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Lycanothpy

Lycanothpy is a illness that can added on top of players race also long as they are not a construct or an undead.

Werebear: Half Humanoid/Half BearThe character gains a Strength of 19. In bear form and bear-hybrid form, you gain a +1 bonus to AC (from natural armor). You have a normal speed of 40 feet and a climb speed of 30 feet. Attack and damage rolls for natural weapons are based on Strength.

  • You become immune to: bludgeoning, piercing, and slashing damage from non-magical attacks that aren’t silvered.
  • You gain one new trait: Keen Smell (grants advantage on Wisdom checks that rely on smell)
  • You gain two new actions:
  • Bite (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC (8 + CON + Prof) Constitution saving throw or be cursed with werebear lycanthropy.
  • Claw (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Wereboar: Half Humanoid/Half BoarThe character gains a Strength score of 17. In boar form and boar-hybrid form, you gain a +1 bonus to AC (from natural armor). You have a normal speed of 40 feet Attack and damage rolls for the natural weapons are based on Strength.

  • You become immune to: bludgeoning, piercing, and slashing damage from non-magical attacks that aren’t silvered.
  • You gain two new traits: Relentless (once per rest) and Charge.
  • You gain two new actions:
  • 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: +(STR + Prof) to hit, reach 5 ft., one target. Hit: (2d6 + STR) slashing damage. If the target is a humanoid, it must succeed on a DC (8 + CON + Prof) Constitution saving throw or be cursed with wereboar lycanthropy.
  • Wererat: Half Humanoid/Half RatlingThe character gains a Dexterity of 15. In your small rat form, you have Darkvision with a range of 60 feet. Attack and damage rolls for the bite are based on the character’s Strength and Dexterity (depending on whichever one is higher.
  • You become immune to: bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t silvered.
  • You gain one new trait: Keen Smell trait (grants advantage on Wisdom (Perception) checks that rely on smell).
  • You gain two new actions:
  • Multiattack (Humanoid or Hybrid Form Only). The wererat makes two attacks, only one of which can be a bite.
  • Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +(STR or DEX + Prof) to hit, reach 5 ft., one target. Hit: (1d4 + STR or DEX) piercing damage. If the target is a humanoid, it must succeed on a DC (8 + CON + Prof) Constitution saving throw or be cursed with wererat lycanthropy.

Weretiger: Half Humanoid/Half TigerThe character gains a Strength of 1. In tiger form and tiger-hybrid form, you have a normal speed of 40 feet, and you get the Pounce trait, which knocks a creature prone on a failed DC (8 + Prof + STR). Attack and damage rolls for natural weapons are based on Strength.

  • You become immune to: bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t silvered.
  • You gain two new traits: Keen Hearing and Keen Smell (grants you advantage on Wisdom (Perception) checks that rely on hearing or smell)
  • You gain two new actions:
  • Bite (Tiger or Hybrid Form Only). Melee Weapon Attack: +(STR + Prof) to hit, reach 5 ft., one target. Hit: (1d10 + STR) piercing damage. If the target is a humanoid, it must succeed on a DC (8 + CON + Prof) Constitution saving throw or be cursed with weretiger lycanthropy.
  • Claw (Tiger or Hybrid Form Only). Melee Weapon Attack: +(STR + Prof) to hit, reach 5 ft., one target. Hit: (1d8 + STR) piercing damage.
  • Werewolf: Half Humanoid/Half WolfThe character gains a Strength score of 15. In your wolf form and your wolf-hybrid form, you gain a +1 bonus to AC (from natural armor). In wolf form, you have a normal speed of 40 ft. Attack and damage rolls for the natural weapons are based on Strength.
  • You become immune to: bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t silvered
  • You gain two new traits: Keen Hearing and Keen Smell trait (grants advantage on Wisdom (Perception) checks that rely on hearing or smell)
  • You gain three new actions:
  • Multiattack (Hybrid Form Only). The werewolf makes one attack with its bite and one with its claws.
  • Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +(STR + Prof) to hit, reach 5 ft., one target. Hit: (1d8 + STR) piercing damage. If the target is a humanoid, it must succeed on a DC (8 + CON + Prof) Constitution saving throw or be cursed with werewolf lycanthropy.
  • Claw (Wolf or Hybrid Form Only). Melee Weapon Attack: +(STR + Prof) to hit, reach 5 ft., one target. Hit: (2d4 + STR) piercing damage.


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