I would let the player keep control of the character with a clear condition: that he plays the change in alignement. He can play it smart, try to hide the change to his companion, biding his time to turn on them. Then again, unless the character as the performance skill and can act, the change in his personnality should be obvious. I would then have the other PC make regular insight check opposed by the lycanthrope PC's deception. He is going to be found out, its just a mather of time. After all the other PC were probably there when he fought the lycanthrope who cursed him, and they can retrace the origin in the cursed PC attitude change. Even if he was able to deceive them, eventualy a full moon will come and he will be forced to reveal its nature. After this fight, depending on the outcom, i would only allow the cursed PC to keep his character if he was able to convince the other PC to keep on trusting him. As soon as the cursed PC is no longer part of the party i would eighter dispose of the character form the campaing(he goes away never to return, the PC can play him in another campaing if practicle) or take him on as an NPC, whatever the player wants.
Another thing, the character is born with the curse, and doesn't initially know he even HAS lycanthropy.
I now have a CoS problem as well. I let a PC play the UA Owlkin, he was bitten by the werewolf. Failed the CON save. I am unsure if to allow the curse or not as they are humanoid, but fey touched race. We are already calling him a Wowlf. What are the opinions, curse or not?
I now have a CoS problem as well. I let a PC play the UA Owlkin, he was bitten by the werewolf. Failed the CON save. I am unsure if to allow the curse or not as they are humanoid, but fey touched race. We are already calling him a Wowlf. What are the opinions, curse or not?
When I had PCs in CoS get infected by lycanthropy, they were NPCs while shifted and didn't get any special abilities while not shifted.
With a bit of tweaking, this can be totally fine for a PC. Here are some suggestions:
The immunities and strength boost only work while in hybrid form.
Changing at will is a limited resource based on proficiency bonus.
The full moon forces a hybrid transformation, and they relinquish control to the DM.
(This one isn’t for everyone) After every transformation ends, the player must make a DC 10 flat check or incur a level of exhaustion. It’ll make them use it tactically.
There is also the Blood Hunter class which they could dip into to get their subclass: Order of the Lycan. This allows them to control their lycanthropy with certain rules in place to make it not as OP as it sounds (But it still seems pretty OP to me).
There is also the Blood Hunter class which they could dip into to get their subclass: Order of the Lycan. This allows them to control their lycanthropy with certain rules in place to make it not as OP as it sounds (But it still seems pretty OP to me).
One of my players is a Blood Hunter (OotL) and it can be challenging to play. Pretty cool though.
I agree with that, although Critical Role may not do that. So hopefully Wizards can pick that up and tweak it a bit.
They can't, in all likelihood. They don't own the Blood Hunter, they just host it here. Thus they can't tweak that class and publish it since it's someone else's IP.
there's another way which ironically in my opinion is the best in grim hollow there is a transformation system through boons which includes fey fiend horrors vampires seraphs liches and lycans though i cant remember all the others theres like 3 ish more but dnd beyond doesnt let you use them without homebrewing them in because it uses its own unique system but id look into them theyre neat
An interesting way to handle lycanthropy is to treat it like a magic item, as that gives it an inherent balancing factor. I'd probably do it as follows
Curse of Lycanthropy
A character bitten by a lycanthrope acquires the curse of lycanthropy. While in this state, treat it as an item with the following traits:
It is a sentient item with Int 8, Wis 12, Cha 12. It has alignment and purpose appropriate to its type, communicates via empathy, and has the user's senses. The item will attempt to influence its subject's behavior (possibly resulting in conflict) when the subject is in beast or hybrid form, is bloodied, or on the three nights of the full moon.
Protection: When you aren't wearing armor, Rat, Tiger, and Wolf give AC 12 + Dex Modifier, Bear and Boar give AC 14 + Dex Modifier (max +2).
The curse may be attuned (as a magic item) by a willing subject. If not attuned, conflict will always result in the curse attempting to take control of the user, and the following abilities may only be used when it has successfully done so. If attuned, they may be used at any time.
Shapeshifting: Beast: as a bonus action, change into Beast form. While in beast form, gain +10' speed and advantage on perception checks, but the character has no hands, loses all weapon and tool proficiencies, cannot speak, and cannot cast spells with V, S, or M components.
Shapeshifting: Hybrid: as a bonus action, change into Hybrid form. Hybrid form can still use its hands normally, including wielding weapons, but may not claw with a hand that is holding an item.
Shapeshifting: Humanoid: as a bonus action, change into humanoid form. While in humanoid form, none of the following abilities apply.
Natural Weapons: beast and hybrid forms have one or more natural weapons. These function like normal weapons of the specified type that the character is proficient with, but cannot be dropped, disarmed, or thrown; a character with the appropriate weapon masteries may also use mastery properties. The specific natural weapons vary with form.
Armor Training Lost: character with armor training may not use it in hybrid or beast form, and suffer normal penalties for wearing armor without training.
Senses: gain 60' darkvision (Tiger: 120').
Skills: gain advantage on perception checks. Rat, Tiger, and Wolf also gain advantage on stealth.
Specific Form: each form has its own specific details, as follows:
Boar: Tusks as a Trident, gain the charge attack of the charger feat, gain advantage on attack rolls when bloodied. In beast form, treat your tusks as held in two hands.
Rat: Bite as a rapier, 2x Claw (Hybrid only) as a dagger, gain resistance to poison damage, gain advantage on saves vs poisoned, gain climb speed equal to speed.
