So I have been working on a Lycanthrope Curse Feature for a little over 2 weeks now. The idea was to have a set of feats/items my players can choose from to use on D&D Beyond to allow them to easily see the changes that this Curse Applies to them.
The example below is based on the Werewolf version of this curse, the mechanics between versions mostly stay the same so I was hoping to get some feedback before continuing. I tried to stick close to the Lore found within the Monster Manual but adjust some of the features to better balance. For example, I removed Damage Immunities and replaced it with Resistance while in Hybrid or Beast Form, I also adjusted damage with the Bite and Claw Attacks to scale similarly to the Monks Martial Arts Feature. And Some other Changes, If you open the spoiler you should see all of the changes I made.
Any Feedback for balance would be greatly appreciated, Also please let me know if the penalties are too light or heavy.
Lycanthropes - Curse of Lycanthropy. [Removed Blurb, not sure if I'll get in trouble for using this text from the Monster Manual or not]
Silver Sickness. Contact with silver burns lightly to the touch. When touching anything silver you must make a DC 10 Constitution check or drop the item due to the searing pain. Though items like silver coins do not cause you any real damage, weapons made of silver burn you dealing double damage. Silver Sickness gives you Vulnerability to all Silver-based weapons.
Keen Smell. You gain Proficiency in Perception. Advantage on Wisdom (Perception) checks that rely on smell.
Beast Speed. Your Base Movement Speed increases by 5ft.
Shapechange. You begin to learn to control the lycanthropic curse that now lives in your blood. As an action, you can transform into your Hybrid or Dire Wolf form. This form lasts a number of hours equal to half your character level (rounded down) minimum of 1 hour. You can revert to your normal form earlier by using an action on your turn. You automatically revert to your normal form if you fall Unconscious, drop to 0 hit points, or die.
Hybrid Form.While in the Hybrid form you can speak, use equipment, and wear armor. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered.
You gain a +1 bonus to your AC.
Your Ability Scores Increase as Follows: Strength +3, Dexterity +1, Consitution +2, Intelligence -2, Wisdom -1, Charisma -1.
Your Base Speed Increases by 5ft.
Dire Wolf Form. While in the Dire Wolf form you can't speak, use equipment, wear armor or cast spells. This form doesn’t break your concentration on a spell you’ve already cast or prevent you from taking actions that are part of a spell, such as Call Lightning, that you’ve already cast. You also retain the benefit of any features from your class, race, or other source and can use them in your Dire Wolf form if you are physically capable of doing so. However, you can't use any of your special senses, such as Darkvision.
Your AC is 10 + Your Dexterity Modifier + 2.
Your Ability Scores Increase as Follows: Strength +4, Dexterity +2, Consitution +3, Intelligence -4, Wisdom -2, Charisma -2.
Your Base Speed Increases by 15ft.
While you are transformed, the following rules apply:
You gain Expertise in Perception.
Hybrid Transformation. Attune to Lycanthrope Curse - Werewolf (Hybrid). This magical item will adjust your character stats for you.
Dire Wolf Transformation. Attune to Lycanthrope Curse -Werewolf (Dire Wolf). This magical item will adjust your character stats for you.
Bite Attack. You are able to make a Bite Attack as an attack action. This attack uses your Strength Modifier and you are proficient with it. The damage dealt by this attack depends on your character level and scales similar to the Monks Martial Arts. At 1st level its 1d4, 5th is 1d6, 11th is 1d8, and 17th is 1d10.
In your Dire Wolf Form, On a successful Bite Attack, If the target is a creature, it must succeed on a DC (8 + Your Proficiency Bonus + Strength Modifier) Strength saving throw or be knocked prone.
Variant Rule - Contagious. While using this variant rule, On a successful Bite Attack, If the target is a humanoid, it must succeed on a DC (8 + Your Proficiency Bonus) Constitution saving throw or be cursed with Lycanthrope Curse - Werewolf.
Claw Attack. You are able to make a Claw Attack as an attack action. This attack uses your Strength Modifier and you are proficient with it. The damage dealt by this attack depends on your character level and scales similar to the Monks Martial Arts Feature. At 1st level you deal damage equal to just your Strength Modifier, at 5th level you deal 2d4, 11th level is 2d6, and 17th level is 2d20.
Bloodlust. At the start of your turn, if you’ve taken any damage since the beginning of your last turn, you must make a Wisdom saving throw to maintain control. The DC equals 10, or half of the total damage you’ve taken from attacks since your last turn, whichever number is higher. On a successful save, you must still make a concentration check for any spell you may be concentrating on. On a failed save, if concentrating on a spell you automatically fail your concentration check, you must move directly towards the nearest creature to you and use the Attack action against that creature. If there is more than one possible target, the DM chooses the target. You then regain control for the remainder of your turn.
If you are under an effect that prevents you from concentrating (like the Barbarian’s rage feature), you automatically fail this saving throw. Credit to Matt Mercer Blood Hunter - Order of the Lycan for this feature, its perfect for Lycanthrope's
Full Moon.During a full moon, you must make a DC (20 - Your Proficiency Bonus - Your Wisdom Modifier) Wisdom check, On a failed check you lose control of your character and transform attacking everything in sight. On a successful save you are still forced to change, however, you remain in control but unable to change back until dawn.
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So I have been working on a Lycanthrope Curse Feature for a little over 2 weeks now. The idea was to have a set of feats/items my players can choose from to use on D&D Beyond to allow them to easily see the changes that this Curse Applies to them.
The example below is based on the Werewolf version of this curse, the mechanics between versions mostly stay the same so I was hoping to get some feedback before continuing. I tried to stick close to the Lore found within the Monster Manual but adjust some of the features to better balance. For example, I removed Damage Immunities and replaced it with Resistance while in Hybrid or Beast Form, I also adjusted damage with the Bite and Claw Attacks to scale similarly to the Monks Martial Arts Feature. And Some other Changes, If you open the spoiler you should see all of the changes I made.
Any Feedback for balance would be greatly appreciated, Also please let me know if the penalties are too light or heavy.
Lycanthropes - Curse of Lycanthropy. [Removed Blurb, not sure if I'll get in trouble for using this text from the Monster Manual or not]
Silver Sickness. Contact with silver burns lightly to the touch. When touching anything silver you must make a DC 10 Constitution check or drop the item due to the searing pain. Though items like silver coins do not cause you any real damage, weapons made of silver burn you dealing double damage. Silver Sickness gives you Vulnerability to all Silver-based weapons.
Keen Smell. You gain Proficiency in Perception. Advantage on Wisdom (Perception) checks that rely on smell.
Beast Speed. Your Base Movement Speed increases by 5ft.
Shapechange. You begin to learn to control the lycanthropic curse that now lives in your blood. As an action, you can transform into your Hybrid or Dire Wolf form. This form lasts a number of hours equal to half your character level (rounded down) minimum of 1 hour. You can revert to your normal form earlier by using an action on your turn. You automatically revert to your normal form if you fall Unconscious, drop to 0 hit points, or die.
If you are under an effect that prevents you from concentrating (like the Barbarian’s rage feature), you automatically fail this saving throw.
Credit to Matt Mercer Blood Hunter - Order of the Lycan for this feature, its perfect for Lycanthrope's
Full Moon. During a full moon, you must make a DC (20 - Your Proficiency Bonus - Your Wisdom Modifier) Wisdom check, On a failed check you lose control of your character and transform attacking everything in sight. On a successful save you are still forced to change, however, you remain in control but unable to change back until dawn.