```metadata
title: 'Official Race: Lycanthrope'
description: ''
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# Lycanthrope
One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a raving beast. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their animal form.
In animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red or yellow in the dark.
Evil lycanthropes hide among normal folk, emerging in animal form at night to spread terror and bloodshed, especially under a full moon. Good lycanthropes are reclusive and uncomfortable around other civilized creatures, often living alone in wilderness areas far from villages and towns.
### Curse of Lycanthropy
A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. A *remove curse* spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a *wish*.
A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form—or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams.
```
```
Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes embrace their bestial natures, succumbing to bloodlust—becoming evil, opportunistic creatures that prey on the weak.
### Players as Lycanthropes
A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope's speeds in nonhumanoid form, damage immunities, traits, and actions that don't involve equipment. The character is proficient with the lycanthrope's natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope's statistics. The character can't speak while in animal form.
A humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 +the lycanthrope's proficiency bonus + the lycanthrope's Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed.
This document is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards.
Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
\page
### Werewolf
A werewolf is a savage predator. In its humanoid form, a werewolf has heightened senses, a fiery temper, and a tenqency to eat rare meat. Its wolf form is a fearsome predator, but its hybrid form is more terrifying by far—a furred and well-muscled humanoid body topped by a ravening wolf's head. A werewolf can wield weapons in hybrid form, though it prefers to tear foes apart with its powerful claws and bite.
Most werewolves flee civilized lands not long after becoming afflicted. Those that reject the curse fear what will happen if they remain among their friends and family. Those that embrace the curse fear discovery and the consequences of their murderous acts. In the wild, werewolves form packs that also include wolves and dire wolves.
#### Werewolf Traits
If a character fails the Constitution save to become a werewolf, they gain the following traits:
***Ability Scores.*** Your ability scores stay the same regardless what form you take, except your Strength becomes 15 unless it's already higher.
***Alignment.*** Your alignment changes to chaotic evil.
***Creature Type.*** You gain the *shapechanger* subtype, in addition to *humanoid*.
***Speed.*** Your hybrid form's speed is the same as
your true form. While in animal form, that speed
increases by 10 ft.
***Armor Class.*** While in animal or hybrid form,
you are unarmored. Your AC is equal to 11 + your
Dexterity modifier, and counts as natural armor.
If your DM allows, you can don armor while in
hybrid form, altering your AC.
While in your true form, Your AC is normal
(armor and shield bonuses apply).
***Damage Immunity*** You gain immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t silvered.
***Skill Proficiencies.*** You gain proficiency in the Perception and Stealth skills if you do not have them already.
***Keen Hearing and Smell.*** You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
***Shapechanger.*** You can use your action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into your true form. Your statistics, other than your AC, are the same in each form. Any equipment you're wearing or carrying isn't transformed. You revert to your true form if you die.
***Bite Attack (Wolf or Hybrid Form Only).*** Your bite is a natural weapon with which you can make unarmed strikes. You are proficient with this attack, which deals 1d8 + your Strength modifier piercing damage on a hit, instead of the bludgeoning damage normal for an unarmed strike.
***Curse Transmission.*** If you hit a humanoid with your Bite attack, the target must make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier, or your spell save DC, whichever is higher.
On a failed save, the target is cursed with werewolf lycanthropy.
```
```
***Claw Attack (Hybrid Form Only).*** Your claws are natural weapons with which you can make unarmed strikes. You are proficient with these attacks, which deals 2d4 + your Strength modifier piercing damage on a hit.
***Multiattack.*** While in hybrid form, when you take the attack action you may attack twice: once with your bite and once with your claws or a weapon.
***Speech.*** You cannot speak while in wolf form. While in hybrid form, your voice is much lower and more guttural.
\page
### Werebear
Werebears are powerful lycanthropes with the ability to temper their monstrous natures and reject their violent impulses. In humanoid form, they are large, muscular, and covered in hair matching the color of their ursine form's fur. A were bear is a loner by nature, fearing what might happen to innocent creatures around it when its bestial nature takes over.
