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The Lycanthrope/Werewolf DnD 5e Class
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The Lycanthrope/Werewolf DnD 5e Class

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UPDATE: Updated to Version 2.0** as of 4/19/2019

You can see the changelog at the end of the class PDF.

This is a DnD 5th edition Player Character class I made, specifically designed for those who want to  become a Werewolf (From level 1 onward). This class is not particular for multiclassing, or obtaining your Lycanthrope later in your travels as a player, but intented for those who want their Werewolf curse to be primary on their playable class list. This has been only partially playtested and has possbilities of updates in the future. 

I made this class to give my own spin on how and why to play a Lycanthrope in DnD 5e as well as making some new mechanics as well as just fleshing an overall class rather than variant or multiclass.

Any feedback/ crticism will be greatly appreciated and if it is a signifigant enough critique of the class I may go by changing it, as well as putting in a change log. 

Thank you for your time and possible rating of my class, I worked hard on it for myself and for others to enjoy! 

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Reviews (2)
Discussions (5)
Customer avatar
Anthony M September 23, 2019 3:25 pm UTC
I've been looking for balanced Werewolf character to play in a game and I finally found it here. XXX and claw in my opinion are not overpowered, nor the AC bonus. The boons give a ton of flavor. Thanks so much, man
Customer avatar
Gage R April 20, 2019 12:08 pm UTC
Also, a bit of confusion. Does the werewolf's resistance still not work against magical and silver weapons? Does the Aggressive Mutagen boon grant resistance or immunity to poison (It mentions immunity, and then resistance)
Customer avatar
Jacob F April 21, 2019 3:06 am UTC
A werewolf from the start, has vulnerability to silver weapons i.e. doubled damage when hit. The first boon, gives it normal damage. Aggressive mutagen would give immunity to poison damage.
Customer avatar
Jacob F April 21, 2019 4:26 am UTC
Also, it is actually the upgraded version at level 17. A werewolf never had resistance to silver weapons. They just have the base resist to piercing, slashing and bludgeoning damage like the barbarian. I read the rule that in fact, barbarians do have resistance to these damages even if the weapon is magical.
Customer avatar
Gage R April 21, 2019 8:27 am UTC
Ah, I see. The document is still not clear on that. The transformation benefits says you gain resistance to all slashing, piercing, and bludgeoning damage (thus implying that it works even against silver and magical damage). A resistance and a vulnerability combined equate to normal damage. Once you gain the boon that negates silver vulnerability, you will then become resistant to silver damage. Just thought you should know.

P.S. One of the reasons that I bring it up is because the MM werewolf's resistances and immunities can be bypassed via magic weapons. But that's not really a problem compared to the lack of clarification regarding silver. One of the reasons that the werewolf was balanced was because silver was much like using an AT rifle against a tank. Silver that bypasses not only resistances but also counts as a vulnerability is a good trade-off for a class that has traits from roughly over 3 different core classes.
Customer avatar
Jacob F April 23, 2019 9:47 pm UTC
This is correct. For the next version this will be further clarified. I went into this assuming too much, but yes you are correct at the end of what you said, in that the Werewolf is basically Vulnerable to silvered weapons until level 17 with a boon, however, would still harness the resistance to weapons magical/ or non-magical (Bludgeoning, Piercing and Slashing).

Customer avatar
Gage R April 20, 2019 11:15 am UTC
Well, at this stage I can pretty much say that it is difficult to find any further problems without extremely thorough playtesting. The only problem I have left is that the capstone is now too weak. You effectively sacrifice two boons to get a mere +2 to each score.

I would have it either go back to being +4 to each, or (if you want to be different from the barbarian) make it so that they can choose between a small number of "capstone boons", amongst which is the old +4 to Str and Con.

But, for the most part, congratulations, the class is so far the best Lycanthrope class I've seen to date. Its not as flashy as some of the others I've encountered but its the most faithful to the old werewolf lore.
Customer avatar
Jacob F April 11, 2019 3:24 am UTC
To balance out the AC, and if someone wants to tone it down. You could just ignore the AC increases during the levels (Giving the Werewolf a +1 AC for the entire game), and get AC boosts from Ability score increases only, since t hey cannot have magical items to boost AC (theoretically).
Customer avatar
Gage R April 11, 2019 2:48 am UTC
The class is a tad bit overpowered. Large damage die bonuses, extra damage bonuses from optional features, resistance to everything, super high AC limits and the weaknesses in place to help balance this all out gradually diminishes and then disappears.

Also, the ability score increases don't appear during the levels they should. There should be an ability score increase at levels 12, 16, 19 and not at levels 14, 19.

I give you props for trying to make a thematically faithful werewolf class, but adding this to a game will soon unbalance it unless the class undergoes some revisions.
Customer avatar
Jacob F April 11, 2019 3:00 am UTC
Thank you for the response! I'll for sure look into the ability score increase levels, as well as looking at toning down some of the AC and Resistance limits. Thanks for the comment. I also will state, that from my experience, players reach very high AC (from magical items) in each campaign I've been in (with magical armor and shields), which was my reasoning for giving the class a gradual AC boost since the Lycanthrope will not be particularly able to use magical AC boosting. It is true, I should have made this fact more apparent in the descriptions.
Customer avatar
Jacob F April 11, 2019 3:15 am UTC
Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

So regarding the super high AC limits, a Barbarian can have this modifier, as well as benefit from a shield?... I'm confused on how this would compare with the Lycanthrope's AC increase feature.

