Talk:Werewolf, Variant (5e Race)

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I attempted to try and rebalance some of the stuff that was listed in the maintenance templates. However, I think I made the natural attacks too strong, and I may not have modified the Wicked Resistances well enough.

With it, I tried to make it more like spell concentration. I figured that taking damage is more common and makes having the resistances come with a potentially dangerous consequence for the PC as well as the party. Merely triggering on a kill is something that could easily be worked around with strategy. I left the full moon one in there but made it a much longer duration. May consider granting advantage on the save given that if the player fails, they are effectively removed from the game until the night ends or they get knocked out.

With the natural attacks, I made the wolf form bite 1d6, but the hybrid one 1d8. I figured a bite from a hybrid would be a bit stronger, but if you think that using my wolf form damage arc is more appropriate, that's fine by me.

-Colinthecoffeeaddict

There are still a number of issues here but good job attempting meeting most the criteria. The natural weapons are still too strong as you said, compare this to a monk. For wicked resistance, if you want to try balancing by having a concentration type effect then the simplest thing to do would be to grant resistance at the start of the turn then if hit they lose the resistance until the start of their next turn. That way all these unnecessary die rolls is avoided and you still have a buffer against damage. You should avoid putting things in brackets as well(like so). Instead, incorporate it into the sentence. That's all I have to say for now other then the races still needs work, a nerf and no optional traits. —ConcealedLightChatmod.png (talk) 21:27, 8 August 2018 (MDT)

I think this would make a better image showing the three form, giving people a jumping off point for their visualization of this race. https://www.deviantart.com/ninjart1st/art/Kernil-683729090 -Notlonelyloner

Why has this race now regeneration and a vaguely worded buff that seems to increase your stats by 30 on certain occasions? I honestly don't now when regeneration is not too powerful just like the stat buff. I'll remove this and set the claw and bite damage to 1d6 if no one objects. --Doctor Dee (talk) 04:08, 9 March 2019 (MST)


I Personally think there should be damage increases the higher the level you are just so the sub-race doesn't become irrelevant at higher levels and to me the base damage seems a little low -Autisimo

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