Base Class: Druid
The dark curse within the blood can only control you if you let it. However, it can bring you strength... should you seek to use it.
Lycanthropy is feared throughout the lands far and wide. It is an ancient curse that once spread like wildfire, until it was finally quelled, though it was never fully wiped out. Few know of the curses origins, but what is known is that the curse marks one's very soul and turns those inflicted into raging beasts that still resemble a humanoid form. Druids from this Circle have willing taken the curse inside them and fight to control it every moment of every day. Only through sheer force of will can one keep the curse in check, however, should one's will falter the beast will take over.
Using their magical connection with nature to suppress aspects of the curse, members of the Circle of the Cursed are often loners, never truly accepted by the civilized lands, and fearful of what might happen if they themselves lose control. Cursed Druids take this curse upon themselves because they have something to protect, whether that be family, their tribe, or their lands they willingly accept the curse to become the protector they strive to be.
Hybrid Form
Upon choosing the archetype at 2nd level, you are inflicted with the curse of Lycantropy, which lives in your blood. Because of the concentration required to maintain this form and stave off the curse, you may only Wildshape into a single hybrid or animal form of your choice. When you take this archetype you must choose a single animal type (Check with your DM to find a possible animal) that you will be able to Wildshape into. For example should you choose a bear as your animal you will only be able to Wildshape into bears and only use the Hybrid form of a bear, known as a Werebear.
As an action, you can transform into your Hybrid or Animal form. Your Hybrid form lasts for a number of hours equal to half of your Druid level (rounded down). Your Animal form, however, last for a number of hours equal to your Druid level.
You can speak, use equipment, and wear armor in your Hybrid form. While in your Animal form you may choose to have your armor and weapons merge into your new form or have your equipment drop to the ground as you transform. The rules for using equipment follow the same rules found in the Wildshape section of the Druid class ability description, however when in your Hybrid Form you may still use your melee weapon should you choose too. You can revert back to your normal form earlier by using a bonus action on your turn. You will automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die.
Because you are in a constant inner struggle to control the beast within from taking over your very being, you cannot cast spells while in your Hybrid Form. However, if you were concentrating on a spell you had already cast prior to Wildshaping you can continue concentrating and all the normal rules for the spell stay in effect as well as the normal rules for maintaining concentration. *This rule is up to your DM on whether to implement this rule or not. However, you cannot cast spells while in your Animal Form.
You may use this feature twice. You regain all expended uses when you finish either a short or long rest.
After Wildshaping into your Hybrid Form when you revert back to your normal form you gain 1 point of Exhaustion.
When in Hybrid Form the following rules apply:
The benefits of your Hybrid Form replace the rules for Lycanthropy within the Monster’s Manual.
While you are transformed, you gain the following features:
Feral Might. You gain a bonus to melee damage rolls equal to half your proficiency bonus (rounded down) for any melee weapon you use. This bonus does not apply to your Natural Weapons. *see each type of Hybrid form for details on your Natural Weapons.*
Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered. While you are not wearing armor, your AC equals 10 + your Constitution Modifier + your Dexterity Modifier. These modifiers are based on the stats used in your Hybrid Form.
Cursed Weakness. You have vulnerability to damage from silvered weapons.
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 failed save, 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.
Enhanced Natural Weapons
Starting at 4th level your Hybrid Forms' Natural Weapons increase in damage. *See your chosen Hybrid Form for more details.
Starting at 8th level your Hybrid Forms' Natural Weapons damage increases even farther. *See your chosen Hybrid Form for more details.
Hybrid Form, Werebear
The following stats are added to or directly replace you characters base stats when in Hybrid Werebear form:
Hit Points- Your Hybrid forms' Hit Points equals your base Hit Points plus your Proficiency modifier x 3. For example, Proficiency Bonus of 3 x 3= 9, plus Base Hit Points of 30= 39 Hit Points for your Hybrid form.
Strength- Your Strength score increase by 3.
Dexterity- Your Dexterity score decreases by 4 (down to a minimum of 10).
Constitution- You gain proficiency in Constitution Saving Throws. Your Constitution Score increases by 2.
Walking Speed- You base Walking Speed is increases by 5.
