As a quick side bar, my PC is a meticulous wild mage who uses prestidigitation and mending to always look immaculate. Running around naked with muddy paws is disgusting.
I'd say if your player is stating that they want to be a bloodthirsty, cannibalistic beast, then the good-aligned party should be given free reign to abandon or kill him.
This is the same problem as when you have just one player who suggests murder for every solution. They're acting against the will of the party and only care about their own enjoyment. Be harsh.
One thing to think about when a pc gets bitten and wants to see what happens you could try to home brew some of the traits from the blood hunter class in the order of the Lycan. They have the ability to transform into the hybrid form but have some measure of control in their transformed state and only has resistance when transformed. Some things you could mod to make it work as a curse is only transforming on a full moon as opposed to at will and making a wisdom saving throw when they transform to see if they keep control as well as a slightly higher one when they take damage. This balances out some of the issues that go along with it.
When I first played through Curse of Strahd there were pcs that got turned into a werewolf and they were allowed to continue being their pc. Our had the one in the game roll a cery high dc save to be able to stay as themselves every week they attempted to resist the curse but gain control over the new form. If they failed the player had to roll a percentile die and had consequences that involved them either turning wild on the spot and rampaging or there alignment would slowly slip closer to evil. That and they made silvered weapons a much more common thing due to the fact that it would make since for most Barovians to carry them as they had lived for centuries with the beasts around.
I hope this helps, I have done a bit of dming and ran across a similar problem where a character was bitten and turned into a vampire spawn but the rest of the party had managed to hunt and kill the vampire that turned him. It was interesting as we then did a side quest to have the party keep his blood cravings in check and find a way to turn him back into a mortal.
I would think the PC, if any good alignment, would become true neutral. As for being cursed, a Cleric or Paladin, would have a problem. Probably keeping a keen eye on said PC.
I'm guessing that there are no pure lycanthropes in 5e since they have control over there nature and yes a lycanthrope can be good if it's a pure lycanthrope basically u and your parents were just born with it and u have control over it what happened to it now it's just u have lycanthropy btw u can still be a good person with lycanthropy why do u say oh I'm evil now no believe it or not but u do revert back to human or whatever race u are u may not even remember what happened and after years of having it u can eventually gain control over it though if u encountered a pure lycanthrope they may kill u seeing u are one of the afflicted. idk just getting this out there some people just don't have enough creativity nowadays jeez just my personal opinion btw not fact
Hi everyone I have a question. If a PC gets Lycanthropy, does he get the multi-attack in humanoid form? I see that multi-attacks only work in humanoid and hybrid form only, with the exception of the werebear. I do not understand the rules with this and a PC.
I think you do not get Multi-attack. The sidebar in the Monster Manual does not explicitly mention that you get Multi-attack.
You do get Multi-Attack. The rules blurb states a character gets the actions that don’t specifically relate to equipment.
Simply homerule that once he's turned, he get the Immunities only in his Hybrid form, human form he has nothing outside of speed, keen sense and improved unharmed attacks ot whatever it is
Rollback Post to RevisionRollBack
"Normality is but an Illusion, Whats normal to the Spider, is only madness for the Fly"
Your answers lies in what happens when you die and are brought back to life.
Resurrection - The spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't however, remove magical diseases, curses, and the like;
PHB pg. 272., second paragraph in description
True Resurrection - This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died.
PHB pg. 284., second paragraph in description
So clearly, a curse doesn't end when you die, ergo, effects to raise a humanoid as undead should apply.
Why not just make a house rule where instead of complete immunity werewolves are resistant to all non silver and non magical stuff your player will still be a bit of a beast but they can still die like everyone else
Just as an example of what I did with Lycanthropy...
We had a player get bit and fail the save. I'd start small by telling him little things in game, like he could hear heartbeats through walls, smell things at a much farther distance and even gained dark vision. (Out of game, I told him to add the advantage to Perception checks that require hearing or smell and add Dark Vision to his senses)
After 2-3 in game days, I made a note and presented it to the PC. At the end of combat, you must make a WIS save or go berserk. Berserk - You must use your move, action and bonus actions to move to and attack any living creature around you. You may repeat the saving throw at the end of each turn. A successful saving throw, after going berserk ends the effect for the next 24 hours.
This does a couple things but mostly is to motivate the character to make a decision - learn to control it or seek aid in removing it.
If they choose to remove the curse, send them on a quest to find someone who can cast Greater Restoration If they choose to learn how to control it via a quest - then I give them the Werewolf Form.
Werewolf Form - You can now harness the power of your savage nature. You no longer suffer from berserk. As an action on your turn, you may transform into your werewolf form. Your new form has..
Damage ImmunitiesBludgeoning, Piercing, and Slashing from Non magical Attacks that aren't Silvered
Multi attack. (Were Form Only). The werewolf makes two attacks: one with its bite and one with its claws.
Bite (Were Form Only).Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 5) 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. (Were Form Only).Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: (1d10 + 5 slashing damage
and Pounce (Were Form Only). If you move at least 15 feet straight toward a creature and then hit it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, you can make an additional bite attack against it as a bonus action.
