Homebrew Lycanborn Species Details
Lycanborn are not ordinary humanoids afflicted by lycanthropy. Their curse is an inseparable part of their body, mind, and soul. While young or inexperienced Lycanborn often appear entirely human, the beast within them may emerge when they are gravely injured, mentally controlled, or overcome by the natural cycle of their curse.
The early life of a Lycanborn is defined by uncertainty. A transformation may save them from death, but it can also strip away their self-control and turn them against friend and foe alike. Many Lycanborn fear sleep, emotional vulnerability, and magic that interferes with the mind, knowing that any of these may awaken the creature within.
As a Lycanborn grows stronger, they may begin to understand that the beast is not a separate entity, but another part of themselves. Those who successfully bond with their curse gain the ability to transform willingly and eventually unlock a natural wolf form in addition to their fearsome werewolf form.
Accepting the curse has a permanent cost. A bonded Lycanborn can no longer appear completely human. Wolf-like ears, a tail, sharpened teeth, enhanced senses, and other lupine characteristics become permanent signs of the connection between humanoid and beast.
Lycanborn Traits
Your Lycanborn character has the following species traits.Creature Type
You are a Humanoid.
Human Heritage
Although the curse is an inseparable part of you, you were raised among humans and learned their languages and customs.
You can speak, read, and write Common and one other language of your choice.
Unstable Lycanthropic Curse
Your lycanthropic curse is unstable and can force you to transform against your will.
Forced Transformation. You immediately transform into your Werewolf Form when one of the following triggers occurs:
• You are reduced to 0 hit points without being killed outright.
• You become charmed or are subjected to another magical effect that directly controls your actions.
• The natural cycle of your curse causes a transformation, normally once every 3 to 5 in-game nights, as determined by the Dungeon Master.
Transformation at 0 Hit Points. When your transformation is triggered by being reduced to 0 hit points, you instead regain 1 hit point and gain temporary hit points equal to your character level minus 1. You gain a minimum of 3 and a maximum of 9 temporary hit points from this trait.
Once this part of the trait has saved you from falling unconscious, it cannot do so again until you finish a long rest. Damage that would kill you outright still kills you.
Mental Interference. When a charmed condition or another magical effect that directly controls your actions triggers your transformation, the triggering effect immediately ends on you. Before you have bonded with your curse, this transformation automatically causes you to enter a Frenzy without making a saving throw.
Curse Cycle. Before you have bonded with your curse, the Dungeon Master determines when the natural cycle triggers your transformation. The interval is normally once every 3 to 5 in-game nights. A transformation caused by the curse cycle requires a Frenzy saving throw.
Frenzy Saving Throw. When you transform involuntarily, unless the transformation was caused by mental interference, you must make a Wisdom saving throw. The saving throw DC equals 10 + your proficiency bonus. On a success, you retain control of yourself. On a failure, you enter a Frenzy.
The rules for your Werewolf Form and Frenzy are described in separate species traits.
Werewolf Form
When your lycanthropic curse transforms you, you assume a towering hybrid form combining humanoid and wolf-like features. Unless another trait states otherwise, the following rules apply while you are in your Werewolf Form.
Speed. Your walking speed increases by 10 feet.
Darkvision. You have darkvision out to a range of 60 feet. Within that range, you can see in dim light as if it were bright light and in darkness as if it were dim light. You discern colors in darkness only as shades of gray.
Natural Weapons. Your claws and fangs become natural weapons. You can use either Strength or Dexterity for the attack and damage rolls of these weapons. You choose which ability to use whenever you make the attack.
Your Werewolf Claws deal slashing damage, and your Werewolf Bite deals piercing damage. Their damage increases as you gain character levels, as described by their separate actions.
Equipment. Your worn equipment magically adjusts to accommodate your transformation or temporarily merges into your form. You continue to benefit from worn armor, but you cannot wield weapons or shields, and you cannot use equipment that requires fine manipulation.
Spellcasting. You cannot cast spells with verbal or somatic components while in this form unless a feature specifically allows you to do so.
Duration. An involuntary transformation lasts for 10 minutes, until you fall unconscious, or until another trait ends the transformation. If you are not in a Frenzy, you can return to your humanoid form as a bonus action after at least 1 minute has passed since the transformation began.
While in a Frenzy, you cannot willingly end your Werewolf Form.
Frenzy
When you fail the Wisdom saving throw required by your Unstable Lycanthropic Curse, or when a trait states that you enter a Frenzy automatically, you lose control of your actions.
While in a Frenzy, the following rules apply:
• You cannot willingly end your Werewolf Form.
• You cannot cast spells.
• You cannot use weapons, shields, or objects that require fine manipulation.
• On each of your turns, you must move toward the nearest creature you can perceive.
• If you can reach a creature, you must use your action to attack it with your Werewolf Claws or Werewolf Bite.
• If hostile creatures and allied creatures are equally close, you must target a hostile creature.
• If no hostile creature is available, you must target the nearest creature, even if it is an ally.
• You cannot take actions that require tactical planning, complex communication, or deliberate restraint.
At the end of each of your turns, you can repeat the Wisdom saving throw against your Curse save DC. On a success, the Frenzy ends, but you remain in your Werewolf Form.