You gain the following abilities while in hybrid form:
Natural Weapons, Claws- 5 ft. reach. You may use your claws to attack. Your claws deal 1d6 slashing damage plus your Strength modifier. At level 4 the damage dice increases to a d8, at level 8 it increases to d10.
Natural Weapons, Bite- 5 ft. reach. You can use your action to do a Bite attack. Your Bite does 2d8 piercing damage plus your Strength modifier.
Multiattack- You may use your action to make one claw attack and your bonus action to make another claw attack with your off-hand. If you are holding a melee weapon in your hand and nothing in the other hand you may choose to make a melee attack with your weapon and one claw attack with your off-hand.
Forceful Bite- You may use your Action to make a single Bite attack. If the attack succeeds you may then choose to use your Bonus Action to try to clap your jaws down and grapple the target of your Bite attack. The DC for your Forceful Bite equals 10 + your Strength modifier.
Intimidating Presence- As a Bonus Action you let loose with a terrifying roar. All enemies within 10 ft. must succeed on a Constitution Saving Throw, DC equals 8 + your Strength modifier + half your Proficiency modifier, or be Feared until the end of your next turn. You may use this feature once and regain all uses after a short or long rest.
Hybrid Form, Wereboar
The following stats are added to or directly replace you characters base stats when in Hybrid Wereboar form:
Hit Points- Your Hybrid forms' Hit Points equals your base Hit Points plus your Proficiency modifier x 4. For example, Proficiency Bonus of 3 x 4 = 12, plus Base Hit Points of 30= 42 Hit Points for your Hybrid form.
Strength- Your Strength score increase by 4.
Dexterity- Your Dexterity score decreases by 3 (down to a minimum of 10).
Constitution- You gain proficiency in Constitution Saving Throws. Your Constitution Score increases by 2.
Walking Speed- You base Walking Speed is increases by 10.
You gain the following abilities while in hybrid form:
Natural Weapons, Tusks- You may use your Action to make a tusk attack on a creature within a 5 ft. range. Your Tusks do 1d4 slashing damage plus your Strength modifier. At level 4 the damage dice increases to a d6. At level 8 the damage dice increases to a d8.
Unarmed Strikes- 5 ft. reach. In Hybrid Form, your fists are large and deal more damage than normal. Your unarmed damage dice increases to a d10 and add your Strength modifier to both your attack and damage rolls. If you are not holding any melee weapons you may use your Bonus Action to make a second Unarmed Attack with your off-hand.
Gore- If you move at least 15 ft., in a straight line, towards a target you may use your Action to make a Gore attack. As part of the Gore attack you make a melee attack using your tusks. If the attack succeeds you deal normal damage (for your Natural Weapons, Tusks) plus an extra 2 damage for every 5 ft. you traveled (if you deviate from a straight path to your target the extra damage is lost). In addition, if the target is a creature it must make a Dexterity Saving Throw, DC equals 8 + your Proficiency bonus + your Strength modifier, or be knocked Prone.
Bulky Mass- Wereboars are immune to being pushed back and being knocked Prone.
Hybrid Form, Wererat
The following stats are added to or directly replace you characters base stats when in Hybrid Wererat form:
Hit Points- Your Hybrid forms' Hit Points equals your base Hit Points plus your Proficiency modifier x 2. For example, Proficiency Bonus of 3 x 2 = 6, plus Base Hit Points of 30= 36 Hit Points for your Hybrid form.
Strength- Your Strength score decreased by 4 (down to a minimum of 10).
Dexterity- Your Dexterity score increases by 4.
Constitution- You gain proficiency in Constitution Saving Throws. Your Constitution Score increases by 2.
Walking Speed- You base Walking Speed is increases by 15.
You gain the following abilities while in hybrid form:
Natural Weapons, Claws- 5 ft. reach You may use your Action to make a claw attack. Your Claws do 1d4 slashing damage plus your Dexterity modifier. At level 4 the damage dice increases to a d6. At level 8 the damage dice increases to a d8.
Natural Weapon, Bite- 5 ft. reach. You may use your Action to make a Bite attack against a target within range. Your Bite attack deal 1d6 points of Piercing damage plus your Dexterity modifier. Your bite also carries with it poison (see Plague Carrier section below).