When a werebear transforms, it grows to enormous size, lashing out with weapons or claws. It fights with the ferocity of a bear, though even in its bestial forms, it avoids biting so as to not pass on its curse. Typically, a werebear passes on its lycanthropy only to chosen companions or apprentices, spending the time that follows helping the new lycanthrope accept the curse in order to control it.
Solitary creatures, werebears act as wardens over their territory, protecting flora and fauna alike from humanoid or monstrous intrusion. Though most were bears are of good alignment, some are every bit as evil as other lycanthropes.
#### Werebear Traits
If a character fails the Constitution save to become a werebear, they gain the following traits:
***Ability Scores.*** Your ability scores stay the same regardless what form you take, except your Strength becomes 19 unless it's already higher.
***Alignment.*** Your alignment changes to neutral good.
***Creature Type.*** You gain the *shapechanger* subtype, in addition to *humanoid*.
***Speed.*** Your hybrid form's speed is the same as your true form. While in animal form, that speed increases by 10 ft.
Additionally, you gain a climbing speed equal to your true form's movement speed while in bear or hybrid form.
***Armor Class.*** While in animal or hybrid form, you are unarmored. Your AC is equal to 11 + your Dexterity
modifier, and counts as natural armor.
If your DM allows, you can don armor while in
hybrid form, altering your AC.
While in your true form, Your AC is normal (armor
and shield bonuses apply).
***Damage Immunity*** You gain immunity to bludgeon-
ing, piercing, and slashing damage from nonmagical
attacks that aren’t silvered.
***Skill Proficiencies.*** You gain proficiency in the
Perception and Athletics skills if you do not have
them already.
***Keen Smell.*** You have advantage on Wisdom
(Perception) checks that rely on smell.
***Shapechanger.*** You can use your action to polymorph into a bear-humanoid hybrid or into a bear, or back into your true form. Your statistics, other than your AC, are the same in each form. Any equipment you're wearing or carrying isn't transformed. You revert to your true form if you die.
***Bite Attack (Bear or Hybrid Form Only).*** Your bite is a natural weapon with which you can make unarmed strikes. You are proficient with this attack, which deals 2d10 + your Strength modifier piercing damage on a hit, instead of the bludgeoning damage normal for an unarmed strike.
```
```
***Curse Transmission.*** If you hit a humanoid with your Bite attack, the target must make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier, or your spell save DC, whichever is higher.
On a failed save, the target is cursed with werebear lycanthropy.
***Claw Attack (Bear or Hybrid Form Only).*** Your claws are natural weapons with which you can make unarmed strikes. You are proficient with these attacks, which deals 2d8 + your Strength modifier piercing damage on a hit.
***Multiattack.*** While in hybrid form, when you take the attack action you may attack twice: once with your bite and once with your claws or a weapon.
While in bear form, when you take the attack action you may attack twice: twice with your claws, or once with your claws and once with your bite.
***Speech.*** You cannot speak while in bear form. While in hybrid form, your voice is much lower.
\page
### Wereboar
Wereboars are ill-tempered and vulgar brutes. As humanoids, they are stocky and muscular, with short, stiff hair. In their humanoid and hybrid forms, they use heavy weapons, while in hybrid or animal form, they gain a devastating goring attack through which their curse is spread. A wereboar infects other creatures indiscriminately, relishing the fact that the more its victims resist the curse, the more savage and bestial they become.
Wereboars live in small family groups in remote forest areas, building ramshackle huts or dwelling in caves. They are suspicious of strangers but sometimes ally themselves with orcs.
#### Wereboar Traits
If a character fails the Constitution save to become a wereboar, they gain the following traits:
***Ability Scores.*** Your ability scores stay the same regardless what form you take, except your Strength becomes 17 unless it's already higher.
***Alignment.*** Your alignment changes to neutral evil.
***Creature Type.*** You gain the *shapechanger* subtype, in addition to *humanoid*.
***Speed.*** Your hybrid form's speed is the same as your true form. While in animal form, that speed increases by 10 ft.
