Werewolves & Witchcraft: Player Guide

by ZelleD6

Search GM Binder Visit User Profile
Werewolves & Witchcraft
Player Guide

1. Introduction

Why Are We Here?

To Tell a Story

As Dungeon Master (DM), think of me as the narrator. I set the scene and bring the world to life but ultimately you, as a group, are the main characters.

To Find Out What Happens

We use dice to create dramatic tension when there's a risk of failure. This means there's no winning or losing—the fun comes from finding out what happens together.

Principles of Play

Fiction First, Rules Second

During play, describe what your character does. The DM will ask for rolls when appropriate.

Always Ask Questions

If you don't know, ask. If someone asks you, answer.

Be Driven

Whether driven by compassion or greed, everyone wants something. Your PC is no different!

If you're unsure of what to do, look at your PC’s Drive and Flaw.

Be the Hero

Remember, failure creates drama. If in doubt, make the interesting choice—even if it seems risky!

Be Collaborative

It’s your responsibility to make a character that co-operates with the group. Ask yourself why your PC needs the party, and why the party needs your PC.

Be Engaged

The more you put in, the more you'll get out. Support each other by taking an interest in other PCs and the story as a whole, even when you're not talking.

Don’t Steal the Spotlight...

When another player is taking action, let them. If they don’t know what to do you can give a suggestion, but remember that it’s their turn to shine, not yours.

... But Shine When You Have It...

When you have the spotlight, use it. It doesn’t matter what you do, so long as you do something!

... And Then Swing it On

Make sure everyone has a moment to shine. Ask your fellow PCs what they think or how they're feeling!





















Safety Tools

General

Be civil. I have a zero tolerance policy for bullying, sexism, racism, queerphobia, etc.


Be sober. No alcohol, weed, etc. during play.


Get narrative consent. Conflict between characters can be fun, conflict between players isn’t. If in doubt, check in.

Disruptive Players

If another player is causing distress (in or out of game), speak up or message me privately—if I don’t know, I can’t help.

At first, I’ll address the issue with the player. If nothing changes, the player will be asked to leave.

Content

I generally keep things PG-13, but this campaign will have elements of graphic violence and psychological horror.

Regardless, there are certain themes that have no place in my games such as bigotry and sexual violence.

Can We...?

Maybe a scene is causing you distress, or you feel spoken over. Maybe you made a character choice you regret.

At all times, you are in control. All you have to do is ask a 'Can We...?' question, such as:

  • 'Can we pause?'
  • 'Can we talk about [x]?'
  • 'Can we change [y]?'
  • 'Can we move on?'

You're encouraged to speak up during the session, but you may also message me privately if you prefer.

















































2. Welcome to Ekos

A Wild, Fantastical World


Iron clashing in the name of one’s tribe. Ancient gods whispering on the wind and feral fey giggling from the shadows. Untamed lands filled with wild magic and even wilder monsters.

These are the sights and sounds of Ekos.

Iron Age Fantasy

You won't find bustling cities or lofty castles in Ekos, nor crossbows or plate mail.

Instead, society spans cultures and climates in the form of tribes, each jostling for power and survival in a land full of danger.


Shades of Gray

In Ekos, heroes and villains are often a matter of perspective. Good people can do terrible things and a ruthless leader may serve the greater good.

This also applies to other creatures—some tribes revere the fey like gods, while others treat them as devils. What will your character believe?

Hook: Kiss From a Witch

Maybe you offended one of the old, whispering gods. Maybe your great-great-grandfather was bitten by a werewolf. Maybe an archfey was bored. Whatever the reason, you are cursed. Priestesses of all faiths have tried and failed to cure you, as the magic is far too powerful for any mortal to remove.

Rumours say that the only way to break a curse this powerful is with a witch's kiss. Not from just any witch, but from She Who Came Before, The All Mother; Pyrrha the Ancient.

Tracking her down was no easy task, but you did it. Travelling across monster infested lands, you stand now at the edge of Ysdaela Forest. You have no idea what awaits you inside save for the tales of woe and despair from the locals, but you're already cursed—what's the worst that could happen?

For The Queen

While gender roles are practically non-existent in day-to-day life, Ekos is primarily matriarchal.

From warrior queens to high priestesses to witch covens, women generally hold positions of power.

3. House Rules

Customisation

The Warden calls on their ancestor spirits and goes into a trance, suddenly capable of superhuman feats of strength. The Witch pours over the eldritch tome gifted by her patron. The Oracle forgoes any armour, knowing that the gods will protect them from harm.

Small changes can make a familiar class feel new and unique, while still maintaining balance. In the examples above, a Barbarian only needs to rename their features to become a Warden. A Warlock with Intelligence as their spellcasting ability may become a Witch, or a Cleric with Unarmoured Defence may become an Oracle.

Additionally, spells and weapons can be permanently given a different damage type and renamed.

Improvisation

Just because you have a list of weapons, spells and features in front of you doesn't mean you can't do other things. Improvising an action can sometimes be riskier, but also more rewarding!