“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
If you would want the lycanthrope curse, I would suggest the Order of the Lycan subclass for the blood hunter. Even though it is not fully qualified for adventures league, it has some interesting effects. I just recently made a character who is a level 5 Kalashtar Blood Hunter, who took up the Order of Lycan. I made him into a vampire hunter, with the heightened senses, he could "sniff out the vampires easily. However I am not sure if I should stick with this subclass, I was having another side thought about the Order of the Ghostslayer option too.
I think my first question to the player who wants to be a werebeast, would be "why?" There's a chance that your player is looking for an out because they are unhappy with their current character. If this is the case, use the opportunity to try and help them reconnect in some way. Perhaps there are subtle changes you can make that may or may not be influenced by the lycanthropy experience. A new skill, heightened sense, or some profound connection to Sèlune. This gives them something unique and interesting without gaining the full monstrous abilities of a lycan. Though, the conversation could also reveal that they just weren't that into the original character they made. And if that's the case, there's nothing wrong with giving them the out. Let them die in a blaze of glory, giving weight and significance to the death, and then allow them to create something new.
However, if its just because it sounds fun and they want more power (which is usually the case), then you have two choices: Put your foot down and stick to the rules, or find a way to make it work that makes sense to you as the DM. But be careful, Lycanthropy can be just as contagious at the table as it is in the game. If you allow one player to embrace his curse without much drawback, you may find other players "accidentally" getting bit as well. This of course creates a whole host of complications, as well—or you could just role with it and have yourself an all-werewolf all-the-time campaign...
—Putting that aside for the moment, if everyone at the table is ok with the idea, then you just have to find a way that this makes sense to you. Perhaps there's a quest to gain full control of the ability, maybe you create significant drawbacks to the transformation, or you could force the player to make anger checks where fails cause them to lash out, maybe an "embraced" werebeast doesn't retain all of the abilities—or better yet has to earn them one-by-one over time, or perhaps there is a percentage role in combat to see if they attack their teammates in a blind rage.
I agree. I love lyncathropes and if they were real I’d love to be a Were-Tiger because I’m a cat person, but they’re fantasy. I’m playing a Circle of the Moon Druid right now which gets me close within the rules and if I was playing a campaign based in Eberron I’d probably play a Shifter.
There are balanced options that aren’t overpowered the way playing a full lyncathrope is. For people like me who love can use one of those options instead of making the DM miserable.
As a quick side bar, my PC is a meticulous wild mage who uses prestidigitation and mending to always look immaculate. Running around naked with muddy paws is disgusting.
I'd say if your player is stating that they want to be a bloodthirsty, cannibalistic beast, then the good-aligned party should be given free reign to abandon or kill him.
This is the same problem as when you have just one player who suggests murder for every solution. They're acting against the will of the party and only care about their own enjoyment. Be harsh.
One thing to think about when a pc gets bitten and wants to see what happens you could try to home brew some of the traits from the blood hunter class in the order of the Lycan. They have the ability to transform into the hybrid form but have some measure of control in their transformed state and only has resistance when transformed. Some things you could mod to make it work as a curse is only transforming on a full moon as opposed to at will and making a wisdom saving throw when they transform to see if they keep control as well as a slightly higher one when they take damage. This balances out some of the issues that go along with it.
if you want some way to weaken the were creature ive put up a set of rules that i made for my gm to nerf the condition making it somewhat less broken
When I first played through Curse of Strahd there were pcs that got turned into a werewolf and they were allowed to continue being their pc. Our had the one in the game roll a cery high dc save to be able to stay as themselves every week they attempted to resist the curse but gain control over the new form. If they failed the player had to roll a percentile die and had consequences that involved them either turning wild on the spot and rampaging or there alignment would slowly slip closer to evil. That and they made silvered weapons a much more common thing due to the fact that it would make since for most Barovians to carry them as they had lived for centuries with the beasts around.
I hope this helps, I have done a bit of dming and ran across a similar problem where a character was bitten and turned into a vampire spawn but the rest of the party had managed to hunt and kill the vampire that turned him. It was interesting as we then did a side quest to have the party keep his blood cravings in check and find a way to turn him back into a mortal.
I would think the PC, if any good alignment, would become true neutral. As for being cursed, a Cleric or Paladin, would have a problem. Probably keeping a keen eye on said PC.
I'm guessing that there are no pure lycanthropes in 5e since they have control over there nature and yes a lycanthrope can be good if it's a pure lycanthrope basically u and your parents were just born with it and u have control over it what happened to it now it's just u have lycanthropy btw u can still be a good person with lycanthropy why do u say oh I'm evil now no believe it or not but u do revert back to human or whatever race u are u may not even remember what happened and after years of having it u can eventually gain control over it though if u encountered a pure lycanthrope they may kill u seeing u are one of the afflicted. idk just getting this out there some people just don't have enough creativity nowadays jeez just my personal opinion btw not fact
Nerf the pc wearwolf
You do get Multi-Attack. The rules blurb states a character gets the actions that don’t specifically relate to equipment.