Plague Carrier- If you use your Bite attack on a creature it must succeed on a Constitution saving throw, DC equals 10 + half your Druid level (rounded down). On failure the target takes 2d6 poison damage and is poisoned until the end of it's next turn.
Multiattack- You may choose to use your Action and Bonus Action to make 2 attacks against a target within a 5 ft. range. This can be a combination of 1 melee weapon attack and a claw or bite attack, 1 claw attack and bite attack, or just 2 claw attacks.
Nimble Escape- You can take the Disengage action or Hide action as a bonus action on your turn.
Hybrid Form, Wereraven
The following stats are added to or directly replace you characters base stats when in Hybrid Wereraven form:
Hit Points- Your Hybrid forms' Hit Points equals your base Hit Points plus your Proficiency modifier x 1.5 (rounded up). For example, Proficiency Bonus of 3 x 1.5= 5, plus Base Hit Points of 30= 35 Hit Points for your Hybrid form.
Strength- Your Strength score decreases by 4 (down to a minimum of 10).
Dexterity- Your Dexterity score increases by 4. Dexterity is used for all of your Wereraven's Natural Attacks.
Constitution- You gain proficiency in Constitution Saving Throws. Your Constitution Score increases by 2.
Flying Speed- You gain a Fly Speed of 30 ft. and can remain in flight a number of minutes equal to your Constitution modifier x 2.
You gain the following abilities while in hybrid form:
Natural Weapons, Talons- 5 ft. reach. You may use your Action to make a talon attack, but only while flying above your target. Your Talons do 1d4 slashing damage plus your Dexterity modifier. At level 4 the damage dice increases to a d6. At level 8 the damage dice increases to a d8.
Natural Weapon, Beak- 5 ft. Reach. You may use your Action to make a Beak attack against a target. Your Beak attack deal 1d6 points of Piercing damage plus your Dexterity modifier. After a successful Beak attack your opponent has to make a Constitution Saving Throw, DC equals 8 + your Dexterity modifier + half your Proficiency bonus, or be Blind until the start of it's next turn.
If the target has no eyes or relies of other forms of sight, such as tremor sense, then the Blind effect has no effect on them.
Multiattack- You may choose to use your Action and Bonus Action to make 2 attacks against a target within a 5 ft. range. If you are flying within 5 ft. of a target you may make 2 Talon attacks against the target. If you are not flying you may make 2 melee weapon attacks or 1 melee weapon attack and on Beak attack.
Avian Dodge- You may use your Reaction to avoid an enemies melee attack if they are within 5 ft. of you. Your AC increases by +3 for that single attack and you use your wings to send yourself flying backwards 5 ft.
Hybrid Form, Weretiger
The following stats are added to or directly replace you characters base stats when in Hybrid Weretiger form:
Hit Points- Your Hybrid forms' Hit Points equals your base Hit Points plus your Proficiency modifier x 3. For example, Proficiency Bonus of 3 x 3 = 9, plus Base Hit Points of 30= 39 Hit Points for your Hybrid form.
Strength- Your Strength score increases by 2 (down to a maximum of 20).
Dexterity- Your Dexterity score increases by 4.
Constitution- You gain proficiency in Constitution Saving Throws. Your Constitution Score increases by 2.
Walking Speed- You base Walking Speed is increases by 10.
Expert Climber- Your climb speed now equals your Walking Speed.
Stalker in the Night- You gain Dark Vision out to 60 ft. You also gain advantage on all Dexterity (Stealth) checks. You can use your bonus action to take the Hide action during combat.
You gain the following abilities while in hybrid form:
Natural Weapons, Claws- 5 ft. reach You may use your Action to make a claw attack on a target within range. Your Claws do 1d6 slashing damage plus your Dexterity modifier. At level 4 the damage dice increases to a d8. At level 8 the damage dice increases to a d10.
Natural Weapon, Bite- 5 ft. reach. You may use your Action to make a Bite attack against a target within range. Your Bite attack deal 2d4 points of Piercing damage plus your Dexterity modifier.
Multiattack- You may choose to use your Action and Bonus Action to make 2 attacks against a target within a 5 ft. range. This can be a combination of 1 melee weapon attack and a claw or bite attack, 1 claw attack and bite attack, or just 2 claw attacks.
