Some night adventurers dance on the border between light and shadow, fighting darkness with other darkness, and among them are the Werebeasts.
Some commonly refer to them as lycanthropes or children of the Beast, and they are twisted souls who struggle with their inner ferocity at every change of the Moon.
No one knows the instincts hidden in the mortal soul with the depth of these wayfarers whose lives are marked by an afflictions, and this allows them to exploit this condition to their own advantage.
Not every werebeast in Faerun is evil. Some use their power for personal gain, others even for noble ends.
Those among the adventurers who wish to take the path of the Beast must prepare to hunt and be hunted. Whether by choice or fate, the path to redemption for them is by no means an easy one, and they will have to endure the prejudice of the common people and confront the unholy face of their monstrous fellows.

Lunar Influence on Lycanthropes
Full Moon
During the Full Moon, werebeasts enter a frenzy, as the curse that flows in their blood boils, overexciting them relentlessly. For this reason, it is believed in popular tradition that werebeasts only roam during this Lunar Phase. This rumor, however, has been disproved by the Old Tradition, as werebeasts can be lurking at any moment. Simply, during the Full Moon, sightings are much more frequent.
Werebeast Characters: When they complete a short rest during the Full Moon phase, they may recover one spent Wild Dice.
Descending Moon
During the Descending Moon, werebeasts feel the approach of the New Moon, a time when they are weaker and less dangerous. Therefore, they act as if they are constantly cornered, fighting with even more ferocity, driven by an insatiable hunger. Many inexperienced hunters set out on the trail of a lycanthrope as soon as the Full Moon is over, thinking they will encounter a weakened foe, but they will be in for a bitter surprise.
Werebeast Characters: Wild Die increase by one size, according to the progression in the table (d4 > d6 > d8 > d10 > d12 > d16* ).
*How to roll 1d16? d16s do exist! If you don’t have one, use d20 (and reroll results of 17 or more).
New Moon
During the New Moon, the lycanthropes’ blood cools down, goes dormant, and seems to forget its fury. During the New Moon, werebeasts are less inclined to engage, as their powers are limited. However, there is an unexpected advantage during this Lunar Phase: werebeasts are more difficult to detect and are less vulnerable to silver.
Level | Proficiency Bonus | Features | Wild Dice | Amount of Wild Dice |
---|---|---|---|---|
1 | +2 | Beast Blood, Animal Vigour, Fangs and Claws, Selenitic Anathema | d4 | 3 |
2 | +2 | Imprint of Lupecernos (Archetype), Hybrid Form | d4 | 3 |
3 | +2 | Keen Senses | d6 | 3 |
4 | +2 | Ability Score Improvement | d6 | 3 |
5 | +3 | Ferine Instinct | d6 | 4 |
6 | +3 | Savage Style | d6 | 4 |
7 | +3 | Bloodbath | d8 | 4 |
8 | +3 | Ability Score Improvement | d8 | 4 |
9 | +4 | Accurate Laceration, Bloodbath (II) | d8 | 5 |
10 | +4 | Savage Style, +2 CON | d8 | 5 |
11 | +4 | Keen Senses (II) | d10 | 5 |
12 | +4 | Ability Score Improvement | d10 | 5 |
13 | +5 | Advanced Savage Style | d10 | 6 |
14 | +5 | Bleeding Wounds | d10 | 6 |
15 | +5 | Tireless Blood | d10 | 6 |
16 | +5 | Ability Score Improvement | d10 | 6 |
17 | +6 | Bloodthirsty Rage (II), Bloodbath (III) | d12 | 7 |
18 | +6 | Advanced Savage Style, Superior Savage Style | d12 | 7 |
19 | +6 | Ability Score Improvement | d12 | 7 |
20 | +6 | +2 CON | d12 | 8 |
Class Features
- Beastblood
- Animal Vigor
- Selenitic Anathema
- Fangs & Claws
- Hybrid Form
- Keen Senses
- Ability Score Improvement
- Ferine Instinct
- Bloodbath
- Accurate Laceration
- Ability Score Improvement: Constitution
- Bleeding Wounds
- Tireless Blood
- Reduced speed by 10 feet for 1 minute
- An exhaustion level for 1 minute
- 1 WD of additional damage (if you roll 10 or more, repeat the procedure)
- Disadvantage on the first attack made each turn, for 1 minute
- Stunned until the end of its next turn
- Blinded until the end of its next turn If the target recovers hit points in any way, prolonged wound effects (those lasting 1 minute) end immediately.
Imprints of Lycanthropy
When the Beast clutches on the soul of its victims, they are imprinted by the horror of the Dark Mirror. These imprints are engraved in the feral nature of the victim, which over time will manifest unique characteristics. This is a path that all Werebeasts take as they begin to master the true power of their animal shape.
