Werewolf Lycanthropy Image
Prerequisite: Must be bitten by a Werewolf or born to Werewolf parents.
 

You have been cursed with Lycanthropy of the Werewolf. You now gain the following benefits and disadvantages:

Shapechanger.
You can use your Bonus Action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into your true form, which is humanoid. Your statistics are the same in each form. When transforming into a wolf, any equipment you are wearing or carrying is dropped at your feet. You revert to your true form if you die or fall unconscious. You can transform at will, but each transformation lasts up to a number of hours equal to your Constitution modifier, minimum 1 (except during the full moon). When you transform back into your humanoid form (including when you die or fall unconscious), you must make a Constitution saving throw where the DC is 5x the number of transformations you have made since your last long rest. If you fail the save you gain 1 point of exhaustion.

Wolf's Strength.
You gain a +2 to Strength, and a +1 to your Maximum Possible Strength (Max 30). You also increase your walking speed by 10 ft while in Wolf or Hybrid form.

Natural Weapons.
In your Hybrid form, you gain claws as natural weapons that deal 1d6 + DEX slashing damage, as well as a bite as a natural weapon that deals 1d8 + DEX piercing damage. If the target is a humanoid and is hit by the bite attack, it must make a Constitution saving saving throw or be cursed with werewolf lycanthropy. The saving throw DC equals 8 + your proficiency bonus + your Constitution modifier.

Extra Attack. At 5th level, You can attack twice, instead of once, whenever you take the Attack action on your turn. This must be made with your natural weapons, only one of which can be with the bite.

Keen Smell and Hearing.
You have advantage on Wisdom (Perception) checks that rely on smell or hearing.

Damage Resistance and Healing.
While in Hybrid/Wolf form, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t silvered. You are vulnerable to silvered weapons.
While in Hybrid/Wolf form and during battle, you regain hit points equal to your Constitution modifier + your Proficiency bonus at the start of your turn. If you take damage from a silvered weapon, this trait doesn’t function at the start of the your next turn. Outside of battle, you can add your Proficiency bonus to any Hit Dice rolled to regain health during a short rest, if you are still in Hybrid/Wolf form.

Full Moon Frenzy.
The full moon (or certain stimulus at the DM's discretion) triggers an uncontrollable bestial rage. You can attempt to resist.
As soon as the stimulus occurs, wild thoughts cloud your mind. You must make a Wisdom Saving throw. If you succeed, you transform and remain in control. If you fail, you lose control and run wild (the DM takes control until you revert back). You may try a new saving throw every hour, but you remember nothing except horrific dreams.

Resisting your bestial rage is more difficult when you are already shapechanged.
When in human form: Wisdom Saving throw DC 13
When in beast/hybrid form: Wisdom Saving throw DC 15

When in a Bestial Rage, if you are not already, you instantly transform into your wolf-humanoid hybrid form, and must attack everyone around you, friend and foe alike. If you're reduced to half-hit points or less, you'll feel the need to find a softer target. You fight with ferocity, although in your wolf form you'll avoid biting, so as to not pass on the curse.

 

Werewolf Lycanthropy Image

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