So if we take a level 10 lycanthrope with Impenetrable hide (+2 AC) and a level 10 Barbarian with a shield
Estimated same stats with Lycan and Barbarian:

Lycan: 2(Hide) + 10 (Base) + 5 (Con. Assuming, 20 Con). +2 (Dex mod.) = AC: 19
Barbarian with Shield: 10 (Base) + 2 (Shield) + 5 (Con Mod, 20 Con). +2 (Dex mod.) = AC: 19

This is obviously assuming a lot here, as I have rarely seen someone max out Con. before doing Strength or Dex.
as well as a Barbarian with a shield. But this is an interesting comparison.
Customer avatar
Gage R April 11, 2019 4:30 am UTC
Your formula doesn't include the AC bonus granted by the features under the core levelling. That adds an extra 3 by the time you level out at 20. All this as well as a d12 damage die from XXX that can also deal an extra 2d8 damage if you choose the boons for it. All this while being able to attack four times. All this while being resistant to all forms of damage, possibly even removing vulnerability to silver. All this while adding an extra +3 to attack rolls.

I get that you want the Lycanthrope to be able to compete with classes that can use magic items, but what happens when the DM wants to run a low-magic campaign with a werewolf character. This means the werewolf can cheat the system by default.

Perhaps you can design it in a way that makes the enhancements optional. This way the DM can come to an arrangement with the player as to what boons are optional and which are not.

Another problem is that the werewolf looks like a hodgepodge between an souped up barbarian (Even...See more
Customer avatar
Jacob F April 11, 2019 5:05 am UTC
The AC I posted did +2 AC, but I am planning on taking it out, as well as the "Sturdy build" boon you can choose.
Also, you are only resistant to things the barbarian is until 17 where you are immune to Piercing, bludngeoning, slashing. You still take full damage from fire, magical attacks etc. etc.

"All this as well as a d12 damage die from XXX that can also deal an extra 2d8 damage if you choose the boons for it. All this while being able to attack four times.";
This statement isn't true. You can choose to XXX** for a whole attack action (You cannot multi-attack with XXX).

Also an extra +3 to attack rolls later in the game is taken from Matt Mercer's Bloodhunter (Order of the Lycan), to compete with magical items. Also im wondering what Boons you are talking about so I can better take a look at it as it is rather confusing which Boons concern you, obviously if one seems overpowered by all means take it out.

I do see the problem with the...See more
Customer avatar
Jacob F April 11, 2019 5:19 am UTC
I will be lowering the damage you can get from biting from exluding the extra d6 or d8. This was somewhat of a typo. But yea that damage is a bit ridiculous. Again, you can choose to either XXX or Claw, You cannot do both in one round of attacks. So if you XXX you can do 1d12 +1d8 (Acid) + Str. You cannot use the crushing XXX unless they are restrained for a whole round by this XXX (With the proper boons), when then you can choose to use the crushing XXX boon doing 2d12, and that is your full action, again you cannot XXX and claw in one round of attacks.
Customer avatar
Gage R April 19, 2019 1:40 pm UTC
Well, as promised, now that it has been revised, I can give my thoughts.

Overall View: This is a MASSIVE improvement over the old version. It still feels strong, but not so strong that it is far beyond what other classes can do. Aside from a few things that still need tweaking (See below), the class is in a generally playable state for most campaigns.

Good: XXX still has poor damage compared to claws (also, regarding the claws, see below), but there are several boons that help make XXX useful for more than just damaging a target. The regeneration plus resistance is still a concern, but a DM can just simply talk with the player and forbid the boon that removes silver resistance (I would advise making regeneration stop on a turn that the werewolf is struck by a silver weapon, but I'm not sure if that would probably go a bit too far in that direction balance-wise).

Bad: The Ability Score Increases are still not at the levels they should be. The baseline is 4th, 8th, 12th, 16th,...See more
Customer avatar
Jacob F April 19, 2019 7:44 pm UTC
Ok, thank you very much for your feedback and thoughts on my class!
I can say, that with certainty most/if not all of your feedback given will be implemented in some way for 2.0 (I don't know how long until I will release 2.0 could be a week, or days).. But I realized after reading the feedback, that there are a number of things I have overlooked and will be addressing for 2.0....

I do however have a couple of questions, pertaining to the claw attacks particularly, as well as a question or two of where to move things.

1. So for a claw attack as a bonus, with this (Off-hand) claw strike, have you been adding your Strength modifier? If so, then this would help explain the damage boost from these attacks. Also if this is the case, I can say for version 2.0 I will be lowering the claw strike damage dice scaling to the d6 like you suggested, however, I may give a boon to bump it up to a d8 with a high level requirement needed.
I will also state, my reasoning behind the d10 per...See more
Customer avatar
Jacob F April 19, 2019 11:15 pm UTC
Also for your one question. Yes in all technicality reasons you would be able to get a bonus claw attack with a crushing XXX attack as it follow the rules for using a bonus action
as a claw attack, all of the previous rules still apply. (Involving rabid XXX,attack rolls, damage rolls etc.)
Customer avatar
Gage R April 20, 2019 12:48 am UTC
Actually that's why I said I'm a bit iffy on it. I used a revised fighter class with a better capstone based on their fighting style. The capstone for the defense fighting style is resistance to non-magical physical damage. Now add that to heavy armor master (damage reduction) plus champion fighter regeneration and obviously there actually are some pretty broken builds out there. But its not that bad since the fighter can be countered with magic (his one weakness). Since the werewolf is starting to balance out in other areas it shouldn't really be a problem for it to have both, but the capstone of gaining resistance to "all magical sources of damage and other types of damage" is not only confusing but if it is what I think it is, it gives a little too much to the class mandatorily. Hence why I am thinking it would be better to make spell damage resistance a boon, and for regeneration to halt during a round in which the werewolf is struck by silver. The immense amount of hit points the werewolf has means...See more
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File Last Updated:
April 19, 2019
This title was added to our catalog on April 10, 2019.