Prerequisite: The character must have been bitten by a werewolf or completed a ritual to gain Lycanthropy.
The character has contracted the Curse of Lycanthropy, which has begun to take hold. The character may choose to cure the curse, embrace it or fight it, which opens up further consequences.
When a player contracts the lycanthropy curse, they can gain the following characteristics, flaws and triggers. The infected character gains +2 STR and +1CON to a max of 18
Physical Characteristics
More pallid skin and increased hair growth.
Slightly more muscular and athletic.
Characters that don’t already have sharp teeth or pointed ears also develop them.
The cursed individual may also develop a broader mouth, or a long and rough tongue.
The infected humanoid develops a mild allergy to silver and wolfsbane, even when in their base form. This manifests in becoming itchy when touching it and developing a rash or blisters after longer exposure.
Character Flaws
Food that isn’t meat, preferably rare or even raw doesn’t satiate you and is unappetising.
Being closer to your animal side seems more natural. Anyone who is not in touch with animals displeases you.
You feel more comfortable in your secondary aspect and around animals of your phenotype than around humanoids.
You much prefer to sleep under an open sky rather than indoors or under canvas
You have a desire to hunt whenever possible.
Triggers
Being injured
Any extreme emotion, especially fear or anger or hatred
Seeing a friend or loved one being injured
Seeing or smelling a large amount of fresh blood
Embracing and Fighting the Curse
Characters who embrace the Curse deliver themselves unto the jaws of the Beast, an ancient, malignant, primal conscience that tries to overtake the minds and bodies of those afflicted by the curse. By embracing this aspect of the curse, the character falls completely into depravity and gives in to their bestial urges; an immediate alignment shift occurs towards the same alignment of the creature that infected them. Characters who have a strict moral code (such as Paladins or Clerics) must cast away their previous beliefs and will always have the itch to hunt lingering on the back of their minds. During Full Moons however, they let the Beast completely take over and choose to "ride the wave"
Characters who opt to fight the curse go through the opposite situation: they are constantly focused on staving off the Beast's maliciousness, trying to dominate that inner turbulence and channel that primal savagery to fuel their own goals. Their alignment does not change, but whenever the character transforms they must make a Charisma saving throw, DC up to the DM's discretion, which increases with each failed save or decreases with each successful save. Once the save hits DC 20, the character has succumbed to the Beast and is permanently lost, taking on the effects of embracing the curse. On that same note, if the DC hits 0, the character has completely mastered their inner Beast, and does not have to make any more saves, except during Full Moons.
Terror of the Night
When you take a long rest, you must succeed a DC 10 Constitution saving throw or become transformed at a random point during the rest, attacking the nearest available creature a minimum of 3 turns if able. Your actions and bonus actions must be used for melee attacks against other creatures if able during those turns, and attempting to transform back afterwards must also succeed a DC 10 Constitution saving throw. This does not use your limited transformations, and you still gain all the benefits of a long rest if you resume your rest before 30 minutes past. In order to remember the events of this transformation, you must succeed a DC 10 Wisdom saving throw, otherwise you have no recollection of these events.
Reversion and Embrace
You may attempt to become cured or embrace the curse of lycanthropy.
- Cure: The curse lasts until removed by remove curse or a similar effect. If you do, you no longer gain any of the effects of this feat.
- Embrace:
- Each long rest that you do not transform due to Terror of the Night, you may attempt to gain more control over your transformations by making a DC 10 Constitution Check.
- Each long rest you kill creature(s) while transformed due to Terror of the Night, gain a -1 modifier to the Constitution Check in attempts to control the beast.
- If you succeed in an accumulative total of 5 Constitution Checks when you attempt to control the beast, you automatically succeed on saving throws for the Terror of the Night feature except on full moon, in which case you have advantage on the saving throw.
When cursed with Lycanthropy, you gain the following benefits,
Fearful Strike
After you deal damage with your fangs, you may attempt to make an Intimidation check against the target's Wisdom saving throw with advantage. If you succeed, they are frightened of you until your next turn.
