Lycanthropy (2024) Image

You have been afflicted with the curse of Lycanthropy. When your primal instincts take control, your body has undergone dramatic changes and unleashes a more feral form.

Transforming into a Lycanthrope

As an Action, you can use your action to polymorph into a animal-humanoid hybrid or into an animal of your chosen type, or back into your true form. Your statistics, other than your AC, are the same in each form. Any equipment you are wearing or carrying is retained on your hybrid form only. The character may transform a number of times per day equal to their Proficiency Bonus, and regains their uses after a Long Rest.

A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope’s speeds in nonhumanoid form, and actions that don’t involve equipment. In addition, the character gains resistance to nonmagical piercing, bludgeoning, and slashing attacks not made with silvered weapons. Under the influence of a full moon (or other event as determined by the DM), this resistance is instead an immunity. The character is proficient with the lycanthrope’s natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope’s statistics. The character can’t speak while in animal form. The character returns to their true form if they die.

When transforming, you must also succeed on a DC 16 Wisdom saving throw, becoming Frenzied on a failed save. While Frenzied, you cannot tell friend from foe, and must roll at random to determine who you targets for the turn. You retains this status until you fall unconscious, or finish a Short or Long Rest.

The following information applies to specific lycanthropes, selected when you take the feat.

Werewolf. The character gains a Strength of 15 if his or her score isn’t already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.

Werebear. The character gains a Strength of 19 if his or her score isn’t already higher, and a +1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.

Wereboar. The character gains a Strength of 17 if his or her score isn’t already higher, and a +1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge trait, the DC is 8 + the character’s proficiency bonus + Strength modifier.

Wererat. The character gains a Dexterity of 15 if his or her score isn’t already higher. Attack and damage rolls for the bite are based on whichever is higher of the character’s Strength and Dexterity.

Weretiger. The character gains a Strength of 17 if his or her score isn’t already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character’s proficiency bonus + Strength modifier.

Wereraven. The character gains a Dexterity of 15 if his or her score isn’t already higher. Attack and damage rolls for the bite are based on whichever is higher of the character’s Strength and Dexterity.

Werevulture. The character gains a Strength of 16 if his or her score isn’t already higher, and a +1 bonus to AC while in vulture or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.

Lycanthropy (2024) Image

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