When you describe an action not covered by the rules, the DM will tell you if it's possible and if so, any requirements.

Examples

A major magical effect e.g. summoning winter's wrath = A Spell Slot + a Spellcasting Ability Check


Disarming an enemy = Contested Strength or Dexterity Checks

Inspiration

If you roll a 1 on the d20, you gain Inspiration.

Resting

Short Rests take five minutes of catching your breath and patching your wounds, but be warned—Long Rests may be harder to come by when you're in the wilds.

4. How to Build a Character

Before You Get Started

Character creation will be done as a group during Session 0. It's great to have ideas, but try not to get committed to a character beforehand.

Choose Your Tribe

You are not defined by your tribe, though it will have shaped your upbringing.

Choose between Nomad and Settler in chapter 4a.

Choose a Class

Your Class is more than just a profession—it's how you interact with the world.

A list of available classes can be found in chapter 4b.

Choose Your Curse

Something wicked befouls your person.

Choose a curse from chapter 4c, and decide its origin.

Choose your Background


Every story has a beginning. Your character’s background reveals where you came from and your place in the world.

You may choose to base your background on your family's area of expertise, or a previous profession or hobby.


Choose one of the following:

  • an Artisan's Tool proficiency and one Artistan's Tool.
  • a Gaming Set proficiency and one Gaming Set.
  • a Musical Instrument profiency and one instrument.
Examples
  • Panna's mother taught her how to use Smith's Tools.

  • Rekhi taught themselves the lute and uses simple melodies to remember the words to spells.

  • Ulun learned calligraphy from his mentor to keep his spellbook immaculate.

Assign Your Ability Scores

An ability score is determined by rolling 3d6. Once you have an array of six ability scores, assign them as you like to your character.

Consider your class to see which abilities you rely on, but bear in mind that Constitution is vital for any character to survive.

Define Your Character in One Sentence

[Name] (pronouns) is a [adjective] [type] who wants to [drive] but [flaw].

  • Adjective - a word that describes your character’s personality/appearance e.g. snarky, elderly, naïve.
  • Type - a noun that reflects your character e.g. farmer, gymnast, mother of two.
  • Drive - an actionable instinct that drives your character forward e.g. to protect people, to show off, to learn of the old ways.
  • Flaw - an undesirable quality that often conflicts with your character's Drive, e.g. I want to get rich but my recklessness always gets me in trouble, I want to solve the mysteries of the universe but I’m terribly unorganised.
Examples
  • Panna (she/her) is a proud warrior who wants to become a legend but always puts her foot in her mouth.

  • Rekhi (they/them) is a cheerful healer who wants to help people but has a terrible memory.

  • Ulun (he/they) is a passionate scholar who wants to be brave but overthinks everything.
Backstory

Developing your character’s backstory from here is a simple question of asking why.

Why is Ulun a scholar? Why do they want to be brave? Why do they overthink everything?























4a. Tribes

Humans

Ability Score Increase. Increase one ability score by 2 or increase two different ability scores by 1.


Age. Humans reach adulthood in their late teens and can live to see anywhere from seventy to one-hundred years.


Size. Humans vary in size, from barely 5 feet to well over 6 feet tall. Regardless of your height, your size is Medium.


Speed. Your base walking speed is 30 feet.


Languages. You can speak, read, and write Ekon.


Resourceful. You gain Inspiration whenever you finish a Long Rest.

Nomad


Though they may skirt by settlements to trade, the wanderlust of nomadic tribes leaves them little desire to settle in one place for long.


Raised in the Wilds. You gain proficiency in one skill from Intelligence or Wisdom.


Also, choose one of the following:

  • proficiency with shortbows and longbows.
  • one cantrip of your choice from the Druid or Cleric spell list.

Settler


Pockets of civilisation in the form of towns and villages grew from a desire for community and safety.


Raised in Society. You gain proficiency in one skill from Intelligence or Charisma.


Also, choose one of the following:

  • proficiency with battleaxes, longswords, and warhammers.
  • one cantrip of your choice from the Wizard spell list.
Tell Us About Your Tribe

No one knows your tribe better than you do. You are the arbiter of your tribe's lore and their place in this world.

When you introduce your PC, tell us three truths about their tribe. You and another player may decide to be from the same people and tell us these truths together.


Who Do You Know?

Name two people you know in your tribe, an adjective to describe each of them and your relationship to them.

Dialects

Ekon is the primary language spoken in Ekos but each tribe has their own dialect, as determined by you. You don't have to do an accent, but you might think of words and idioms unique to your people.

Faith

Faith in Ekos is abstract and individual, based on values and philosophies as opposed to demonstrable deities or organised religion.

Consider your PC's relationship to faith. Even if you don't wield magic you might honour a specific constellation, or pray to the wind gods to guide you.

Examples

Every morning, Panna lifts her sword towards the sun and prays for the day she no longer needs it. She values warmth and compassion.


Despite their terrible memory, Rekhi never forgets her tribe's prayer for the dead. They value life and dignity.