***Armor Class.*** While in animal or hybrid form, you are unarmored. Your AC is equal to 11 + your Dexterity modifier, and counts as natural armor.
If your DM allows, you can don armor while in
hybrid form, altering your AC.
While in your true form, Your AC is normal (armor and shield bonuses apply).
***Damage Immunity*** You gain immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t silvered.
***Skill Proficiency.*** You gain proficiency in the Perception skill if you do not have it already.
***Shapechanger.*** You can use your action to polymorph into a boar-humanoid hybrid or into a boar, or back into your true form. Your statistics, other than your AC, are the same in each form. Any equipment you're wearing or carrying isn't transformed. You revert to your true form if you die.
***Tusk Attack (Boar or Hybrid Form Only).*** Your tusks
are natural weapons with which you can make unarmed
strikes. You are proficient with this attack, which deals
2d6 + your Strength modifier slashing damage on a hit, instead of the bludgeoning damage normal for an
unarmed strike.
***Curse Transmission.*** If you hit a humanoid with your
Tusk attack, the target must make a Constitution saving throw with a DC equal to 8 + your proficiency bonus +
your Constitution modifier, or your spell save DC,
whichever is higher.
On a failed save, the target is cursed with wereboar lycanthropy.
***Multiattack.*** While in hybrid form, when you take the attack action you may attack twice: once with your tusks and once with a weapon.
```
```
***Charge (Boar or Hybrid Form Only).*** If you move at least 15 feet straight toward a target and then hit it with your tusks on the same turn, the target takes an extra 2d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone, the DC for which is equal to 8 + your proficiency bonus + your Strength modifier.
***Relentless.*** If an amount of damage equal to or less than twice your character level would reduce you to 0 hit points, you're reduced to 1 hit point instead.
Once you use this trait, you can't use it again until you finish a long rest.
***Speech.*** You cannot speak while in boar form. While in hybrid form, your voice is much lower and more guttural.
\page
### Wererat
Wererats are cunning lycanthropes with sly, avaricious personalities. They are wiry and twitchy in humanoid form, with thin hair and darting eyes. In their humanoid and hybrid forms, wererats prefer light weapons and use ambush tactics rather than fighting as a pack. Although a wererat can deliver a nasty bite in its rat form, it favors that form for stealthy infiltration and escape rather than combat.
A wererat clan operates much like a thieves' guild, with wererats transmitting their curse only to creatures they want to induct into the clan. Wererats that are accidentally cursed or break loose from the clan's control are quickly hunted down and killed.
Wererat clans are found throughout urban civilization, often dwelling in cellars and catacombs. These creatures are common in the sewers beneath major cities, viewing those subterranean areas as their hunting grounds. Rats and giant rats are commonly found living among wererats.
#### Wererat Traits
If a character fails the Constitution save to become a wererat, they gain the following traits:
***Ability Scores.*** Your ability scores stay the same regardless what form you take, except your Dexterity becomes 15 unless it's already higher.
***Alignment.*** Your alignment changes to lawful evil.
***Creature Type.*** You gain the *shapechanger* subtype, in addition to *humanoid*.
***Speed.*** Your animal and hybrid forms' speeds are the same as your true form.
***Armor Class.*** While in animal or hybrid form, you are unarmored. Your AC is equal to 10 + your Dexterity
modifier, and counts as natural armor.
If your DM allows, you can don armor while in
hybrid form, altering your AC.
While in your true form, Your AC is normal (armor
and shield bonuses apply).
***Damage Immunity*** You gain immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t silvered.
***Skill Proficiencies.*** You gain proficiency in the Perception and Stealth skills if you do not have them already.
***Keen Smell.*** You have advantage on Wisdom (Perception) checks that rely on smell.
***Darkvision (Rat Form Only).*** 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 color in darkness, only shades of gray.