Keen Hearing and Smell
Have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Darkvision
Gain Darkvision 60ft, or extend your darkvision by 60ft.
Immunity
Gain immunity to non-magical Bludgeoning, Piercing, and Slashing attacks that aren’t silvered or from wolfsbane when transformed and resistance when not
Regeneration
On the night of a full moon, you regain 10 hit points at the start of your turn. If you have taken ‘damage from a silvered weapon, this trait does not function at the start of your next turn.
Vulnerability
Attacks against you that are made with silvered or treated with wolfsbane weapons do maximum damage on a hit.
Darkvision
Gain Darkvision 60ft, or extend your darkvision by 60ft.
Shape Change
The character gains the ability to shape change as a bonus action into either a Hybrid form or a Wolf form once per long rest.
Once changed the character gets an additional +2 STR and +1 DEX as well as -1 INT and -1 WIS. An AC of 17 and 3D10 plus CON modifier plus player lever Temp HitPoints. Add a D10 at lvl 6 and then again at lvl 10. Once the characters hit points are reduced to zero the character returns to their base form.
When the character changes shape any non magical or specialized armour or clothing they are wearing is torn. You can still use larger weapons.
When the creature uses the Shape Change ability, it must make a DC 10 Wisdom Saving Throw. On a failed Wisdom save during shape change, the character loses some control of the beast and enters reckless attack. You have advantage on all attacks and others have advantage on attacks against you until you change back. You also must attack each turn and move to within 5 feet of an enemy when not already (prioritising perceived weakest foes first). If you critically fail the wisdom save you can’t distinguish friend from foe, change to hybrid form and attack.
Every time a character reverts back to their original form after transforming, they add 1 point of exhaustion.
Hybrid Form:
Multiattack. Can make two attacks with claws, or one bite and one claw
Bite Melee Weapon Attack: 1d8 + Str Mod + Proficiency Bonus to hit, reach 5 ft., one target. Hit: (1d8 + Str Mod + Prof Bonus) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.
Claws. Melee Weapon Attack: 1d8 + Str Mod + Proficiency Bonus to hit, reach 5 ft., one creature. Hit: (1d8 + Str Mod+ Prof Bonus) slashing damage.
[Add 1 d8 at level 6 and level 10]
Can only communicate in broken, guttural speech
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Keen Hearing and Smell. Have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Move speed becomes 45 feet
Wolf Form:
Multiattack. Can make two attacks with claws, or one bite and one claw
Bite Melee Weapon Attack: 1d6 + Str Mod + Proficiency Bonus to hit, reach 5 ft., one target. Hit: (1d6 + Str Mod + Prof Bonus) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.
Claws. Melee Weapon Attack: 1d6 + Str Mod + Proficiency Bonus to hit, reach 5 ft., one creature. Hit: (1d6 + Str Mod + Prof Bonus) slashing damage.
[Add 1 d6 at level 6 and level 10]
Can not communicate.
Keen Hearing and Smell. Have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Gain a +2 bonus to stealth checks
Move speed becomes 50 feet
Moons Cycles (Change each session)
Full Moon
On a full moon, the afflicted character must succeed on a Constitution Saving Throw or suffer the Terror of the Night effects with a DC depending on whether the player chose to embrace or resist the curse.
Embrace the Curse - DC 10 Constitution Saving Throw
Resist the curse - DC 20 Constitution Saving Throw
The curse is at its strongest whenever there is a Full Moon in the sky - at that time, if the character has not mastered it’s Lycanthropy, the infected character must make all Wisdom saving throws that cycle at disadvantage to retain their sense of self.
🌑 New
🌒 Waxing Crescent
🌓 First Quarter
🌔 Waxing Gibbous
🌕 Full
🌖 Waning Gibbous
🌗 Third Quarter
🌘 Waning Crescent
Previous Versions
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10/5/2022 12:31:00 PM
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11/7/2022 12:41:46 AM
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2/28/2023 2:05:33 PM
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2/28/2023 2:15:23 PM
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2/8/2024 9:38:06 PM
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