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Balancing A Playable Lycanthrope Character
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<blockquote data-quote="CleverNickName" data-source="post: 9022146" data-attributes="member: 50987"><p>One of the characters in my D&D campaign got himself bitten by a werewolf. He then failed his save throw, and so he's now on his way to becoming a werewolf. (The player is actually very excited about this...he has always wanted to play a werewolf character but was never given the opportunity, so he asked me if he could decline to make the save throw.)</p><p></p><p>So I now have the honor of coming up with a playable character for him, one that doesn't completely wreck the game balance.</p><p></p><p>A bit of background info: the character is a human fighter, 6th level, with the Gunslinger subclass (high-dex, low-strength build). Other members of the party are a Firbolg Druid, an Elf Artificer, a Human Rogue, and a Goliath Monk, all 6th level.</p><p></p><p>Now, let us review the Rules As Written for a playable Werewolf.</p><p>[SPOILER="RAW"]</p><p>A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains:</p><ul> <li data-xf-list-type="ul">the werewolf’s speeds in nonhumanoid form (40ft in wolf form)</li> <li data-xf-list-type="ul">the werewolf's damage immunities (bludgeoning, piercing, and slashing from nonmagical attacks not made from silvered weapons)</li> <li data-xf-list-type="ul">the werewolf's traits (shapechanger, keen hearing and smell)</li> <li data-xf-list-type="ul">the werewolf's actions that don’t involve equipment (multiattack, bite and claw only)</li> <li data-xf-list-type="ul">proficiency with the werewolf’s natural attacks and damage (bite 1d8 piercing, claws 2d4 slashing, Strength-based)</li> <li data-xf-list-type="ul">unable to speak while in animal form.</li> <li data-xf-list-type="ul">The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed (I appreciate having the freedom to do so, but I'm going to let the player decide.)</li> <li data-xf-list-type="ul">Strength of 15 if his or her score isn’t already higher</li> <li data-xf-list-type="ul">a +1 bonus to AC while in wolf or hybrid form (from natural armor)</li> </ul><p>For reference:</p><p style="margin-left: 40px"><strong>Shapechanger: </strong>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 humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.</p> <p style="margin-left: 40px"></p> <p style="margin-left: 40px"><strong>Keen Hearing and Smell: </strong>The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.</p> <p style="margin-left: 40px"></p> <p style="margin-left: 40px"><strong>Multiattack (Humanoid or Hybrid Form Only): </strong>The werewolf makes two attacks: one with its bite and one with its claws (hybrid form).</p> <p style="margin-left: 40px"></p> <p style="margin-left: 40px"><strong>Bite (Wolf or Hybrid Form Only): </strong>Melee Weapon Attack, 1d8 piercing damage, Strength-based. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.</p> <p style="margin-left: 40px"></p> <p style="margin-left: 40px"><strong>Claws (Hybrid Form Only):</strong> Melee Weapon Attack, 2d4 slashing, Strength-based.</p><p></p><p>[/SPOILER]And they call it a <em>curse.</em></p><p></p><p>Obviously, the trouble with this option is that it is extremely overpowered, especially for a 6th level character. If I implement this as-written, every character in the party will ask to be bitten by their new werewolf buddy. I mean who doesn't want to be bulletproof, change shape, buff their strength, sharpen their senses, and get extra attacks every round, with no apparent drawbacks?</p><p></p><p>If I go with rules-as-written, I would need to build in some pretty serious checks and balances to account for this huge list of boons. This is supposed to be a curse, not an early Christmas present.</p><p></p><p>Has anyone ever done this before? Players, did you enjoy being a werewolf? DMs, did you enjoy having a werewolf in the game? Were there any balance issues or pitfalls I should look out for?</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 9022146, member: 50987"] One of the characters in my D&D campaign got himself bitten by a werewolf. He then failed his save throw, and so he's now on his way to becoming a werewolf. (The player is actually very excited about this...he has always wanted to play a werewolf character but was never given the opportunity, so he asked me if he could decline to make the save throw.) So I now have the honor of coming up with a playable character for him, one that doesn't completely wreck the game balance. A bit of background info: the character is a human fighter, 6th level, with the Gunslinger subclass (high-dex, low-strength build). Other members of the party are a Firbolg Druid, an Elf Artificer, a Human Rogue, and a Goliath Monk, all 6th level. Now, let us review the Rules As Written for a playable Werewolf. [SPOILER="RAW"] A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains: [LIST] [*]the werewolf’s speeds in nonhumanoid form (40ft in wolf form) [*]the werewolf's damage immunities (bludgeoning, piercing, and slashing from nonmagical attacks not made from silvered weapons) [*]the werewolf's traits (shapechanger, keen hearing and smell) [*]the werewolf's actions that don’t involve equipment (multiattack, bite and claw only) [*]proficiency with the werewolf’s natural attacks and damage (bite 1d8 piercing, claws 2d4 slashing, Strength-based) [*]unable to speak while in animal form. [*]The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed (I appreciate having the freedom to do so, but I'm going to let the player decide.) [*]Strength of 15 if his or her score isn’t already higher [*]a +1 bonus to AC while in wolf or hybrid form (from natural armor) [/LIST] For reference: [INDENT=2][B]Shapechanger: [/B]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 humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.[/INDENT] [INDENT=2][/INDENT] [INDENT=2][B]Keen Hearing and Smell: [/B]The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.[/INDENT] [INDENT=2][/INDENT] [INDENT=2][B]Multiattack (Humanoid or Hybrid Form Only): [/B]The werewolf makes two attacks: one with its bite and one with its claws (hybrid form).[/INDENT] [INDENT=2][/INDENT] [INDENT=2][B]Bite (Wolf or Hybrid Form Only): [/B]Melee Weapon Attack, 1d8 piercing damage, Strength-based. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.[/INDENT] [INDENT=2][/INDENT] [INDENT=2][B]Claws (Hybrid Form Only):[/B] Melee Weapon Attack, 2d4 slashing, Strength-based.[/INDENT] [/SPOILER]And they call it a [I]curse.[/I] Obviously, the trouble with this option is that it is extremely overpowered, especially for a 6th level character. If I implement this as-written, every character in the party will ask to be bitten by their new werewolf buddy. I mean who doesn't want to be bulletproof, change shape, buff their strength, sharpen their senses, and get extra attacks every round, with no apparent drawbacks? If I go with rules-as-written, I would need to build in some pretty serious checks and balances to account for this huge list of boons. This is supposed to be a curse, not an early Christmas present. Has anyone ever done this before? Players, did you enjoy being a werewolf? DMs, did you enjoy having a werewolf in the game? Were there any balance issues or pitfalls I should look out for? [/QUOTE]
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