Simply homerule that once he's turned, he get the Immunities only in his Hybrid form, human form he has nothing outside of speed, keen sense and improved unharmed attacks ot whatever it is
"Normality is but an Illusion, Whats normal to the Spider, is only madness for the Fly"
Kain de Frostberg- Dark Knight - (Vengeance Pal3/ Hexblade 9), Port Mourn
Kain de Draakberg-Dark Knight lvl8-Avergreen(DitA)
Your answers lies in what happens when you die and are brought back to life.
So clearly, a curse doesn't end when you die, ergo, effects to raise a humanoid as undead should apply.
Why not just make a house rule where instead of complete immunity werewolves are resistant to all non silver and non magical stuff your player will still be a bit of a beast but they can still die like everyone else
Just as an example of what I did with Lycanthropy...
We had a player get bit and fail the save. I'd start small by telling him little things in game, like he could hear heartbeats through walls, smell things at a much farther distance and even gained dark vision. (Out of game, I told him to add the advantage to Perception checks that require hearing or smell and add Dark Vision to his senses)
After 2-3 in game days, I made a note and presented it to the PC.
At the end of combat, you must make a WIS save or go berserk.
Berserk - You must use your move, action and bonus actions to move to and attack any living creature around you. You may repeat the saving throw at the end of each turn.
A successful saving throw, after going berserk ends the effect for the next 24 hours.
This does a couple things but mostly is to motivate the character to make a decision - learn to control it or seek aid in removing it.
If they choose to remove the curse, send them on a quest to find someone who can cast Greater Restoration
If they choose to learn how to control it via a quest - then I give them the Werewolf Form.
Werewolf Form - You can now harness the power of your savage nature. You no longer suffer from berserk.
As an action on your turn, you may transform into your werewolf form. Your new form has..
Damage Immunities Bludgeoning, Piercing, and Slashing from Non magical Attacks that aren't Silvered
Multi attack. (Were Form Only). The werewolf makes two attacks: one with its bite and one with its claws.
Bite (Were Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 5) 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. (Were Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: (1d10 + 5 slashing damage
and Pounce (Were Form Only). If you move at least 15 feet straight toward a creature and then hit it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, you can make an additional bite attack against it as a bonus action.
Is lycanthropy considered magic? or alchemical?
Would an Anti Magic Field cancel it out?
No, no, and no.
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“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
If you would want the lycanthrope curse, I would suggest the Order of the Lycan subclass for the blood hunter. Even though it is not fully qualified for adventures league, it has some interesting effects. I just recently made a character who is a level 5 Kalashtar Blood Hunter, who took up the Order of Lycan. I made him into a vampire hunter, with the heightened senses, he could "sniff out the vampires easily. However I am not sure if I should stick with this subclass, I was having another side thought about the Order of the Ghostslayer option too.
very good. thought that might be the case, but did not see it spelled out in the DMG/PHB in my first pass through.
And @Endcore01, i am the DM for the game in question and we have a Blood Hunter at level 8. not Lycan, but definitely a beast! :)
I think my first question to the player who wants to be a werebeast, would be "why?" There's a chance that your player is looking for an out because they are unhappy with their current character. If this is the case, use the opportunity to try and help them reconnect in some way. Perhaps there are subtle changes you can make that may or may not be influenced by the lycanthropy experience. A new skill, heightened sense, or some profound connection to Sèlune. This gives them something unique and interesting without gaining the full monstrous abilities of a lycan. Though, the conversation could also reveal that they just weren't that into the original character they made. And if that's the case, there's nothing wrong with giving them the out. Let them die in a blaze of glory, giving weight and significance to the death, and then allow them to create something new.
However, if its just because it sounds fun and they want more power (which is usually the case), then you have two choices: Put your foot down and stick to the rules, or find a way to make it work that makes sense to you as the DM. But be careful, Lycanthropy can be just as contagious at the table as it is in the game. If you allow one player to embrace his curse without much drawback, you may find other players "accidentally" getting bit as well. This of course creates a whole host of complications, as well—or you could just role with it and have yourself an all-werewolf all-the-time campaign...
—Putting that aside for the moment, if everyone at the table is ok with the idea, then you just have to find a way that this makes sense to you. Perhaps there's a quest to gain full control of the ability, maybe you create significant drawbacks to the transformation, or you could force the player to make anger checks where fails cause them to lash out, maybe an "embraced" werebeast doesn't retain all of the abilities—or better yet has to earn them one-by-one over time, or perhaps there is a percentage role in combat to see if they attack their teammates in a blind rage.
I agree. I love lyncathropes and if they were real I’d love to be a Were-Tiger because I’m a cat person, but they’re fantasy. I’m playing a Circle of the Moon Druid right now which gets me close within the rules and if I was playing a campaign based in Eberron I’d probably play a Shifter.
There are balanced options that aren’t overpowered the way playing a full lyncathrope is. For people like me who love can use one of those options instead of making the DM miserable.
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