***Shapechanger.*** You can use your action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into your true form. Your statistics, other than your AC, are the same in each form. Any equipment you're wearing or carrying isn't transformed. You revert to your true form if you die.
***Bite Attack (Rat or Hybrid Form Only).*** Your bite is a natural weapon with which you can make unarmed strikes. You are proficient with this attack, which deals 1d4 + your Strength or Dexterity modifier (whichever is higher) piercing damage on a hit, instead of the bludgeoning damage normal for an unarmed strike.
```
```
***Curse Transmission.*** If you hit a humanoid with your Bite attack, the target must make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier, or your spell save DC, whichever is higher.
On a failed save, the target is cursed with wererat lycanthropy.
***Claw Attack (Hybrid Form Only).*** Your claws are natural weapons with which you can make unarmed strikes. You proficient with these attacks, which deals 1d6 + your Strength or Dexterity modifier (whichever is higher) slashing damage on a hit.
***Multiattack.*** While in hybrid form, when you take the attack action you may attack twice: twice with your claws, or once with your claws and once with your bite.
***Speech.*** You cannot speak while in giant rat form. While in hybrid form, your voice is slightly squeaky and slimy.
\page
### Weretiger
Weretigers are ferocious hunters and warriors with a haughty and fastidious nature. Lithe and sleekly muscular in humanoid form, they are taller than the average humanand meticulously groomed. Weretigers grow to enormous size in animal and hybrid form, but they fight in their more refined humanoid form when they can. They don't like to pass on their curse, because every new were tiger means competition for territory and prey.
Weretigers live in jungles on the fringes of humanoid civilization, traveling to isolated settlements to trade or revel. They live and hunt alone or in small family groups.
#### Weretiger Traits
If a character fails the Constitution save to become a weretiger, they gain the following traits:
***Ability Scores.*** Your ability scores stay the same regardless what form you take, except your Dexterity becomes 17 unless it's already higher.
***Alignment.*** Your alignment changes to neutral.
***Creature Type.*** You gain the *shapechanger* subtype,
in addition to *humanoid*.
***Speed.*** Your hybrid form's speed is the same as your
true form. While in animal form, that speed increases
by 10 ft.
***Armor Class.*** While in animal or hybrid form, you are unarmored. Your AC is equal to 10 + your Dexterity
modifier, and counts as natural armor.
If your DM allows, you can don armor while in hybrid form, altering your AC.
While in your true form, Your AC is normal (armor and shield bonuses apply).
***Damage Immunity*** You gain immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t silvered.
***Skill Proficiencies.*** You gain proficiency in the Perception and Stealth skills if you do not have them already.
***Keen Hearing and Smell.*** You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
***Darkvision.*** 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 color in darkness, only shades of gray.
***Shapechanger.*** You can use your action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into your true form. Your statistics, other than your AC, are the same in each form. Any equipment you're wearing or carrying isn't transformed. You revert to your true form if you die.
***Bite Attack (Tiger or Hybrid Form Only).*** Your bite is a natural weapon with which you can make unarmed strikes. You are proficient with this attack, which deals 1d10 + your Strength modifier piercing damage on a hit, instead of the bludgeoning damage normal for an unarmed strike.
***Curse Transmission.*** If you hit a humanoid with your Bite attack, the target must make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier, or your spell save DC, whichever is higher.
On a failed save, the target is cursed with weretiger lycanthropy.
```
```
***Claw Attack (Tiger or Hybrid Form Only).*** Your claws are natural weapons with which you can make unarmed strikes. You proficient with these attacks, which deals 1d8 + your Strength or Dexterity modifier (whichever is higher) slashing damage on a hit.
***Multiattack.*** While in your true form, you gain the Extra Attack feature if you don't have it already.
While in hybrid form, when you take the attack action you may attack twice, only one of which can be a bite attack.
***Pounce (Tiger or Hybrid Form Only).*** If you move at least 15 feet straight toward a creature and then hit it with a claw attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone, the DC for which is equal to 8 + your proficiency bonus + your Strength modifier. If the target is prone, you can make one bite attack against it as a bonus action.