At 2nd level, you must choose an imprint to characterize your Werebeast.
![]() |
Ravenous Shape
Starting at 2nd level when getting this imprint, your wild shape bestows you the traits of a voracious and bloodthirsty predator. You gain the following benefits while in Hybrid Shape:- You can use your Dexterity modifier instead of your Strength modifier for unarmed attacks, both for hitting and for damage.
- Your unarmed attacks score a critical hit with a natural roll of 19 or 20.
- When you enter Hybrid Shape, you choose a target and make it your prey. Your unarmed attacks against your prey deal additional damage equal to your Proficiency bonus. Also, if your prey reaches 0 hit points within an amount of rounds equal to your Proficiency bonus, you may roll a WD. If the result is 4 or higher, you regain a previously spent WD.
Savage Style
Starting at 6th level, and again at 10th level, you can choose a savage style from the following:- Lightfoot: You gain proficiency in Stealth; if you were already proficient, your proficiency bonus is doubled when you make a Stealth check. In addition, when making a Stealth check to move silently, you may roll a WD and add the result to the check.
- Keen Scent: You gain proficiency in Perception; if you were already proficient, your proficiency bonus is doubled when you make a Perception check. In addition, when making a Perception check based on smell, you may roll a WD and add the result to the check.
- Firm Grasp: You gain proficiency in Athletics; if you were already proficient, your proficiency bonus is doubled when you take an Athletics check. In addition, when you make an Athletics check to climb or to grab someone, you may roll a WD and add the result to the check.
Advanced Savage Style
Starting at 13th level, and again at 18th level, you can choose an advanced savage style from the following:- Surround: When an enemy within 30 feet ends their movement further away from you than where they started their movement, you may spend your reaction. If you do this, you and your allies who are within 30 feet of you and can see or hear you may move 10 feet in any direction. This movement does not cause opportunity attacks.
- Ambush: If you hit with an attack against an enemy you are hiding from, you deal additional damage equal to 1 WD. You can only deal this damage once per turn.
- Knock Down: Once per turn, when you hit a target of at most one size category above your own with an unarmed attack, you may try to push the target as part of the same attack.
Superior Savage Style
From 18th level onwards, you can choose a superior savage style for which you meet the requirements:- Starving Pack (requires Surround): When you use Surround, the area of effect is increased to 40 feet and you and each ally can move 20 feet instead of 10 feet. In addition, any ally who ends movement provided by this Savage Style within 5 feet of an enemy may make a melee attack as a reaction.
- Lethal Ambush (requires Ambush): The additional damage of Ambush increases to 2 WD.
- Crush Down (requires Knock Down): When using Knock Down, if the push is successful you can immediately make an additional unarmed attack against the target.
![]() |
Inspirational Shape
Starting at 2nd level when getting this imprint, your wild shape bestows you the typical traits of a pack leader. You gain the following benefits when you are in Hybrid Shape:- Every target you hit with an unarmed attack becomes a ‘target of the pack’ until the end of your next turn: the next successful attack by one of your allies against the target inflicts 1 WD of additional damage.
- When you are in Hybrid Shape, you can summon animal spirits to assist you during combat. Roll a WD and halve the result (rounding up) to determine the number of spirits summoned (minimum 1); they act at the end of your turn, you may command them as if they could hear you and this costs you no action; the spirits remain until you leave Hybrid Shape; the form taken by the spirits is a purely aesthetic choice (usually consistent with the character’s Werebeast type); the spirits all have the following stats:
Spirit of the Pack |
|||||
---|---|---|---|---|---|
Medium undead> | |||||
Armor Class: 8 + your proficiency bonus + your Charisma modifier Hit Points: 4 times your proficiency bonus Speed: 40 ft |
|||||
STR | DEX | CON | INT | WIS | CHA |
14 | 14 | 12 | 3 | 12 | 5 |
Vulnerbility to radiant damage or damage inflicted by silver or grim weapons Senses Darkvision 50 feet, Passive Perception equal yours Languages One language that you speak Proficiency bonus equal to your bonus |
|||||
Pack Tactics The spirit has advantage on attacks against a target if at least one of the spirit’s allies is within 5 feet of the target and that ally is not incapacitated. |
|||||
Actions |
|||||
Multiattack: the spirit makes a number of attacks equal to half your proficiency bonus (rounded down). Assault. Melee Weapon Attack: your proficiency bonus + your Charisma modifier to hit, range 5ft., one target. Hit: 1d6 + 2 + your Charisma modifier of force damange |
Savage Style
Starting at 6th level, and again at 10th level, you can choose a savage style from the following:- Menacing Gaze: You gain proficiency in Intimidate; if you were already proficient, your proficiency bonus is doubled when you make an Intimidate check. In addition, when making an Intimidate check to give orders, you may roll a WD and add the result to the check.
