Werebeast


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.

LevelProficiency BonusFeaturesWild DiceAmount of Wild Dice
1+2Beast Blood, Animal Vigour, Fangs and Claws, Selenitic Anathemad43
2+2Imprint of Lupecernos (Archetype), Hybrid Formd43
3+2Keen Sensesd63
4+2Ability Score Improvementd63
5+3Ferine Instinctd64
6+3Savage Styled64
7+3Bloodbathd84
8+3Ability Score Improvementd84
9+4Accurate Laceration, Bloodbath (II)d85
10+4Savage Style, +2 CONd85
11+4Keen Senses (II)d105
12+4Ability Score Improvementd105
13+5Advanced Savage Styled106
14+5Bleeding Woundsd106
15+5Tireless Bloodd106
16+5Ability Score Improvementd106
17+6Bloodthirsty Rage (II), Bloodbath (III)d127
18+6Advanced Savage Style, Superior Savage Styled127
19+6Ability Score Improvementd127
20+6+2 CONd128

Class Features

Starting at 1st level, lycanthropy makes your blood boil and yearn for violence and carnage. You have a Wild Die (WD) reserve that you can use to unleash the beast inside you, disclosing the power of the Werebeast. The number and type of die you have are shown in the class chart. You recover all the previously spent WD at the end of a long rest.
Starting at 1st level, your vitality far exceeds that of a normal night adventurer. At the end of a long rest, you get temporary hit points equal to your Constitution modifier + your Proficiency bonus. You cannot get these temporary hit points if you had been damaged by a grim or silver weapon in the previous 24 hours. In addition, as a bonus action, you can exhaust your reserves to heal your wounds quickly: you can spend a WD and roll it to recover hit points equal to the result plus your Constitution modifier.
Starting at 1st level, you take additional damage from attacks inflicted with silver and grim weapons. This additional damage is equal to 1 plus your current number of WD. For example, if you have 2 WD, you take 3 additional damage from a silver or grim weapon attack.
Starting at 1st level, you briefly show your feral nature, growing sharp fangs and fearsome claws which create lethal and swift combinations in close combat. As a bonus action, for a minute, or until you are incapacitated, you can deal slashing or piercing damage even if you miss a melee attack. You can deal such damage, which amount to 1 WD, only once per round. While Fangs and Claws is active, you have a climbing speed equal to your speed, and you have advantage in grapple checks. You can use this feature an amount of times equal to your Proficiency bonus, regaining all expended uses at the end of a long rest.
Starting at 2nd level, you gain control over your blood and your instincts, allowing you to transform into a hybrid with both humanoid and beastly features. Unarmed attacks you make in this form are delivered with fangs, claws, horns, or any other natural, appropriate appendages.
As a bonus action, you can expend a WD to transform into Hybrid Shape. You gain the following benefits for a minute or until incapacitated:
  • Roll a WD when you transform: regain hit points equal to the result and gain the same amount as temporary hit points.
  • Your unarmed attacks deal damage (choose slashing or piercing) equal to 1 WD plus your Strength modifier. When you take the Attack action and exclusively make unarmed attacks, you can make an additional unarmed attack as part of the same action.
  • When you take the Attack action but don’t exclusively make unarmed attacks, you can make an additional unarmed attack as a bonus action.
  • The first successful unarmed attack in your turn deals additional damage equal to 1 WD.
  • Your speed increases by 10 feet.
  • Your unarmored AC becomes 10 + your Proficiency bonus + your Dexterity modifier.
  • Your equipment falls to the ground or merges into your Hybrid Shape unless otherwise decided.
Starting at 3rd level, when you awaken your inner beast, your perception sharpens beyond human limits. By spending a WD, you gain advantage on Perception and Initiative checks for 1 minute. At 11th level, you cannot be taken by surprise. When rolling initiative, you can immediately use your reaction to expend a WD, rolling it to gain a bonus to initiative equal to the WD result.
At 4th level, and again at the 8th, 12th, 16th, and 19th levels, you can increase an ability score by 2, or increase two ability scores of your choice by 1 each. You cannot bring an ability score above 20 through this feature.
Starting at 5th level, you cannot resist the temptation of spilling blood. When you use the Attack action on your turn, you can spend a WD to concentrate the power of lycanthropy to make an additional unarmed attack as part of the same action and benefit from Hybrid Shape for an instant even if you are not transformed. Starting at 17th level, you can make two additional unarmed attacks instead of one.
Starting at 7th level, when you score a critical hit with an unarmed attack, you immediately recover one spent WD. As of 9th level, you recover two; as of 17th level, you recover three.
Starting at 9th level, your claws and fangs strike deep, tearing into the flesh of your victim. Once per turn, if you roll one or more WD to inflict damage, you may reroll one or more die and keep the second result.
At 10th level, your Constitution score increases by 2 points to a maximum of 22, which will henceforth be the maximum attainable Constitution score. The Constitution score increases by another 2 points at 20th level, and the maximum becomes 24.
Starting at 14th level, whenever you roll a WD to inflict damage on a target with an unarmed attack, if the result is 10 or more, the target is wounded. Roll 1d6 to determine the effect of the wound; the target must make a successful Constitution saving throw or suffer the effect of the wound. The DC for the saving throw is determined by 8 + your proficiency bonus + your Constitution modifier.
  1. Reduced speed by 10 feet for 1 minute
  2. An exhaustion level for 1 minute
  3. 1 WD of additional damage (if you roll 10 or more, repeat the procedure)
  4. Disadvantage on the first attack made each turn, for 1 minute
  5. Stunned until the end of its next turn
  6. 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.
Starting at 15th level, when you complete a short rest, you can spend hit dice to recover WD instead of hit points. For each hit die you spend, you recover one WD.

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.

Source: Nightfell © Angelo Peluso & Mana Project Studio 2021

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.
Source: Nightfell © Angelo Peluso & Mana Project Studio 2021

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
STRDEXCONINTWISCHA
1414123125
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.
Source: Nightfell © Angelo Peluso & Mana Project Studio 2021

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.
Source: Nightfell © Angelo Peluso & Mana Project Studio 2021

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.