Whenever an ally deals damage to you while you are in a Frenzy, you can immediately make one additional Wisdom saving throw against your Curse save DC. You can make only one additional saving throw in this way per turn.
Your Curse save DC equals 10 + your proficiency bonus.
Bond with the Curse
Beginning at 5th level, you have a chance to accept the beast within and form a permanent bond with your lycanthropic curse.
Bonding Check. When you reach one of the levels listed below, roll a d20 without adding any modifiers:
• 5th level: You bond with the curse on a roll of 15 or higher.
• 6th level: If you have not already bonded with the curse, you succeed on a roll of 13 or higher.
• 7th level: If you have not already bonded with the curse, you succeed on a roll of 10 or higher.
• 8th level: If you have not already bonded with the curse, you automatically succeed without making a roll.
Each bonding check is made only once when you reach the appropriate character level. These rolls cannot normally be modified, rerolled, or replaced by features that affect ability checks, attack rolls, or saving throws, unless the Dungeon Master specifically allows it.
Once you bond with the curse, the change is permanent. You gain the benefits described in the Bonded Lycanthropy species trait.
Physical Change. After bonding with the curse, your normal humanoid form permanently develops visible lupine features. These normally include wolf-like ears, a tail, sharpened teeth, altered eyes, and other subtle bestial characteristics. You can conceal these features through clothing, disguises, or magic, but you can no longer naturally appear completely human.
Bonded Lycanthropy
Once you have successfully bonded with your lycanthropic curse, the beast within is no longer a separate force. It becomes a permanent part of your body and mind.
Voluntary Transformation. As a bonus action, you can transform into your Werewolf Form or Wolf Form. You can also return to your bonded humanoid form as a bonus action.
You can transform voluntarily a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. A voluntary transformation lasts for 10 minutes, until you fall unconscious, or until you end it as a bonus action.
Bonded Humanoid Form. Your normal form permanently develops visible lupine features, such as wolf-like ears, a tail, sharpened teeth, altered eyes, and other bestial characteristics. You can no longer naturally appear completely human.
Enhanced Senses. You have darkvision out to a range of 60 feet in all of your forms. You also have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Controlled Curse Cycle. The natural curse cycle no longer forces you to transform every 3 to 5 nights.
Mental Interference. If you become charmed or are subjected to another magical effect that directly controls your actions, the triggering effect immediately ends and you transform into your Werewolf Form. You must then make a Wisdom saving throw against your Curse save DC.
On a success, you retain control. On a failure, you enter a Frenzy.
Your Curse save DC equals 10 + your proficiency bonus.
Wolf Form. You gain access to the Wolf Form species trait.
Wolf Form
After you have bonded with your lycanthropic curse, you can assume the form of a natural wolf.
Size. Your size remains Medium.
Speed. Your walking speed is 45 feet.
Darkvision. You have darkvision out to a range of 60 feet.
Natural Weapons. Your bite and claws are natural melee weapons. You use Strength for their attack and damage rolls. Their damage increases as you gain character levels, as described by their separate actions.
Pouncing Strike. If you move at least 20 feet straight toward a creature and hit it with your Wolf Bite or Wolf Claws on the same turn, you can attempt to knock it prone. The target must succeed on a Strength saving throw or fall prone.
The saving throw DC equals 8 + your proficiency bonus + your Strength modifier.
You can use Pouncing Strike only against a creature that is Large or smaller. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Speech. You cannot speak while in this form, but you retain your normal Intelligence, Wisdom, and Charisma scores. You can understand the languages you know.
Equipment. Your equipment merges into your form or adjusts to accommodate the transformation. You cannot wield weapons or shields, and you cannot use objects that require hands or fine manipulation.
Spellcasting. You cannot cast spells with verbal or somatic components while in this form unless a feature specifically allows you to do so.
Duration. Your Wolf Form lasts for 10 minutes, until you fall unconscious, or until you return to your bonded humanoid form as a bonus action.
Lupine Senses
Your lycanthropic curse sharpens your senses whenever the beast within rises to the surface.
Before Bonding. Before you have bonded with your curse, you gain the following benefits only while you are in your Werewolf Form:
• You have darkvision out to a range of 60 feet. Within that range, you can see in dim light as if it were bright light and in darkness as if it were dim light. You discern colors in darkness only as shades of gray.
• You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
After Bonding. Once you have bonded with your curse, these benefits become permanent and function in your bonded humanoid form, Werewolf Form, and Wolf Form.
Silver Weakness
Silver interferes with the bond between your humanoid body and your lycanthropic curse.
While you are in your Werewolf Form or Wolf Form, the following rules apply whenever you take damage from a silvered weapon:
• You cannot gain temporary hit points until the start of your next turn.
• You have disadvantage on the next Wisdom saving throw you make against Frenzy before the end of your next turn.
After Bonding. Once you have bonded with your curse, silver no longer imposes disadvantage on your Frenzy saving throws. However, you still cannot gain temporary hit points until the start of your next turn after taking damage from a silvered weapon.
Silvered weapons do not deal double damage to you unless the Dungeon Master applies an additional rule or effect that specifically states otherwise.
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