- Lick Wounds: You gain proficiency in Medicine; if you were already proficient, your proficiency bonus is doubled when you make a Medicine check. In addition, when you make a Medicine test to stabilize a dying creature, you may roll a WD and add the result to the check.
- Keen Scent: You gain proficiency in Perception; if you were already proficient, your proficiency bonus is doubled when you make a Perception check. In addition, when making a Perception check based on smell, you may roll a WD and add the result to the check.
Advanced Savage Style
Starting at 13th level, and again at 18th level, you can choose an advanced savage style from the following:- Surround: When an enemy within 30 feet ends their movement further away from you than where they started their movement, you may spend your reaction. If you do this, you and your allies who are within 30 feet of you and can see or hear you may move 10 feet in any direction. This movement does not cause opportunity attacks.
- Roar: Once per turn, when you hit a target with an unarmed attack, you can roar menacingly at it. The target must make a successful Wisdom saving throw with DC equal to 8 + your proficiency bonus + your Charisma modifier. If it fails, the target is frightened until the end of its next turn. Thereafter, the same target cannot be frightened by you through this ability until the end of the combat.
- Rally: When an attack hits you or an ally within 30 feet, you may use your reaction to call your comrades to the rescue. Any other allies within 20 feet of the one who took the hit may move up to 10 feet immediately. If one or more allies moving this way arrive adjacent to the one that took the hit, the latter is healed for 1 hit point and gains recover 1 hit point and gain temporary hit points equal to 1 WD for each adjacent ally (maximum 3 WD). You may only use this ability once per fight.
![]() |
Majestic Shape
Starting at 2nd level when getting this imprint, your wild shape bestows you the traits of a powerful, stoic, and unbeatable beast. You gain the following benefits while in Hybrid Shape:- Each target you hit with an unarmed attack has disadvantage on attacks against any target other than you until the end of your next turn.
- When you turn into your Hybrid Shape, double the result of the WD you roll to determine the amount hit points you recover and the temporary hit points you get.
- Your size increases by one category, up to Large.
- Add your Constitution modifier, if higher, to your unarmored AC instead of your Dexterity modifier (unarmored AC = 10 + Proficiency bonus + Dexterity modifier or Constitution modifier).
Savage Style
Starting at 6th level, and again at 10th level, you can choose a savage style from the following:- Firm Grasp: You gain proficiency in Athletics; if you were already proficient, your proficiency bonus is doubled when you take an Athletics check. In addition, when you make an Athletics check to climb or to grab someone, you may roll a WD and add the result to the check.
- Menacing Gaze: You gain proficiency in Intimidate; if you were already proficient, your proficiency bonus is doubled when you make an Intimidate check. In addition, when making an Intimidate check to give orders, you may roll a WD and add the result to the check.
- Self Preservation: You gain proficiency in Survival; if you were already proficient, your proficiency bonus is doubled when you make a Survival check. In addition, when you make a Survival check to find shelter, you may roll a WD and add the result to the check.
Advanced Savage Style
Starting at 13th level, and again at 18th level, you can choose an advanced savage style from the following:- Charge: You can use Dash as a bonus action to approach a target at least 20 feet away, moving along the most direct path. If you end this movement within 5 feet of the target and take the attack action against it, the first time you hit the target this turn you deal 1 WD of additional damage.
- Knock Down: Once per turn, when you hit a target of at most one size category above your own with an unarmed attack, you may try to push the target as part of the same attack.
- Roar: Once per turn, when you hit a target with an unarmed attack, you can roar menacingly at it. The target must make a successful Wisdom saving throw with DC equal to 8 + your proficiency bonus + your Charisma modifier. If it fails, the target is frightened until the end of its next turn. Thereafter, the same target cannot be frightened by you through this ability until the end of the combat.
Superior Savage Style
From 18th level onwards, you can choose a superior savage style for which you meet the requirements:- Devastating Charge (requires Charge): When you use Charge, as an action you may continue your movement in a straight line past the target until you finish the available movement or decide to stop and run over other targets. In this case, crossing the space occupied by a hostile creature counts as difficult terrain. Any creature whose space is crossed by Devastating Charge takes a single unarmed attack that deals 1 WD of additional damage.
- Crush Down (requires Knock Down): When using Knock Down, if the push is successful you can immediately make an additional unarmed attack against the target.
- Dreadful Roar (requires Roar): When you use Roar successfully, the target is incapacitated as long as it is frightened.
