Homebrew Lythari Species Details
Lythari are generally benevolent elven lycanthropic wolves, similar in appearance to werewolves and often mistaken as such. Lythari differ from werewolves in that they have no hybrid form and are friendly and companionable when in lupine form. Whether in their elf or their wolf form, they are beautiful as the moon.
Like other elves, lythari can live to be over 750 years old.
Ability Score Increases
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
A lythari in their wolf form is about the size normal for a large species of Wolf, though not as big as a Dire Wolf. On average, they weight just over 45 kg (99 lbs) and their weight does not change as they transform.
Lythari Traits
As a lythari, you have the following racial traits.Creature Type
You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.
Size
You are Medium.
Speed
Your walking speed is 30 feet.
Fey Ancestry
You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Wolven Kinship
Wolves have a close kinship to your people. You can communicate simple ideas to wolves and wolf-kin. They can understand your words, though you have no special ability to understand them in return.
Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Keen Senses
Thanks to your lupine senses you have proficiency in the Perception skill.
Trance
You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.
Lupine Transformation
As an action, you can assume the shape of a wolf. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.
You can stay in this form for a number of hours equal to one plus half your Proficiency Bonus (rounded down). You then revert back to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
- Your game statistics are replaced by the statistics of your wolf form (detailed in the accompanying stat block), but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain your skill and saving throw proficiencies, in addition to gaining those of the wolf form. If the wolf form has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. The stat block also uses your Proficiency Bonus (PB) in several places.
- Your hit points and hit dice remain the same upon transforming. If you drop to 0 hit points in your wolf form, you immediately revert to your normal form and are knocked unconscious.
- You can’t cast spells or speak, though you can understand your known languages as usual. Any actions requiring the use of hands are limited to the capabilities of your wolf form. However transforming 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 retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as blindsight, unless your new form also has that sense.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Wolf Form
Medium Beast
Armor Class 11 + PB (natural armor)
Hit Points Shared with your normal form
Speed 40 ft.
Skills Perception +1 plus PB, Stealth +2 plus PB
Senses darkvision 60 ft., passive Perception 11 plus PB
Languages Same as your normal form, but can't speak
Challenge — Proficiency Bonus (PB) equals your bonus
Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. You have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack: +2 plus PB to hit, reach 5 ft., one target. Hit: 2d4 plus PB piercing damage. If the target is a creature, it must succeed on a DC 9 plus PB Strength saving throw or be knocked prone.
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