
A lycanthrope is a savage predator that can appear as a humanoid, or a terrifying hybrid form—a furred and well-muscled humanoid body topped by a ravening wolf’s head.
Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered while in Lycanthrope form
Shapechange. The werewolf can use its bonus action to tears its very flesh into a wolf-humanoid hybrid, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed and is absorbed into its body except any weapon you are currently wielding. It reverts to its true form if it dies. If the humanoid is small before it's transformation it will grow to a medium while in its lycanthrope form. you may use this skill equal to your proficiency bonus and is regained after a short or long rest. Shapechange lasts for an hour when used
Keen Hearing and Smell. You gain advantage on Wisdom (perception) checks that rely on hearing or smell in either form.
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: strength bonus + proficiency bonus to hit, reach 5 ft., one target. Hit: (1d8 + strength modifier) piercing damage. If the target is a humanoid, it must succeed on a Constitution saving throw DC8 + proficiency bonus or be cursed with the lycanthropy feat.
Claws. (Hybrid Form Only). Melee Weapon Attack: strength bonus + proficiency bonus to hit, reach 5 ft., one creature. Hit: (2d6 + strength modifier) slashing damage.
Primal itch: When your health goes below half, by the end of your turn you must make a wisdom saving throw DC8. on success you will be unaffected until the start of you next turn, in which you will have to make the save again, on a failure the primal itch must be quenched, the line between ally and enemy blur and you will attack the closest creature within your range ally or not, the DM will decide which attack you will preform. while in this state you will still need to make the same wisdom saving throw saving throw however the DC is increased to DC12 at the end of your turn, this can subdued until your are unconscious or are healed to half your health or above.
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Nice feat. Have you made on for a wererat?
Unfortunately not but there might be one in the future