```metadata title: Lycanthrope description: '' tags: '' systems: [] renderer: legacy ``` # Lycanthrope S*he prowled the city on moonlit nights, and OK, there was the occasional chicken, but she always remembered where she'd been and went round the next day to shove some money under the door. It was hard to be a vegetarian who had to pick bits of meat out of her teeth in the morning. She was definitely on top of it, though. It was easy to be a vegetarian by day. It was preventing yourself from becoming a humanitarian at night that took the real effort.”* *-Terry Pratchett, Men at Arms* Some are born with the beast blood. Others have beastliness thrust upon them. Either way, living under the weight of a curse is a delicate balancing act. Deny the beast, and live in dread of the three nights a month it escapes. Revel in its delights and you could lose yourself. But where to draw the line? ### Lycanthrope Traits Your lycanthropic character has a number of traits in common with all other lycanthropes. ***Ability Score Increase.*** Your Constitution score increases by 1. ***Age.*** Creatures suffering from the curse of lycanthropy age at the same rate as others of their race, albeit often less gracefully. The cycle of transformation is stressful on the body, not to mention the health effects of digesting raw game. ***Alignment.*** Though lycanthropes can be any alignment, the struggle between man and beast is likely to tint their experience. A lawful good lycanthrope who seeks to suppress his beast may find it rebelling against him, lashing out in destructive ways. Similarly an evil lycanthrope who tries to embrace the chaos of their form may find their beast incapable of the malice or cruelty of a human. It is important to remember that this inner beast is not truly evil, merely destructive and animalistic. ***Size.*** Lycanthropes range in height from barely five feet to nearly seven. Your size is medium. ***Speed.*** Your base walking speed as a human is 30 feet. While in animal form your base walking speed is 40 feet. ***The Beast Within.*** As an action you can change your shape into that of an animal determined by your subrace. This transformation lasts until you die or until you revert to your human form as an action. When you change forms none of the equipment you’re wearing or carrying changes with you, and you are unable to use it unless your animal form could feasibly interact with that item. As such, your animal form is considered unarmored. You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming breaks your concentration on any spell or other ability which requires concentration. While transformed this way the beast fogs your mind; you have disadvantage on Intelligence saving throws, as well as Intelligence skill checks. Unless stated otherwise, your game statistics remain the same, and you retain the benefit of any features from your class or other sources (such as sneak attack, extra attack, unarmored defence and most feats) and can use them if the new form is physically capable of doing so. . .
***Keen Senses.*** You have proficiency in the perception skill. While in your animal form, you have advantage on Wisdom (Perception) checks that rely on hearing or smell. ***Lunar Sensitivity.*** You are a humanoid shapechanger for the purposes of spells like *polymorph* or *moonbeam*. In addition during the three nights of a full moon you are forced to tranform into your animal shape at sundown. The increased metabolic acitivity (and lack of sleep) results in you having a level of exhaustion for those three days and nights. ***Hybrid Vigor.*** As a bonus action you can tap into your primal nature and gain temporary hitpoints equal to your Proficiency Bonus. You cannot use this ability if you have taken fire damage or damage from a silver weapon since your last turn. ***Languages*** You can speak, read, and write Common and one other language of your choice. In your beast form you cannot speak, but you can communicate simple ideas with animals of the same species. ***Subrace.*** Of the five kinds of Lycanthropes in D&D, werewolves are by far the most common. Then, in order, come wererats, werebears, wereboars and finally weretigers. Choose one of these subraces. #### Werewolf ***Ability Score Increase.*** Your Strength and Dexterity scores both increase by 1. ***Animal Form*** Your animal form is a wolf. While shifted, your unarmored AC becomes 14 if it is not already higher, you gain proficency in unarmed strikes with your claws and bite, and you have advantage on attack rolls if at least one ally is within 5 feet of your target and isn’t incapacitated. You can use your claws to make unarmed strikes which deal slashing damage equal to 1d6 + your Strength modifier. If you hit with at least one claw attack on your turn, you may make a bite attack as a bonus action dealing piercing damage equal to 1d10 + your Strength modifier
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\page . ``` ``` #### Wererat ***Ability Score Increase.