Wargen (5e Race)
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Worgen [ˈwɔɹgɛn] are large, lupine humanoids that walk upright, but lope on all fours to run. They primarily inhabit forests and are natural hunters. Being bitten by, or drinking the blood of a worgen causes humans, and elves, to be transformed into one. After the transformation, those that are overcome by rage and guilt gradually lose all vestiges of their former lives and become mindless. By controlling their emotions via medication, magic, and self-discipline, worgen may resist being overcome by their feral instincts.
The exact origin of the worgen is not certain, nor is the length of their existence, it is thought they exist for at least 300 years. Rumors say that, long ago, a group of warring villages in a remote portion of Faerun attempted to harness transformation magic for their own purposes. In their efforts to distill down the moon's effects into a profitable concoction, they offended a lunar deity. For this transgression, the villagers were cursed to forever be transformed into ghastly creatures, creating a new race known as the worgen.
Despite being collectively cursed, the villagers did not reconcile their differences. Rejected by most other races, and often accused of being a bad omen, they will form small insular tribes or villages, with a social hierarchy resembling a lupine hunting pack. Despite their stigma, they are not too dissimilar from their human ancestors. They have a wide variety of alignments, though the societal rejection often sways them from good alignments. Their attitudes are often similar to the wolfkin; they are fiercely loyal, slow to forgive, and very territorial.
The worgen most commonly have damaran names, leading some to believe that they are descended from cursed damaran villagers, though other human names are also common.
Ability Score Increase. Your Strength, Dexterity, and Constitution scores each increase by 1.
Age. Worgen age similarly to humans, physically maturing slightly faster, around 16 years old; their lifespan is around 300 years.
Alignment. Worgen encountered apart from their tribes are often those that have been banished, becoming lone wanderers. They often become feral, their minds reflecting the wilderness they are condemned to. Those that do not become feral, and those that still pack members, represent a wide array of alignments, though they tend to be neutral.
Size. Worgen can grow to be anywhere from 5 to 7 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Full Run. If you have nothing in your hands you can choose to run on all fours, increasing your base walking speed to 40.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. You also have a climbing speed equal to your walking speed.
Keen Senses. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Fur. Their fur allows worgen to withstand the cold. You’re acclimated to Extreme Cold, as described in chapter 5 of the Dungeon Master’s Guide.
Profession. You are proficient in one artisan tool of your choice.
Languages. You can speak, read, and write Common and Sylvan.
Random Height and Weight
|5′ 0″||+2d12||200 lb.||× (3d10) lb.|
*Height = base height + height modifier