Tiger: Bite as a rapier, 2x Claw as a scimitar, gain the Prowl ability of a tiger.
Wolf: Bite as a trident, 2x Claw (Hybrid only) as a scimitar, gain the Pack Tactics of a wolf. In beast form, treat your bite weapon as held in two hands.
Ameliorating the Curse
A character who frequently conflicts with their curse may try to modify the alignment and personality of the lycanthropic spirit. To do so they must accept (attune to) the curse, and then go through an appropriate test (DM decides) to come to an agreement with the spirit. If successful, as long as they bide by the agreement, they will not Conflict with the curse.
Removing the Curse
Removing the curse has two requirements: the character must have remove curse cast on them, and if attuned, they must end their attunement within 24 hours. Doing so destroys the curse.
Improving the Curse
Characters may attempt to improve their curse; the method is up to the DM. The curse may have a bonus of +1 to +3, which adds to its base AC and to the attack and damage rolls of its intrinsic weapons (not cumulative with wraps of unarmed power). Improvement to +1 is equivalent to gaining a Rare item, to +2 is equivalent to a Very Rare item, to +3 is equivalent to a Legendary item.
Balance?
Mostly, your natural weapons are going to be equivalent to weapons and armor you can already wear. It's giving advantage on one or two skills. A wizard probably appreciates the armor but doesn't care about much else. You might want to nerf pack tactics and prowl, as they're rather strong bonuses -- maybe change them to bonus action help and hide. Overall, while they're certainly solid bonuses to the tier 1 PCs who are likely to find themselves cursed with lycanthropy, they're hardly game breaking.
Another thing, the character is born with the curse, and doesn't initially know he even HAS lycanthropy.
Also, would vampirism or zombification work on lycanthropes (humanoid form)?
Yes, because it just says it has to be a creature in order to become a vampire spawn, it doesn't specify a type.
By the way, why do you have half of Smaug's head as your portrait?
Establish boundaries. And if anyone crosses them, speak up. If they don’t listen, there’s always cloudkill …
-Tasha
Have you thought of having him become a Blood Hunter - order of the Lycan?
I now have a CoS problem as well. I let a PC play the UA Owlkin, he was bitten by the werewolf. Failed the CON save. I am unsure if to allow the curse or not as they are humanoid, but fey touched race. We are already calling him a Wowlf. What are the opinions, curse or not?
When I had PCs in CoS get infected by lycanthropy, they were NPCs while shifted and didn't get any special abilities while not shifted.
the lycanthrope can still be hurt/killed by fire, lightning, thunder, radiant, necrotic, acid, poison, cold, etc.
still very capable of dying
Lycanthropy is good for one encounter- but difficult to use as recurring villains. Which is why I use them in all my campaigns.
With a bit of tweaking, this can be totally fine for a PC. Here are some suggestions:
There is also the Blood Hunter class which they could dip into to get their subclass: Order of the Lycan. This allows them to control their lycanthropy with certain rules in place to make it not as OP as it sounds (But it still seems pretty OP to me).
One of my players is a Blood Hunter (OotL) and it can be challenging to play. Pretty cool though.
The Bloodhunter definitely needs some tweaks to bring it in line with the 2024 class upgrades.
I agree with that, although Critical Role may not do that. So hopefully Wizards can pick that up and tweak it a bit.
Why did they take away the damage immunities?
They can't, in all likelihood. They don't own the Blood Hunter, they just host it here. Thus they can't tweak that class and publish it since it's someone else's IP.
I wish D&D would have better ways to play as a lycanthrope, so far, the only options are:
there's another way which ironically in my opinion is the best in grim hollow there is a transformation system through boons which includes fey fiend horrors vampires seraphs liches and lycans though i cant remember all the others theres like 3 ish more but dnd beyond doesnt let you use them without homebrewing them in because it uses its own unique system but id look into them theyre neat
An interesting way to handle lycanthropy is to treat it like a magic item, as that gives it an inherent balancing factor. I'd probably do it as follows
Curse of Lycanthropy
A character bitten by a lycanthrope acquires the curse of lycanthropy. While in this state, treat it as an item with the following traits:
Ameliorating the Curse
A character who frequently conflicts with their curse may try to modify the alignment and personality of the lycanthropic spirit. To do so they must accept (attune to) the curse, and then go through an appropriate test (DM decides) to come to an agreement with the spirit. If successful, as long as they bide by the agreement, they will not Conflict with the curse.
Removing the Curse
Removing the curse has two requirements: the character must have remove curse cast on them, and if attuned, they must end their attunement within 24 hours. Doing so destroys the curse.
Improving the Curse
Characters may attempt to improve their curse; the method is up to the DM. The curse may have a bonus of +1 to +3, which adds to its base AC and to the attack and damage rolls of its intrinsic weapons (not cumulative with wraps of unarmed power). Improvement to +1 is equivalent to gaining a Rare item, to +2 is equivalent to a Very Rare item, to +3 is equivalent to a Legendary item.
Balance?
Mostly, your natural weapons are going to be equivalent to weapons and armor you can already wear. It's giving advantage on one or two skills. A wizard probably appreciates the armor but doesn't care about much else. You might want to nerf pack tactics and prowl, as they're rather strong bonuses -- maybe change them to bonus action help and hide. Overall, while they're certainly solid bonuses to the tier 1 PCs who are likely to find themselves cursed with lycanthropy, they're hardly game breaking.