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Table of Contents
Vesper
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- Primal Order: Magician (aka gets one extra cantrip.)
- Spellcasting Focus: Quarterstaff with a 3pt deer antler covered in runes strapped to the top.
- Starter Trinket: #78 An ornate scabbard that fits no blade you have found. Customized by having dark purple and gold filigree. So must link to some not immediate game lore.
- Wild Shapes at Level 2.
- House rules: One shape MUST be wolf, always. Changing of shapes is only allowed when new levels are reached.
- Will start with Wolf, Rat, Spider & Cat.
- Will select Circle Of The Moon sub-class at level 3.
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- Cadaverous appearance.
- Necrotic Resistance.
- Chill Touch.
- Alignment: Neutral Evil.
- Background: Hermit.
- Described as growing up alone in a monster filled forest (likely Hylund Forest) next to a small village that he used for supplies and minor social contact at best.
- Werewolf: Family was wiped out when he was a small child by werewolves, and he was bitten.
- Simple backstory: The forest near the village has lots of monsters so they called in a hero type NPC to drive out the monsters. The hero then realizes that this little forest dwelling hermit that slips into the village frequently whom everyone has known since his stray kid days to current young adult age is actually also a werewolf, and this makes the village go pitch fork style mob mentality against him and he leaves the forest for somewhere he's not known. Enter Goldvale.
- Rolled 14, 14, 17, 11, 11, 11, 11 for stats.
Werewolf Conditions
Officially as a therianthrope Vesper must abide by some house rules for going monster mode. This includes changes to trigger a change which gets worse over time if this condition isn't cured.
- Formula: Roll a d100. Chances of change on the following three conditions if you roll a percentage equal to or less than 5% times Character Level. e.g. Level 3 = 15% chance. This is designed to show the affliction getting worse over time.
- Full Moons trigger POTENTIAL changes.
- Any Scenario where 0hp is reached trigger POTENTIAL changes.
- Encounters with other werewolves trigger POTENTIAL changes.
- There is also a 5% chance during any long or short rest that he'll take form just while asleep.
- If this happens and no one wakes him, he'll revert before waking up.
- If this happens and someone wakes him, he'll stay that way.
Werewolf Stats
To make a Player Character have werewolf stats as needed we shall be trying a modified version of the rules found in Tasha's Guide To Everything, in the Barbarian section, page 24, for “Form Of The Beast”. This seems like a decent experiment for balance. Should this character reach level 6 & this experiment has panned out well we will consider the similar “Bestial Soul” rules.
Summarized:
- BITE: Wicked canines appear doing 1d8 piercing. Regain HP equal to proficiency bonus on a hit, as a sort of off brand vampiric effect. Once per turn only.
- CLAWS: Your hands transform into claws. You get to do TWO attacks with this per turn. 1d6 slashing damage.
- TAIL: A spiny tail can be used for your attack to do 1d8 piercing damage.
- As a perk, you can set the tail as a reaction. If anyone within 10 feet hits you can roll a 1d8 an add it to your AC causing them to maybe miss because technically the tail is pushing away the attack or distracting them or something.
House Rules
To add in house rules, a werewolf PC may not illogical skills while in werewolf mode. An athletics check is logical. An attempt to pick locks or something is not. Hit points remain unchanged. Can't speak while in form. Etc, etc.
To humor werewolf lore in this game we're going to say they are particularly vulnerable/sensitive to silver & perhaps we will find out what happens if/when silver comes into play. They do not however have pact tactics because as a player character they are not used to having a pack, so that makes zero sense for now.
In most attempts at rules for werewolves the options for a player character's belongings become to have them transform with the werewolf. This happens in a lot of movies as well. We're going to use that for simplicity for now. One moment person with gear, the next a werewolf, because simplicity in game is good sometimes. Should the werewolf revert or die, all the stuff reappears. As a fun aside however if magical items are on the werewolf at the time of transformation, the werewolf will radiate magic at an equal level as those items would should anyone be able to track that sort of thing.