***Speech.*** You cannot speak while in tiger form.
\page
### Jackalwere
The jackalwere is a terrible and savage creature which preys on unsuspecting travelers and other demihumans that it can ambush. Its ability to alter its shape at will makes it a most dangerous foe.
The jackalwere can be found in any of three forms, showing no preference for any one over the others. The first of these is that of a normal jackal. In this form it will often run and hunt with jackal packs. Its second form is a six foot tall, half-human/half-jackal hybrid which stands erect. In its third form, the jackalwere is physically indistinguishable from normal human beings. The exact physical characteristics of the jackalwere’s human form varies according to the desires of the monster.
#### Jackalwere Traits
If a character fails the Constitution save to become a jackalwere, they gain the following traits:
***Ability Scores.*** Your ability scores stay the same regardless what form you take, except your Dexterity becomes 15 unless it's already higher.
***Alignment.*** Your alignment changes to chaotic evil.
***Creature Type.*** You gain the *shapechanger* subtype,
in addition to *humanoid*.
***Speed.*** Your hybrid form's speed is the same as your
true form. While in animal form, that speed increases
by 10 ft.
***Armor Class.*** While in animal or hybrid form, you are unarmored. Your AC is equal to 10 + your Dexterity
modifier, and counts as natural armor.
If your DM allows, you can don armor while in hybrid form, altering your AC.
While in your true form, Your AC is normal (armor and shield bonuses apply).
***Damage Immunity*** You gain immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t silvered.
***Skill Proficiencies.*** You gain proficiency in the Deception and Stealth skills if you do not have them already.
***Keen Hearing and Smell.*** You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
***Shapechanger.*** You can use your action to polymorph into a jackal-humanoid hybrid or into a jackal, or back into your true form. Your statistics, other than your AC, are the same in each form. Any equipment you're wearing or carrying isn't transformed. You revert to your true form if you die.
***Bite Attack (Jackal or Hybrid Form Only).*** Your bite is a natural weapon with which you can make unarmed strikes. You are proficient with this attack, which deals 1d4 + your Strength modifier piercing damage on a hit, instead of the bludgeoning damage normal for an unarmed strike.
***Curse Transmission.*** If you hit a humanoid with your Bite attack, the target must make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier, or your spell save DC, whichever is higher.
On a failed save, the target is cursed with jackalwere lycanthropy.
```
```
***Claw Attack (Jackal or Hybrid Form Only).*** Your claws are natural weapons with which you can make unarmed strikes. You proficient with these attacks, which deals 1d4 + your Strength or Dexterity modifier (whichever is higher) slashing damage on a hit.
***Multiattack.*** While in your true form, you gain the Extra Attack feature if you don't have it already.
While in hybrid form, when you take the attack action you may attack twice, only one of which can be a bite attack.
***Sleep Gaze (Jackal or Hybrid Form Only).*** You gaze at one creature it can see within 30 feet of it. The target must make a DC 10 Wisdom saving throw. On a failed save, the target succumbs to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this feature for the next 24 hours. Undead and creatures immune to being charmed aren't affected by it.
Once you use this feature, you can't use it again until you finish a short or long rest.
***Speech.*** You cannot speak while in jackal form.
\page
### Werebat
Werebats retain a position close to the bottom of the lycanthrope pecking order, potentially due to the obvious comparisons to vampiric transformation (a stigma which werewolves manage to avoid, seemingly through physical intimidation alone). Amongst other lycanthropes, werebats tend towards resentful sycophancy though, when left to their own devices, their ability to fly can fill them with a feeling of superiority over lesser walkers.
#### Werebat Traits
If a character fails the Constitution save to become a werebat, they gain the following traits:
***Ability Scores.*** Your ability scores stay the same regardless what form you take, except your Dexterity becomes 19 unless it's already higher.
***Alignment.*** Your alignment changes to neutral evil.
***Creature Type.*** You gain the *shapechanger* subtype,
in addition to *humanoid*.
