Homebrew Chem Lycan Species Details
Monsters come in many forms… It seems somebody chose yours for you.
You may have been a poor soul tempted by the promise of power, or an experiment gone horribly wrong. Any which way, you have ended up here. In this beastial form, no reasonable cure is available to you, leaving you to your own devices while stuck permanently somewhere between man and beast.
Your blood boils with the burning chemicals that drive your body, but this monstrous form cannot sustain itself, requiring you to produce the chemicals manually or be granted them by other means.
Some Chem Lycans are granted the ability to fly, based on their species of Lycanthrope.
(Based very loosely on Warwick from League of Legends)
Chem Lycan Traits
As a Chem Lycan, you are permanently in a Lycanthropic state, infused with Mutagenic Chemicals which empower your body with enhanced speed, strength and senses.Ability Score Increase
Choose between a +2 increase to your Strength or Dexterity. Your Constitution increases by 1 as well.
Size
Chem Lycans stand between 6 and 8 feet tall. Your size is medium.
Age
You age at the same rate as your original body
Speed
Base walking speed is 40. When calculating your Jump distance, add 10 feet instead of 3 to your total.
Silver Weakness
You are vulnerable to damage from silvered weapons.
Natural Weapons
You have a 1d6 Bite and 1d8 Claw attack. Increase damage at level 5 to Bite 1d8 and Claw 1d10. On a successful melee attack you may use your bonus action to make a claw attack on the same target.
Bloodlust
Gain Advantage on all Perception and Investigation checks. You can detect opponents within 15 feet by the sense of smell, forgoing the need to see the target if needed.
Languages
You can speak common, one other language of your choice, as well as the same language as the animal your Lycan body takes the form of. (Example: You can speak with wolves and other canines if you are a Werewolf)
Darkvision
You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray and red.
Chemical Fix
You gain proficiency in the Alchemist supplies tool. In order to keep yourself operational, you must concoct the same mutagen that made you into the beast you are now. Prolonged periods lacking your mutagen can cause a number of adverse side effects.
Going one week (Or however long your DM decrees) without administering your mutagen by any means will require a DC 12 CON saving throw. A successful throw forgos any negative effects but the save must be rerolled every long rest after the initial throw. Failing this saving throw will require you to roll a D8 from the detriment table. This effect remains until you administer your mutagen next.
- Lose your racial STR or DEX bonus
- Lose your Racial CON bonus
- Your speed and jump distance is halved
- Lose your ability to speak all languages except that of your Lycan’s animal base
- You lose your ability to control your form– Every time damage is dealt to you, roll a DC 12 CHA saving throw. A failed save results in you targeting the nearest creature to you at your DM’s discretion with a melee attack.
- Disadvantage on all STR/DEX saving throws
- Your maximum HP is reduced by a number of your hit die equal to half your proficiency modifier rounded down.
- You are incapacitated for 1d6 hours. Any healing spell or lesser/greater restoration reverses this effect. Take one exhaustion point if you are revived early.
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