Level
6th
Casting Time
1 Action
Range/Area
Touch
Components
V, S, M *
Duration
1 Minute
School
Transmutation
Attack/Save
None
Damage/Effect
Shapechanging

 

There was once an adventurer and warlock named Vulk Dushata, who was cursed with lycanthropy but through dark magical prowess found a way to overcome it. Legend says that he even went so far as to find a way to harness the essence of his lycanthropy into a spell that others may use to gain an advantage in battle...

You, or any willing creature that you can touch, is imbued with the primal savagery of the Feywild and takes on the form of a vicious lycanthrope. Anything you are wearing melds into your new form but you may choose to continue holding or drop any items you are holding in your hands. The target of the spell gains the following attributes...

Shapechange: 

- The target's Strength becomes 18 

- The target's Dexterity becomes 15

- The target's Constitution becomes 17

- The target's movement speed becomes 40ft if it was not already

- The target retains the Intelligence, Charisma, and Wisdom that it had in its humanoid form.

- The target retains the ability to cast spells with verbal and somatic components and speak any languages that it knew in its humanoid form

Feral Leap: The target may use a bonus action to leap either 20ft up or 20ft laterally in addition to its base movement speed of 40ft.

Natural Weapons: The target's teeth and claws become honed for battle. The target may use an attack action to swipe or bite an opponent within a 10ft range, the claws and teeth count as magical weapons for the purpose of overcoming resistances and the target is considered proficient with them. The bite and the claws both deal 2d6 damage.

The target also, however, gain the following negative attributes:

- The target gains vulnerability to silver, meaning any damage done by a silvered weapon is doubled

- Any time the target takes damage greater than 10 points or any type, the target must make a Wisdom saving throw or lose control of its werewolf form. The DC depends upon the amount of damage taken, refer to the list below

  • 0-10: No save required
  • 11-20: DC 10
  • 21-30: DC 14
  • 31-40: DC 18
  • 41 and Up: DC 20

- If the target fails the saving throw, it must use its next action to make a claw attack at the creature nearest to it. After this happens, its senses return to it and it may take its turn as usual.

 

 

* - (The hair of a wolf, a cat, a pig, or a rat.)

Spell Tags: Shapechanging

Available For: Bard (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

d8dumbasss

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