Werewolf Revised Image

At some point in your life you have been subjected to the curse of lycanthropy. It could have been from a bite, passed down to you by a parent or a gift from the deific beastlord Malar. Regardless, it has happened and no simple remove curse can remove it. You abhor fully cooked foods and salads are put of the question almost nausea inducing for one afflicted with Lycanthropy.

Werewolf
You gain the following changes.
+2 str
+1 dex
+60 ft darkvision
Keen smell.  (Advantage on perception checks based on smell)


Lycanthropic resilience
You gain resistance to B, S, P dmg from nonmagical or silver attacks. In addition, at the end of your turn you regain hp equal to con mod + pro bonus. Taking damage from silver stops the regeneration for 10 minutes.

Bestial urges
The smell of blood, a creature fleeing from you or becoming increasingly angry are all things that can trigger a shift from your normal figure to that of a hulking hybrid. The DM might ask for a WIS or CON save at any time with varying DC's.

Hybrid 
Advantage on str and dex saves.
Speed increases by 10
Lose the ability to speak intelligibly
Gain a bite and claw attack

Bite 
5ft, strength based. 1d10+str+pro bonus
Claws
10ft, finesse, 1d8+str/dex

Fury of the beast:
When you change unwillingly make a DC 15 WIS save at the start of each of your turns to take control of the beast. On a failed save the DM decides your movement and actions until the start of your next turn when you can make the save again. If you succeed on the save tree times in a row, you have gained full control of the beast and no longer need to make this save, and can choose to revert to your normal form. This save is made with disadvantage if you are below 25% hp.

Controled release.
You can as an action choose to release the beast. when you do so you make the first 3 saves with advantage. 

True form of the beast.
once during the night you can take the form of a large wolf, becoming the beast. This transformation takes 3 rounds, lasts until sunrise and can only end early if you are reduced to 0 hp.

You gain the following bennefits
You become once size larger
gain 40 temp hp
Advantage on str and dex saves.
Speed increases by 30
Lose the ability to speak intelligibly
Pack tactics. 
Gain a bite and claw attack

Bite 
5ft, strength based. 2d10+str+pro bonus
Claws
5ft, finesse, 2d8+str/dex

When unleashing the true form of the beast make a plea to the DM about what the beast would want to hunt. then make a charisma intimidation check against a DC based on the plea. Of successful the takes control of the beast leading it on the hunt. If the check fails the beast disregards the plea and the DM takes control.

Curse of the moon.
On the night of a full moon the beast becomes to strong contain. The beast wants to kill.
At the start of each hour during the night the player can make a Charisma intimidation check DC 15 agaisnt the beast to controll the chaos it wants to unleash.
On a success the player can choose the targets of it's fury. For each creature killed by the beast the DC is lowerd by one.

Previous Versions

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10/20/2022 8:50:07 AM
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Werewolf Revised Image

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