***Speed.*** Your hybrid form's walking speed is the same as your true form. While in hybrid or animal form, you gain a flying speed of 60 ft.
***Armor Class.*** While in animal or hybrid form, you are unarmored. Your AC is equal to 10 + your Dexterity
modifier, and counts as natural armor.
If your DM allows, you can don armor while in hybrid form, altering your AC.
While in your true form, Your AC is normal (armor and shield bonuses apply).
***Damage Immunity*** You gain immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t silvered.
***Blindsight.*** You can perceive your surroundings without relying on sight, up to 60 ft.
***Echolocation.*** You can’t use your blindsight while deafened.
***Keen Hearing.*** You have advantage on Wisdom (Perception) checks that rely on hearing.
```
```
***Skill Proficiencies.*** You gain proficiency in the Perception skill if you do not have them already.
***Shapechanger.*** You can use your action to polymorph into a bat-humanoid hybrid or into a bat, or back into your true form. Your statistics, other than your AC, are the same in each form. Any equipment you're wearing or carrying isn't transformed. You revert to your true form if you die.
***Bite Attack (Bat or Hybrid Form Only).*** Your bite is a natural weapon with which you can make unarmed strikes. You are proficient with this attack, which deals 1d6 + your Strength modifier piercing damage on a hit, instead of the bludgeoning damage normal for an unarmed strike.
***Curse Transmission.*** If you hit a humanoid with your Bite attack, the target must make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier, or your spell save DC, whichever is higher.
On a failed save, the target is cursed with werebat lycanthropy.
***Claw Attack (Bat or Hybrid Form Only).*** Your claws are natural weapons with which you can make unarmed strikes. You proficient with these attacks, which deals 1d4 + your Strength or Dexterity modifier (whichever is higher) slashing damage on a hit.
***Multiattack.*** While in your true form, you gain the Extra Attack feature if you don't have it already.
While in hybrid form, when you take the attack action you may attack twice, only one of which can be a bite attack.
***Screech (Bat or Hybrid Form Only).*** You emit a high-pitched cry. Each creature in a 15-foot cone must make a DC 12 Constitution saving throw. A creature takes 2d6 thunder damage on a failed save, or half as much damage on a successful one.
Once you use this feature, you can't use it again until you finish a short or long rest.
***Speech.*** You cannot speak while in bat form.
\page
### Wereraven
Wereravens are secretive and extraordinarily cautious lycanthropes that trust one another but are wary of just about everyone else. Although skilled at blending into society, they keep mostly to themselves, respect local laws, and strive to do good whenever possible.
In their human and hybrid forms, wereravens favor light weapons. They are reluctant to make bite attacks in raven form for fear of spreading their curse to those who don’t deserve it or who would abuse it.
Wereravens refer to their tightly knit groups as kindnesses. A kindness of wereravens usually numbers between seven and twelve individuals. Not surprisingly, wereravens get along well with ravens and often hide in plain sight among them.
Wereravens like to collect shiny trinkets and precious baubles. They are fond of sharing their wealth with those in need and, in their humanoid forms, modestly give money to charity. They take steps to keep magic items out of evil hands by stashing them in secret hiding places.
#### Wereraven Traits
If a character fails the Constitution save to become a wereraven, they gain the following traits:
***Ability Scores.*** Your ability scores stay the same regardless what form you take, except your Dexterity becomes 15 unless it's already higher.
***Alignment.*** Your alignment changes to lawful good.
***Creature Type.*** You gain the *shapechanger* subtype,
in addition to *humanoid*.
***Speed.*** Your hybrid form's walking speed is the same as your true form. While in hybrid or animal form, you gain a flying speed of 50 ft.
***Armor Class.*** While in animal or hybrid form, you are unarmored. Your AC is equal to 10 + your Dexterity
modifier, and counts as natural armor.
If your DM allows, you can don armor while in hybrid form, altering your AC.
While in your true form, Your AC is normal (armor and shield bonuses apply).
