Wereboar (5e Race)

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Wereboar[edit]

D&D monster inspired race


Physical Description[edit]

Wereboars are ill-tempered and vulgar brutes. As for humanoids, they are stocky and muscular, with short, stiff hair. As hybrid their head turns into the head of a boar, they grow tusks and bristle. Wereboars are also able to fully transform into huge boar.


History[edit]

Wereboars are lesser-known cousins of werewolfs, they existance is also the result of a curse. They are less numerous because, due to their boarish nature, they do not hunt, and transformations are usually the result of self-defense, not attack. Most of wereboars were born with this curse.


Society[edit]

Wereboars live in small family groups in remote forest areas, building ramshackle huts or dwelling in caves, hiding their true nature. They are suspicious of strangers.


Wereboar Names[edit]

Wereboars that weren't born with curse have names related to the race they originally were, but sometimes they change their name to hide their past and start a new life.

Male: Hogbert, Boarnard, Porkrick

Female: Tuskany, Gruntilda, Bristley


Wereboar Traits[edit]

Choose as a base race any medium or smaller humanoid race that will determine your appearance, all traits will be replaced with the ones below.

Ability Score Increase. Your Constitution score increases by 2 and your Strength score increases by 1, or keep ability score increase from base race.
Age. Being the wereboar does not affect age in any way. Your age is determined by your base race.
Alignment. Any, unless the base race states otherwise.
Size. Determined by your base race.
Speed. Your base walking speed is 30 feet.
Shapechanger. You can use your action to polymorph into a boar-humanoid hybrid or into a boar, or back into your true form, which is humanoid. Your statistics, other than your AC, are the same in each form. Any equipment you are wearing or carrying isn't transformed. You revert to your true form if you are reduced to 0 hit points and you can’t use this feature again until you finish a long rest.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Languages. You know the same languages as your base race.

Hybrid Form[edit]

When you change into your hybrid form, your size is medium. You are still able to use your weapons and cast spells, unless your weapons are made for a Small creature. If you wear armor or clothing not especially made to accommodate your hybrid form, it falls off, requiring small repairs before it can be worn again. You also gain the following traits:

Natural Armor. While in hybrid form you have a natural armor composed from your thickened skin. In this form you have an AC of 11 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
Tusks. In hybrid form, you grow tusks that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for unarmed strike. If the target is a humanoid, it must succeed on a Constitution saving throw or be cursed with wereboar lycanthropy. The saving throw DC equals 8 + proficiency bonus + Wisdom modifier.
Charge. 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 2d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone. The saving throw DC equals 8 + proficiency bonus + Strength modifier.

Boar Form[edit]

When you change into your boar form, your size is medium. You are unable to use your weapons, cast spells and speak. Your entire equipment is dropped to the ground. You also gain the following traits:

Speed. Your base walking speed is 40 feet.
Natural Armor. While in boar form you have a natural armor composed from your thickened skin. In this form you have an AC of 13 + your Dexterity modifier.
Tusks. In boar form, you grow tusks that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for unarmed strike. If the target is a humanoid, it must succeed on a Constitution saving throw or be cursed with wereboar lycanthropy. The saving throw DC equals 8 + proficiency bonus + Wisdom modifier.
Charge. If you move at least 15 feet straight toward a target and then hit it with your tusks on the same turn, the target takes an extra 2d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone. The saving throw DC equals 8 + proficiency bonus + Strength modifier.
Keen Smell. In boar form, you have advantage on Wisdom (Perception) checks that rely on smell.
Weapon Resilience. You are immune to Bludgeoning, Piercing and Slashing damage from Nonmagical Attacks that are not Silvered.

Random Height and Weight[edit]

In humanoid form Height and Weight are determined by base race, but in hybrid form are following:

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 8'' +2d10 220 lb. × (2d6) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

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