Lycanthropy

Curse & Disease. Lycanthropy is a disease and a curse. A humanoid hit by an attack that carries the disease must make a Constitution saving throw (DC 8 + the lycanthrope’s proficiency bonus + the lycanthrope’s Constitution modifier) or become cursed.  A remove curse or lesser restoration (or similar spell) spell can be applied to a victim of lycanthropy before their first full moon after which only a wish, deity or similar power can remove their lycanthropy.

Alingment Change. The DM may rule that your alingment changes and possibly take control of your character as a NPC

Shapechanger. The Lycan can use its action to polymorph into a animal hybrid or into a full animal at will with practice, and changes unwillingly on a full moon.

Damage Immunities. Bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered.

Physical Changes. Your ability scores increase based on the type of lycanthropy contracted. A lycans attributes can go above a 20 but not a 30. Lycans also gain other abilities based on the type of lycanthropy they carry.

  • Werebear
    • Ability Score Changes. Strength +9, Dexterity +0, Constitution +7, Intelligence +1, Wisdom +2, Charisma +2
    • Hit Die Increase. The lycan gains 17D8 hit dice.
    • Movement. Speed 40 ft., climb 30 ft. in bear or hybrid form
    • AC. +1 natural armor in bear and hybrid form
    • Keen Smell. Proficiency in the perception. The werebear has advantage on Wisdom (Perception) checks that rely on smell.
    • Multiattack. In bear form, the werebear makes two claw attacks. In humanoid form, it makes two weapon attacks. In hybrid form, it can attack like a bear or a humanoid.
    • Bite (Bear or Hybrid Form Only). Melee Weapon Attack: + strength mod and proficiency to hit, reach 5 ft., one target. Hit: 15 (2d10 + strength mod) piercing damage. lf the target is a humanoid, it must succeed on a DC Constitution saving throw or be cursed with were bear lycanthropy.
    • Claw (Bear or Hybrid Form Only). Melee Weapon Attack: + strength mod and proficiency to hit, reach 5 ft., one target. Hit: 13 (2d8 + strength mod) slashing damage.
  • Wereboar
    • Ability Score Changes. Strength +7, Dexterity +0, Constitution +2, Intelligence +0, Wisdom +1, Charisma -2
    • Hit Die Increase. The lycan gains 11D8 hit dice.
    • Movement. Speed 40 ft., in bear or hybrid form
    • AC. +1 natural armor in boar and hybrid form
    • Charge. (Boar or Hybrid Form Only). if the were boar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC Strength saving throw or be knocked prone.
    • Relentless (Recharges after a Short or Long Rest). if the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
    • Multiattack (Humanoid or Hybrid Form Only). The wereboar makes two attacks, only one of which can be with its tusks.
    • Tusks (Boar or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + strength mod) slashing damage. If the target is a humanoid, it must succeed on a DC Constitution saving throw or be cursed with wereboar lycanthropy.
  • Wererat
    • Ability Score Changes. Strength +0, Dexterity +5, Constitution +2, Intelligence +1, Wisdom +0, Charisma -1
    • Hit Die Increase. The lycan gains 5D8 hit dice.
    • Stealthy. Proficiency in the stealth skill.
    • Perceptive. Proficiency in the perception skill.
    • Senses. 60 ft. Darkvision (Rat form only).
    • Keen Smell. The wererat has advantage on Wisdom (Perception) checks that rely on smell.
    • Multiattack (Humanoid or Hybrid Form Only). The wererat makes two attacks, only one of which can be a bite.
    • Bite. Finesse (Rat or Hybrid Form Only) Melee Weapon Attack: + strength/dexterity mod + proficiency to hit, reach 5 ft., one target. Hit: (1d4 +strength/dexterity mod) piercing damage. If the target is a humanoid, it must succeed on a DC Constitution saving throw or be cursed with wererat lycanthropy.
  • Weretiger
    • Ability Score Changes. Strength +7, Dexterity +5, Constitution +6, Intelligence +0, Wisdom +3, Charisma +1
    • Hit Die Increase. The lycan gains 15D8 hit dice.
    • Movement. Speed 40 ft in tiger form.
    • Stealthy. Proficiency in the stealth skill.
    • Perceptive. Proficiency in the perception skill.
    • Keen hearing and Smell. The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell.
    • Pounce (Tiger or Hybrid Form Only). If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn , that target rnust succeed on a DC Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action.
    • Multiattack (Humanoid or Hybrid Form Only). In humanoid form, the weretiger makes two weapon attacks. In hybrid form, it can attack like a humanoid or make two claw attacks.
    • Bite (Tiger or Hybrid Form Only). Melee Weapon Attack: Finesse + strength/dexterity mod + proficiency to hit, reach 5 ft., one target. Hit: (1d10 + strength/dexterity mod) piercing damage. If the target is a humanoid, it must succeed on a DC Constitution saving throw or be cursed with weretiger
      lycanthropy.
    • Claw (Tiger or Hybrid Form Only). Melee Weapon Attack: Finesse + strength/dexterity mod + proficiency to hit, reach 5 ft., one target. Hit:(1d8 + strength/dexterity mod) slashing damage.
  • Werewolf
    • Ability Score Changes. Strength +5, Dexterity +3, Constitution +4, Intelligence +0, Wisdom +1, Charisma +0
    • Hit Die Increase. The lycan gains 8D8 hit dice.
    • Movement. Speed 40 ft., in wolf form.
    • AC. +1 natural armor in wolf and hybrid form
    • Stealthy. Proficiency in the stealth skill.
    • Expert Perception. Proficiency and expertise in the perception skill.
    • Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
    • Multiattack (Humanoid or Hybrid Form Only). The werewolf makes two attacks: one with its bite and one with its claws or weapon.
    • Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: Finesse + strength/dexterity mod + proficiency to hit, reach 5 ft., one target. Hit: (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC Constitution saving throw or be cursed with werewolf lycanthropy.
    • Claws (Hybrid Form Only). Melee Weapon Attack: Finesse + strength/dexterity mod + proficiency to hit, reach 5 ft., one creature. Hit: (2d4 + strength/dexterity mod) slashing damage.

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