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```
***Regeneration*** You regain 10 hit points at the start of your turn. If you take damage from a silvered weapon or a spell, this trait doesn’t function at the start of your next turn. You die only if you start your turn with 0 hit points and don’t regenerate.
***Skill Proficiencies.*** You gain proficiency in the Insight and Perception skills if you do not have them already.
***Mimicry.*** You can mimic simple sounds you have heard, such as a person whispering, a baby crying, or an animal chattering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
***Shapechanger.*** You can use your action to polymorph into a raven-humanoid hybrid or into a raven, or back into your true form. Your statistics, other than your AC, are the same in each form. Any equipment you're wearing or carrying isn't transformed. You revert to your true form if you die.
***Beak Attack (Raven or Hybrid Form Only).*** Your beak is a natural weapon with which you can make unarmed strikes. You are proficient with this attack, which deals 1d4 + your Strength modifier piercing damage on a hit, instead of the bludgeoning damage normal for an unarmed strike.
***Curse Transmission.*** If you hit a humanoid with your beak attack, the target must make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier, or your spell save DC, whichever is higher.
On a failed save, the target is cursed with wereraven lycanthropy.
***Claw Attack (Raven or Hybrid Form Only).*** Your claws are natural weapons with which you can make unarmed strikes. You proficient with these attacks, which deals 1d4 + your Strength or Dexterity modifier (whichever is higher) slashing damage on a hit.
***Multiattack.*** While in your true form, you gain the Extra Attack feature if you don't have it already.
While in hybrid form, when you take the attack action you may attack twice, only one of which can be a bite attack.
***Speech.*** You cannot speak while in raven form.
\page
### Other Lycanthropes
Officially, only the aforementioned lycanthropes exist in the worlds of D&D. But that doesn't mean they don't exist in other worlds. Shifters from Eberron can take on hybrid forms similar to a lycanthrope. Druids can essentially polymorph themselves into animals. What stops them from becoming an elk or a raven?
Any lycanthrope based on an animal other than these five will need some creative work on the DM's part. Look at the monster stat block for the base animal, then take its attributes and make the following changes to your character:
***Ability Score Increase.*** Each form of lycanthropy increases a physical stat of a cursed humanoid to a particular score. For example, a werewolf's Strength score will increase to 15 while a wererat's Dexterity score will increase to 15.
***Alignment.*** Almost all lycanthropes are not of the same alignment as they were when they were uncursed. The more volatile their animal side is, the more evil or chaotic they will become, especially while in animal or hybrid form.
***Creature Type.*** You gain the *shapechanger* subtype,
in addition to *humanoid*. Spells and abilities which target shapechangers will now be able to target you.
***Speed.*** While in animal form, lycanthropes are much stronger and faster than a normal animal. As such, your speed might increase while in animal form.
***Armor Class.*** While in animal or hybrid form, you are unarmored. Your AC is equal to 10 + your Dexterity modifier, and counts as natural armor. Some lycanthropes have extra armor, such as the werewolf, werebear, and wereboar having 11 base armor.
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```
***Damage Immunity.*** You gain immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t silvered. This immunity might be only active while in animal or hybrid form, at your DM's discretion.
***Bonus Proficiencies.*** You gain proficiency in additional skills if you don't have them already. Look at the base animal's skills; you will become proficient in those skills. Additionally, you might gain advantage on certain percep-tion checks thanks to your base animal's keen senses.
***Shapechanger.*** You gain the *shapechanger* trait: *You can use your action to polymorph into an animal-humanoid hybrid or into an animal, or back into your true form. Your statistics, other than its AC, are the same in each form. Any equipment you're wearing or carrying isn't transformed. You reverts to your true form if you die.*
***Bite Attack.*** Without biting, lycanthropy wouldn't keep transferring. While in animal or hybrid form, you will gain a bite attack (or something similar) if you don't have one already. Refer to the base animal's statblock for the damage of this attack.