Pounce- On your turn, if move in a straight line at least 10 ft. you make use your Action to make a Grapple attempt on a single target. The target must make a Strength (Athletics) save, Pounces' DC equals 8 + your Dexterity modifier + half of your Proficiency bonus (rounded down). On failure you knock the opponent Prone and pin them down. After pinning the target down you may then use your Bonus Action to attempt a Bite attack on the target with Advantage.
Hybrid Form, Werewolf
The following stats are added to or directly replace you characters base stats when in Hybrid Werewolf form:
Hit Points- Your Hybrid forms' Hit Points equals your base Hit Points plus your Proficiency modifier x 3. For example, Proficiency Bonus of 3 x 3 = 9, plus Base Hit Points of 30= 39 Hit Points for your Hybrid form.
Strength- Your Strength score increases by 2 (down to a maximum of 20).
Dexterity- Your Dexterity score increases by 4.
Constitution- You gain proficiency in Constitution Saving Throws. Your Constitution Score increases by 2.
Walking Speed- You base Walking Speed is increases by 10.
Night Hunter- You gain Dark Vision out to 30 ft.
You gain the following abilities while in hybrid form:
Natural Weapons, Claws- 5 ft. reach You may use your Action to make a claw attack on a target within range. Your Claws do 1d4 slashing damage plus your Dexterity modifier. At level 4 the damage dice increases to a d6. At level 8 the damage dice increases to a d8.
Natural Weapon, Bite- 5 ft. reach. You may use your Action to make a Bite attack against a target within range. Your Bite attack deal 2d6 points of Piercing damage plus your Dexterity modifier.
Multiattack- You may choose to use your Action and Bonus Action to make 2 attacks against a target within a 5 ft. range. This can be a combination of 1 melee weapon attack and a claw or bite attack, 1 claw attack and bite attack, or just 2 claw attacks.
Pack Tactics- You have Advantage on all Melee Attack rolls if at least one of your allies is threatening and within 5 ft. of the target you are attacking.
Howl- You let loose with a loud howl and all allies within 10 ft. of you again advantage on their Attack rolls until the start of your next turn. This ability can only be used once and you regain all used on a short or long rest.
Animalistic Nature
Starting at 3rd level, you begin to adopt the heightened senses of your animal form, even when you are not Wildshaped. You gain advantage on any Wisdom (Perception) checks that rely on hearing or smell.
Supernatural Blood
Starting at 6th level, your base walking speed increases by 10 when you are not in your Hybrid Form.
Wildshaping into your Hybrid or Animal Forms now only requires a Bonus Action instead of an Action.
Primal Resilience
Starting at 10th level, you can choose to expend 1 spell slot of level 3 or above to give your self extra resistances. While in your Hybrid or Animal form you may use a bonus action to expend a spell slot to temporarily give yourself resistance to Bludgeoning, Piercing, and Slashing Damage from non-magical weapons until the end of your next turn.
Damage dealt by Silvered Weapons is unaffected by the Primal Resilience ability.
At 14th level you can sacrifice a 2nd level or higher spell slot.
Cursed Blood Mastery
Starting at 14th level, you have mastered the curse that runs through your body and gain the following:
-You no longer suffer a point of Exhaustion after Wildshaping out of your Hybrid form.
-You now can double your Proficency Bonus when making Wisdom (Perception) Checks that rely on hearing and smells.
-Your Primal Resilience ability now only requires you to sacrifice a 2nd level or above spell slot.
-You gain the ability to sacrifice a 4th level or above spell slot to add additional elemental damage to your Natural Weapon attacks made while in your Hybrid or Animal forms. You choose one elemental type that can be Acid, Cold, Fire, Lightning, Radiant, or Thunder damage. Sacrificing a 4th level spell slot adds an extra 4d8 damage of your chosen type to your next attack made using your Hybrid or Animal forms Natural Weapons. You must choose to use this ability before you roll your normal damage dice for the attack. You may use this class feature only once per short rest.
You may choose to sacrifice a 5th level or above spell slot for even more damage. Using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot used above 4th (so using a 6th level spell slot increases the damage to 6d8).
Previous Versions
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