Even Ulun's devotion to the study of the arcane is a kind of faith. He values order and education, and spends his downtime teaching others how to use magic.

4b. Classes

Barbarian

Path of Ancestral Guardians

Conjure up the spirits of your ancestors to defend yourself and your allies in battle.

Path of the Beast

Manifest teeth, claws, and other fantastic bodily features, and tear your enemies to shreds.

Cleric

Grave Domain

Put restless spirits to rest, destroy the undead wherever they find them, and ease the suffering of dying creatures.

Life Domain

Promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath.

Druid

Circle of the Land

Draw on your connection to the natural world to empower your spellcasting.

Circle of Stars

Divine secrets hidden in constellations and harness the powers of the cosmos.

Fighter

Battle Master

Use combat maneuvers to ensure your path to victory as a master of tactics.

Champion

Combine rigorous training with physical excellence to deal devastating blows.

Ranger

Beast Master Conclave

Fight alongside a powerful beast companion, training them as a living weapon to aid you in battle.

Gloom Stalker

Ambush your foes from the shadows as you gain the ability to see and fight in the dark.

Rogue

Scout

An adept skirmisher, you are fast, deadly, and difficult to pin down.

Thief

You are a master of using tools and items to overcome challenges quickly.

Warlock

The Archfey

Your capricious patron grants you tricks to confuse, surprise, and charm other creatures.

The Undead

Your deathless patron grants you the profane knowledge to frighten and blight your foes.

Wizard

Order of Scribes

Awaken your spellbook and employ your spells in new and unusual ways.

School of War Magic

Wield magic as both weapon and armor, a resource superior to any piece of iron.

Subclasses

Though some classes may not get their subclass features until later levels, you're encouraged to choose a subclass during character creation.

4c. Curses

Awakening a Curse

Curses have a permanent negative effect known as a detriment. However, it is possible to draw on the magic surrounding your curse and conjure powerful effects.

You can awaken your curse a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Any spells you cast in this way require no material components.

Just be warned, awakening your curse too many times may have unforeseen consequences...

Avian

Your feet have become hideous talons, and you hear a call to the skies.

  • Detriment. Your walking speed is reduced by 10ft.
  • Awaken. As a Bonus Action, you sprout feral wings for a moment and fly up to 40ft. This movement doesn't provoke opportunity attacks. If you are in the air at the end of this movement, you fall if nothing is holding you aloft.

Blackened

Your hands and forearms are shrivelled and blackened, as if you had plunged your arms into a blazing fire.

  • Detriment. You have disadvantage on attack rolls with simple and martial weapons.
  • Awaken. You can cast hellish rebuke with this trait, using Constitution as your spellcasting ability.

Blighted

You are a scourge on the natural world. Animals detest you, and food and water taste like ash on your tongue.

  • Detriment. You have disadvantage on Wisdom (Animal Handling), (Medicine) and (Survival) checks and always recover 1 less hit point (minimum of 1) from any source of magical healing.
  • Awaken. You can cast inflict wounds with this trait, using Constitution as your spellcasting ability.

Chilled

You constantly ache and shiver, never able to get warm.

  • Detriment. You have disadvantage on Dexterity (Acrobatics), (Sleight of Hand), and (Stealth) checks.
  • Awaken. You can cast armor of agathys with this trait, using Constitution as your spellcasting ability.

Eyebitten

Your eyes are filled with an inky darkness, making it difficult for you to see.

  • Detriment. You have disadvantage on Wisdom (Perception) checks relying on sight.
  • Awaken. You can cast blindness/deafness with this trait, using Constitution as your spellcasting ability.

Fiendish

Fiendish influence weighs heavy on your soul. People inherently distrust you.

  • Detriment. You have disadvantage on Charisma (Persuasion) and (Deception) checks.
  • Awaken. You can cast disguise self with this trait, using Constitution as your spellcasting ability. While under the effects of disguise self, you no longer suffer the detriment of this curse.

Ghostly

You can feel your body start to fade, as if you're being pulled to the spirit realm.

  • Detriment. You have disadvantage on Strength checks and saving throws.
  • Awaken. When you take damage, you can use your reaction to become incorporeal. Roll a d8, add your Constitution modifier to the number rolled and reduce the damage by that total.

Haunted

You hear maddening voices whispering to you at all times.

  • Detriment. You have disadvantage on Wisdom (Perception) checks relying on sound.
  • Awaken. You can cast suggestion with this trait, using Constitution as your spellcasting ability.

Jinxed

Nothing ever seems to go right for you, even when it should.

  • Detriment. When you roll a 20 on an attack roll, ability check, or saving throw, you must reroll the die and use the new result.
  • Awaken. When a creature you can see within 30ft makes an attack roll, an ability check, or a saving throw, you can use your Reaction to impose disadvantage on the roll.

Pranked

Capricious fey constantly bedevil you, playing pranks on you such as tying your shoelaces together and making inappropriate noises or smells.

  • Detriment. You have disadvantage on initiative rolls.
  • Awaken. You can cast tasha's hideous laughter with this trait, using Constitution as your spellcasting ability.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.