***Curse Spreading.*** There has to be a way for a lycanthrope to transfer the curse, normally with a bite attack (or tusks like a wereboar). If you hit a living creature with your Bite attack, the target must make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier, or your spell save DC, whichever is higher. On a failed save, the target is cursed with lycanthropy.
***Other Natural Weapons.*** Lycanthropes don't always use weapons in hybrid form. As such, you might gain more natural weapons, such as claws or horns. Refer to the base animal's statblock for the damage of these attacks.
\page
### Running a Lycanthrope PC
Lycanthropes, by D&D definition, are not an actual race. Lycanthropy is a curse transmitted via being bitten by another lycanthrope.
But nonetheless, Wizards has given us some general ideas on how to make a PC into a lycanthrope. Even though the information presented in this document is sourced from mostly official sources, you should still most definitely consult your DM before making a lycanthrope. And be prepared to be shot down, as running lycanthrope characters properly requires a lot of work on everyone's part—DM and player alike.
Most DMs let a player run their player run their lycanthrope character like normal while in their true form, but once they turn then the DM runs the character, causing indiscriminate chaos and death.
There are no official rulings for Full Moon transformations or DC saves to allow the player to keep control of their char-acter. Some form of Wisdom saving throw the PC has to make in order to decide whether the player or the DM controls the lycanthrope PC is a good place to start.
### Lycanthropy is a *Curse*
Remember: lycanthropy is a *curse*. It might sound awesome to become a werebear, destroying countless kobolds without even a scratch on your body. But being a lycanthrope comes with many drawbacks, namely the irresistable urge to spread the curse or to feast on the flesh of the uninfected.
***A note to DMs:*** don't make being a lycanthrope an entirely good thing. Make it a burden on the player, with some obvi-ously good rewards if they play right. Or have them murder their whole party in the middle of the night. It's up to you.
### Lycanthrope Sourcebooks
The werewolf traits were found from a post on D&D Beyond; but it was originally intended for turning an NPC into a werewolf, not a PC.
The other lycanthropes are based on the stats in the *Monster Manual*, written in the same form as the werewolf. For example, the weretiger's bite, claw, multiattack, and pounce actions were added to a weretiger PC's traits in the same manner as the werewolf's were.
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The Ability Score increases and AC increases were taken from page 207 of the *Monster Manual*.
### This Document's Credit
This document was compiled, formatted, adjusted, copy edited, and (semi)-balanced by *LtKodiak*.
*homebrewery.naturalcrit.com/user/ltkodiak*
*Google Drive folder with downloadable PDFs*
*BigBeard.Design/LtKodiak*
### Copyright Stuff
Most of the words in this document are copyright of *Wizards of the Coast*, either directly or indirectly. Words were written using the phrasing present in Wizards' official documents.
LtKodiak's goal is to have 100% of the images be usable under Wizards' Fan Content Policy. The vast majority of images in these documents are from *Magic: The Gathering*, some from official D&D documents, and the rest from various places on the internet (mtgpics, artstation, deviantart, etc.). All artists and sources are listed in the section below. Some have been modified to better fit the formatting of this document, including color changes, mirroring, and/or alterations. As such, anyone who has access to this document CANNOT SELL IT. That'd be illegal (and against the aforementioned Wizards' Fan Content Policy). It's just for fun, giving D&D players an easier to read document for their favorite races and classes.
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##### Image Credits
*
Waxing Moon* by Adam Paquette, © WotC
*Werewolf* by Unknown
*Werewolf* from the *Basic Rules*, © WotC
*Werebear* from the *Basic Rules*, © WotC
*Wereboar* from the *Basic Rules*, © WotC
*Wererat* from the *Basic Rules*, © WotC
*Weretiger* from the *Basic Rules*, © WotC
*Jackalwere* from the *Monster Manual*, © WotC
*Werebat* from *Waterdeep: Dungeon of the Mad Mage*, © WotC
*Wereraven* from *Curse of Strahd*, © WotC
*
Fearful Villager* by Andrew Mar, © WotC
*
Shady Traveler* by Lie Setiawan, © WotC