5e SRD >Races >3rd Party Publisher Races >Fat Goblin Games >

Were-kin

Where lycanthropy exists, the curse may linger.

Whether born to cursed lands or descended from degenerate tribes of were-creatures, the were-kin are blessed and cursed by virtue of their existence, fated to live as creatures tainted with a bestial nature.

These were-kin exhibit many unsubtle traits that render them apart from family and society.

Though some may congregate in closed and paranoid communities, most eke out an existence on the fringes of civilization as freaks and outcasts. At times they find a home in communities of creatures that are more accepting, such as fey villages or gnoll tribes, but even there they are met with distrust and disdain. Some still find greater acceptance within actual lycanthrope clans, but finding those clans is often difficult.

This dichotomy has led to many were-kin simply seeking a life of open adventure, as many travelers already enjoy the aspersions and suspicion of civilized folk. As such, were-kin trackers and guides are among the most trusted in circles that have grown to see past the strange bestial folk and recognize their abilities.

The only other place that were-kin seem to fit in is in the slums of a major city, where people can often blend in, and the strange is grudgingly accepted. Many criminal organizations actively recruit were-kin for their toughness or agility, and entire street gangs can sometimes be composed of these cursed souls.

Sometimes, the were-kin trait passes through multiple generations in a family without manifesting its standard characteristics. For decades, the curse may remain dormant as it passes from parent to child. Sometimes, whether due to luck or dark forces, a member of one of these quiescent families manifests as a were-kin from birth.

Though were-kin are mostly bestial and not true shapechangers, they nevertheless have a potential to unlock the abilities of a lycanthrope through intent or accident, sometimes mastering their bodies to better match their strange heritage.

Were-kin lycanthropes have the following features: Note: Caliban, Changeling, Grave Born, Ravenfolk, Shadelings and Wretched cannot be born as were-kin.

Were-kin Traits

Ability Score Increase: You gain an ability score increase based on the type of were-kin you are, as well as your base race. See beast type table below, as well as the base race table below that.

Beast Ability Score Bonus
Bear +2 Strength, +1 Constitution
Boar +2 Constitution, +1 Strength
Rat +2 Dexterity, +1 Intelligence
Tiger +2 Intelligence, +1 Strength
Wolf +2 Dexterity, +1 Strength

Age: A were-kin lives as long as its base race, though many die violent deaths long before reaching old age.

Alignment: Were-kin are not inherently evil, but they have a difficult time relating to lawful alignments.

Size: Though you may have a bulk or svelt nature resembling your beast type, your size is the same as your base race.

Speed: Your base walking speed of 30 feet. This speed supersedes that of your base race.

Darkvision: You see what others do not, or should not. The darkness is your friend, for in it you can hide from prying eyes. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colors, only shades of grey.

Languages: You speak two common languages.

Inspire Disgust. You are abhorred by nearly any who lay eyes on you. When dealing with humanoids that are not monstrous, you have disadvantage on any charisma checks.

Bestial Empathy. You have affinity with animals of your beast type and gain advantage on all checks made to influence animals of your beast type. At level 3, you also gain the ability to communicate simple ideas to animals of your beast type.

Immunity to Lycanthropy. You have enough were blood in you that you cannot contract any lycanthropic curse. At 5th level, you also gain advantage on rolls to resist all curses.

Shapechanger. You are considered a shapechanger in addition to your normal type.

Natural lycanthropes have less exposure to their humanoid ancestors’ native cultures. As a result, they only receive limited benefits from their base race as noted below.

  • Humans: Increase one ability score not already increased by your Beast Type.
  • Dwarves: You retain your Dwarven Resilience and Tool Proficiency traits.
  • Elves: You retain your Keen Senses and Fey Ancestry traits.
  • Gnomes: You retain your Gnome Cunning feature.
  • Half-Elf: You gain one skill proficiency of your choice. Alternately, you can retain your Fey Ancestry and increase your Charisma score by 1.
  • Half-Orc: You retain your Menacing and Relentless traits.
  • Halflings: You retain your Brave and Lucky traits.
  • Dragonborn: You retain your Draconic Heritage and Draconic Resistance traits.
  • Tiefling: You retain your Hellish Resistance and increase your Charisma attribute by 1.
Section 15: Copyright Notice

5th Edition Horror. © 2018, Fat Goblin Games; Author: Ismael Alvarez