![]() |
True Shape
Starting at 2nd level when getting this imprint, you can drive your blood beyond the powers granted by the Hybrid Shape, taking on a True Shape instead, which is the original form of your chosen animal. When you turn into your True Shape, you get the following benefits instead of the Hybrid Shape.- Your size is Small, Medium or Large, as appropriate for your chosen animal, at the Night Master’s discretion: a rat might be small, a wolf medium, a bear large; your stats do not change according to your size.
- When you turn into your True Shape roll a WD: you recover hit points equal to the result + your proficiency bonus, then you get as many temporary hit points.
- Your unarmed attack inflicts damage (choose slashing, piercing, or bludgeoning) equal to 3 WD plus your Strength modifier.
- Your speed increases by 15 feet; if the animal can swim, fly, or climb, your speed with that type of movement is equal to your speed.
- Your unarmored AC becomes 11 + your proficiency bonus + your Dexterity modifier.
- All of your equipment falls to the ground or merges into your True Shape at your choice; items that merge into your True Shape cannot be used and have no effect; at the NM’s discretion, some items may be worn if the True Shape is able to do so depending on its size and physical conformation; in True Shape, you may not, however, wield weapons or shields, nor wear armor.
- Any ability, feat, spell or feature that refers to the Hybrid Shape also works in True Shape.
Savage Style
Starting at 6th level, and again at 10th level, you can choose a wild style from the following:- Firm Grasp: You gain proficiency in Athletics; if you were already proficient, your proficiency bonus is doubled when you take an Athletics check. In addition, when you make an Athletics check to climb or to grab someone, you may roll a WD and add the result to the check.
- Menacing Gaze: You gain proficiency in Intimidate; if you were already proficient, your proficiency bonus is doubled when you make an Intimidate check. In addition, when making an Intimidate check to give orders, you may roll a WD and add the result to the check.
- Keen Scent: You gain proficiency in Perception; if you were already proficient, your proficiency bonus is doubled when you make a Perception check. In addition, when making a Perception check based on smell, you may roll a WD and add the result to the check.
- Beastly Wisdom: You gain proficiency in Insight; if you were already proficient, your proficiency bonus is doubled when you make an Insight check. In addition, when making an Insight check to discern aggressive intentions, you may roll a WD and add the result to the check.
Advanced Savage Style
Starting at 13th level, and again at 18th level, you can choose an advanced savage style from the following:- Knock Down: Once per turn, when you hit a target of at most one size category above your own with an unarmed attack, you may try to push the target as part of the same attack.
- Roar: Once per turn, when you hit a target with an unarmed attack, you can roar menacingly at it. The target must make a successful Wisdom saving throw with DC equal to 8 + your proficiency bonus + your Charisma modifier. If it fails, the target is frightened until the end of its next turn. Thereafter, the same target cannot be frightened by you through this ability until the end of the combat.
- Surround: When an enemy within 30 feet ends their movement further away from you than where they started their movement, you may spend your reaction. If you do this, you and your allies who are within 30 feet of you and can see or hear you may move 10 feet in any direction. This movement does not cause opportunity attacks.
- Flee: At the start of your turn you may use Dash and Disengage together, as a bonus action, provided that you start your turn with less than half your maximum hit points. You must end your movement at least 10 feet from any hostile creature, if possible.
Superior Savage Style
From 18th level onwards, you can choose a superior savage style for which you meet the requirements:- Crush Down (requires Knock Down): When using Knock Down, if the push is successful you can immediately make an additional unarmed attack against the target.
- Dreadful Roar (requires Roar): When you use Roar successfully, the target is incapacitated as long as it is frightened.
- Starving Pack (requires Surround): When you use Surround, the area of effect is increased to 40 feet and you and each ally can move 20 feet instead of 10 feet. In addition, any ally who ends movement provided by this Savage Style within 5 feet of an enemy may make a melee attack as a reaction.
- Stampede (requires Flee): When you use Flee, any ally within 30 feet may use their own reaction to move their speed without taking opportunity attacks, but must end their movement at least 10 feet from any hostile creature if possible.
As a werebeast, you gain the following class features.
Hit Points
Hit Dice: 1d8 per werebeast level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier for werebeast level after 1st
Proficiencies
Armor: Light armor, shields
Weapons: Simple weapons
Tools: One set of artisan’s tools of your choice
Saving Throws: Constitution, Strength
Skills: : Choose three between Animal Handling, Athletics, Stealth, Intimidate, Insight, Nature, Perception, Survival
Source: Nightfell © Angelo Peluso & Mana Project Studio 2021
Multiclassing and the Werebeast
You may only become a werebeast through affliction.
Skills: Choose one from the list of skills for this class.