
You have chosen to accept your lycan nature, and though you still grapple with the beastly instincts within you, you are no longer suppressing them entirely. You gain access to your hybrid form.
Lycan Blood:
- You possess a vulnerability to damage inflicted by silver weapons. Additionally, your Strength score increases to 15 if it was lower.
- You can utilize your Change Shape bonus action to shift between your humanoid, hybrid and wolf forms. This transformation lasts up to 1 hour. Upon becoming unconscious, reaching 0 hit points or dying, you revert to your true form, which is your humanoid form. You can use this ability a number of times = your proficiency bonus per long rest. Each subsequent use inflicts one level of exhaustion upon you. Going from back to humanoid form doesn't spend a use of Change Shape, but does count as a bonus action.
- A humanoid creature can contract the curse of lycanthropy after sustaining wounds from a lycanthrope bite or if one or both of its parents are lycanthropes. Afflicted lycanthropes can be freed from the curse through a remove curse spell, whereas natural-born lycanthropes can only be relieved of the curse with a wish.
Full Moon Nights:
- During nights of the full moon, you undergo a very painful transformation lasting until sunrise, assuming a hybrid human-wolf form characterized by hunger, predatory instincts, and bloodlust.
- You may choose to fully embrace the transformation, forfeiting all control while retaining memories of the night's events.
- Alternatively, you can resist the curse. Each passing hour requires a DC 10 Wisdom saving throw. Succeeding grants control for the subsequent hour, while failure results in loss of control until sunrise, with no memory of the night's actions. A critical success grants control for two consecutive hours.
- Either way, the night does not count as a long rest, and you gain one levels of exhaustion.
Hybrid Form:
- Your Armor Class increases by 1, while all other statistics remain unchanged.
- You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that lack silvered properties.
- You have advantage on perception checks relying on hearing or smell.
- You can utilize your Werewolf Bite and Werewolf Claw attacks.
- You are unable to cast spells or wield weapons.
- If you begin your turn with hit points equal to or fewer than half your maximum hit points, you must succeed on a DC 10 Wisdom Saving Throw or move directly toward the nearest creature and use the Multiattack action against it. This saving throw can be repeated at the beginning of each turn.
Wolf Form:
- You lose the ability to speak, though you still comprehend the same languages you knew in your human form. Communication with wolves is impossible unless facilitated by another magical means.
- You adopt all statistics of the Wolf creature from the Basic Rules, except for hit points, which stay the same.
- When you succesfully use the Bite attack as a Wolf, the target needs to do DC 12 Wisdom saving throw or be inflicted with the lycanthropy curse.
- You are indistinguishable from a typical wolf.
- If at the start of your turn, your hit points are equal to or fewer than half your maximum hit points, you must succeed on a DC 10 Wisdom Saving Throw or move directly toward the nearest creature and use your action to try to harm it. This saving throw can be repeated at the beginning of each turn.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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4/5/2024 7:53:37 AM
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5
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1.0
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Coming Soon
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4/5/2024 9:06:30 AM
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7
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0
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1.1
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Coming Soon
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