Your lycanthropic manifestation is that of the werewolf. The curse fills you with the unbridled hunger of a predator, inflicting you with the following traits:
- Your Strength score becomes 15.
- You have advantage on Wisdom (Perception) checks that rely on hearing.
- Your walking speed increases by 10 feet.
- You can use a bonus action to polymorph into a werewolf or into a wolf. You can use this feature twice. You regain expended uses when you finish a short or long rest. You can stay polymorphed for a number of hours equal to proficiency bonus. You then revert to your true form unless you expend another use of this feature. You can revert to your true form earlier by using a bonus action on a later turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are polymorphed, the following rules apply:
- Your game statistics are replaced by the statistics of the form you choose, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the form. If your polymorphed form has the same proficiency as you and the bonus in its stat block is higher than yours, use that form’s bonus instead of yours.
- When you polymorph, you assume the form’s hit points and Hit Dice. When you revert to your true form, you return to the number of hit points you had before you polymorphed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your true form. For example, if you take 10 damage in werewolf form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your true form to 0 hit points, you aren’t knocked unconscious.
- You can use a bonus action to make a Bite attack against a creature. You can use this trait to roll hit dice a number of times equal to twice your proficiency bonus. You regain expended uses when you finish a long rest.
- You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your polymorphed form. Polymorphing doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that has already been cast.
- You retain the benefit of any features from your class, race, or other source and can use them if your polymorphed form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your chosen form has that sense.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
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Posted Jul 5, 2024Nice job!
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Posted Feb 24, 2025Better than the one I wrote. So I'm deleting mine and useing yours.