Soloastrian Lycanthropy Image

"I have wolf blood and wolf bones. It wouldn't be wise of me to graze with the sheep."  — Keiko, Lupine Ronin

One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red, yellow, or orange in the dark.

When you gain this feat, choose an option based on which creature infected you with lycanthropy (Werewolf, Weretiger, Wereboar, Werebear).

Curing Lycanthropy

Within the first 48 hours of affliction, lycanthropy can be cured with a Remove Curse spell or a specially-brewed potion. Following this period of time, only a specially-brewed potion can cure it, but during ingestion the character must make a flat d20 roll with no modifiers, and the affliction will only be cured on a roll of Natural Twenty. Failing this roll will render any lycanthropy-curing potions ineffective on the character for the next 24 hours.

Full Moon Transformation

At 12 AM of every night with a full moon hanging above the sky, you unwillingly transform into your hybrid form and cannot transform back until the sun rises, after which you'll have no recollection of events that transpired during this period of time. At the beginning of your full moon transformation, you make a Wisdom saving throw with a DC equal to [ 8 + your Proficiency Bonus + your Constitution Modifier ]. If you succeed, you retain control for the duration of your transformation. If you fail, you lose control of your character and they begin rampaging wherever the DM sees fit. At various points of your full moon journey, the DM might ask you to roll the save again if circumstances call for it, no matter if you failed or succeeded on the initial saving throw.

Controlled Transformation

As a bonus action, you can shapeshift into an animal form or a hybrid form for 1 minute and remain transformed for the duration or until you shapeshift back into a humanoid as a bonus action. Once you return to your humanoid form, you fall unconscious for 1d4 hours or until a creature uses its action to shake you awake. You can willingly transform once per short or long rest, but some magic items might increase that limit. Immediately after transforming and at the beginning of each of your subsequent turns while transformed, you're forced to make a Wisdom saving throw with a DC equal to [ 8 + your Proficiency Bonus + your Constitution Modifier ]. If you succeed, you retain control over your form. If you fail, you temporarily lose control over your character until you succeed on the saving throw. While the DM controls your character, any semblance of allegiance your character had is gone, replaced by an indiscriminate and vicious bloodlust, forcing you to spend your turn chasing after the nearest living creature and attempting to kill it as brutally as possible. While not under your control, your bloodlusted character's threat assessment is decided by the DM, who sometimes might have you pursue not the nearest creature in your vicinity, but the one that previously did damage to you, the most exposed one (armor-wise), the wounded one, the most defenseless one, or the most dangerous at the moment.

Transformation Features

While transformed, your game statistics, other than your size, are the same in each form:

  • In an animal form, you cannot speak in any language
  • In a hybrid form, you cannot speak in any language other than the Common Sign Language (if you know it)
  • In a hybrid form, you can use equipment and wear armor
  • You have advantage on Perception checks that rely on hearing or smell
  • You are immune to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons
  • You can revert to your normal form as a bonus action (only if you're in control)
  • You automatically revert to your normal form if you fall unconscious or die

Furthermore, you gain additional transformation features depending on your chosen feat option:

Werewolf Features

  • Pack Tactics (Wolf or Hybrid Form Only). You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Intimidate (Wolf or Hybrid Form Only). As an action, you can force a creature that you can see within 30 ft. to make a Wisdom saving throw with a DC of 12. On a failure, the creature is frightened by you until your next turn. On a success, the creature isn't frightened, and is immune to your intimidation for the next 24 hours.
  • Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: reach 5 ft., one target. Hit: (1d8 + STR Modifier) 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 (Hybrid Form Only). Melee Weapon Attack: reach 5 ft., one target. Hit: (2d4 + STR Modifier) slashing damage.

Weretiger Features

  • Pounce (Tiger or Hybrid Form Only). If you move at least 15 feet straight towards a creature and then hit it with a claw attack on the same turn, that creature must succeed on a DC 14 Strength saving throw or be knocked prone. If said creature is knocked prone, you can make one bite attack against it as a bonus action.
  • Feline Agility (Tiger or Hybrid Form Only). Your Speed is increased by 10 feet. Furthermore, your jump distance is doubled.
  • Bite (Tiger or Hybrid Form Only). Melee Weapon Attack: reach 5 ft., one target. Hit: (1d10 + STR Modifier) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with weretiger lycanthropy.
  • Claws (Hybrid Form Only). Melee Weapon Attack: reach 5 ft., one target. Hit: (1d8 + STR Modifier) slashing damage.

Wereboar Features

  • Relentless (Boar or Hybrid Form Only). Once per transformation, if you would take 14 damage or less that would reduce you to 0 hit points, you are reduced to 1 hit point instead.
  • Stubborn (Boar or Hybrid Form Only). You have advantage on Strength saving throws and Constitution saving throws.
  • Charge (Boar or Hybrid Form Only). If you move at least 15 feet straight toward a target and then hit it with your tusks on the same turn, the target takes an extra 2d6 slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be pushed 15 feet away from you.
  • Tusks (Boar or Hybrid Form Only). Melee Weapon Attack: reach 5 ft., one target. Hit: (2d6 + STR Modifier) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.

Werebear Features

  • Variant Endurance (Bear or Hybrid Form Only). Your immunities to nonmagical and unsilvered bludgeoning, slashing, and piercing damage are instead replaced with resistances to every damage type except psychic damage.
  • Right to Bear Arms (Bear or Hybrid Form Only). You have advantage on Athletics checks and Strength saving throws. Furthermore, your shoving and throwing distances are doubled.
  • Bite (Bear or Hybrid Form Only). Melee Weapon Attack: reach 5 ft., one target. Hit: (2d10 + STR Modifier) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werebear lycanthropy.
  • Claws (Bear or Hybrid Form Only). Melee Weapon Attack: reach 5 ft., one target. Hit: (2d8 + STR Modifier) slashing damage.
Soloastrian Lycanthropy Image

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