf. It's a whole collection by now!

"The Grumpy German NPC Pack" , a collection of

NPCs that represent German stereotypes! Check it out on

DM's Guild, it's Pay What You Want! Also, an extended

version is coming, with at least double the amount of

NPCs, extra items, spells and sidequest ideas!

"A lonely Road to Revolution" , want to play a

Revolution in an early-stage-industrialized Elven City which

oppresses it's partly orcish citizens? A quest for a magical

item included, introducing some nice lore? Be my guest!

Moral ambivalence, historic semi-accuracy of the brutal

nature of a revolution and some weird jokes give this

adventure a mature nature, with just enough comic-relief

(at least do I and my friends think so, especially in the

maigcal-item-seeking quest which is the entire middle-part).

Not free, but also available on DM's Guild! A sequel may

come, not entirely sure when.

You might also like