*** Your Dexterity score increases by 2. ***Animal Form*** Your animal form is a rat. While shifted, your size becomes small, you gain a climbing speed equal to your walking speed, you gain proficency in unarmed strikes with your bite, and you have advantage on Dexterity (Stealth) checks. You can use your bite as a finese weapon which deals 1d4 + your Strength or Dexterity modifier. ***Plague Carrier*** You are immune to disease and have advantage on saving throws against poison. #### Werebear ***Ability Score Increase.*** Your Strength and Constitution scores both increase by 1. ***Animal Form*** Your animal form is a bear. While shifted, your unarmored AC becomes 12 if it is not already higher and you gain proficiency in unarmed strikes with your claws and bite. You can use your claws to make unarmed strikes which deal slashing damage equal to 1d8 + your Strength modifier. If you hit with at least one claw attack on your turn, you may make a bite attack as a bonus action dealing piercing damage equal to 2d6 + your Strength modifier. #### Wereboar ***Ability Score Increase.*** Your Strength and Constitution scores both increase by 1. ***Animal Form*** Your animal form is a boar. While shifted, your unarmored AC becomes 11 if it is not already higher and you gain proficiency in unarmed strikes with your tusks. You can use your tusks to make unarmed strikes which deal slashing damage equal to 1d6 + your Strength modifier. You can also use them to charge; if you move at least 20 feet straight towards a creature right before hitting it with a tusk attack the target takes an extra 1d6 slashing damage. ***Relentless*** When you are reduced to 0 hit points but not killed outright, unless the damage is from fire or a silver weapon, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest. #### Weretiger ***Ability Score Increase.*** Your Dexterity and Constitution scores both increase by 1. ***Animal Form*** Your animal form is a tiger. While shifted, your unarmored AC becomes 12 if it is not already higher and you gain proficiency in unarmed strikes with your claws. You can use your claws as finesse weapons which deal slashing damage equal to 1d6 + your Strength or Dexterity modifier. ***Feline Footfalls*** You have proficiency in the Stealth skill.
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\page ## Racial Feats As you grow in power you may also grow in mastery over your two forms. This section introduces a collection of special feats that allow you to explore your character’s connection to their inner beast further. ### Hybrid form *Prerequisite: Lycanthrope* The balance between man and beast is made manifest in this new option. As an action, you can use your *Beast Within* feature to transform into a hybrid of your human and animal forms. When you do so, you have access to all the features and benefiets of your *Animal Form* but can walk upright and make use of your human larynx and opposable thumbs. This makes it possible to cast spells and use your regular equipment while transformed. While the act of transforming is still painful enough to break your concentration, you may now concentrate on any spells which you cast while in hybrid form. In hybrid form you still have disadvantage on Intelligence saving throws, as well as Intelligence skill checks. When compelled to transform by the full moon, you can choose to change into your hybrid form instead of your animal form. ### Cursed Claws *Prerequisite: Lycanthrope* The curse lies heavy on you and seeks to spread to another target. Whenever you use your bite or claw attacks on a humanoid creature they must succeed on Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier. If they fail they are infected with the same strain of lycanthropy that you are. The curse can be cured by a *remove curse* spell cast before the next full moon. ``` ```
### Greater Regeneration *Prerequisite: Lycanthrope* The beast blood runs thick in your veins, letting you shrug off what should be deadly injuries. Whenever you take the Dodge action in your animal (or hybrid) form, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). You cannot use this ability if you have taken fire damage or damage from a silver weapon in the last minute. In addition, your *Hybrid Vigor* feature now grants temporary hitpoints equal to half your level (rounded down) plus your Constitution modifier.
**Art Credits**:*Hunt of the Direwolf*, Cobaltplasma |*Rat*, WotC | *Direbear*, Sam Wood | *Demon Boar*, Saeed Jalabi | *Rakshasa - Dark Transformation*, Indigowarrior | *Wounded Wolf*, Jakub Rozalski | *Exhumed*, *Untitled Tweet*, Brian Serway
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