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Lycanthropy

The Call of the Hunt...

Lycanthropy isn't a common affliction in Kwilterra, but it's not unheard of. It can be passed on to someone after they suffer a wound from another lycanthrope, or inherited from someone who was carrying the trait during conception or pregnancy.
Lycanthropy acquired via an injury can be dispelled by a 6th level Remove Curse, though a lycanthrope who has carried the condition from birth can only be cured via Wish.
Any humanoid can be cursed with lycanthropy, but an individual can only carry one type of lycanthropy at a time and cannot be cursed with the same or another unless the first curse is removed.   Travel Encounters involving Wolves or Werebeasts have a slim chance of passing the magical affliction. After the encounter, either the DM or one selected player will make an unmodified dice roll based on the circumstances below.
NOTE: For appropriate suspense, the reason for the roll and the outcome should remain secret from the party until any effects take place.   Refer to the Kwilterra Calendar.
  • Regular Wolves involved - 1d100. On a 1, the selected character has contracted lycanthropy
  • Dire Wolves involved - 1d100. On a 2 or lower, the selected character has contracted lycanthropy
  • Werebeasts involved - 1d20. On a 1, the selected character has contracted lycanthropy
  • If any of the 3 moons are Full Moons - add 2 to the minimum threshold per moon
  • If any of the 3 moons are New Moons - roll with advantage
 

The First Change

When a character is first exposed to the curse, nothing initially happens. They get no stat changes or abilities.
Depending on the phase of the moon though, they could start seeing effects as soon as the next day. As their first Full Moon draws near, the afflicted character will be plagued by violent dreams that they awake to find they don't remember.   Finally, on the night of the first Full Moon, they have their first transformation. The new lycanthrope will assume either their full animal form (or their hybrid form if the animal isn't very intimidating) and attack any creatures near them, regardless of whether they are friend or foe. The character will also try to find the nearest food or wilderness, if no targets are present. This mental and physical state will remain until the sun rises, or they are dropped to zero HP. If the latter, they will revert back to their original form, unconscious, and start death saving throws.   Once the First Change has taken place, the character has fully become a lycanthrope and has access to the stat changes, effects, and abilities below.  

Player Characters as Lycanthropes

A character who becomes a lycanthrope retains their statistics except as specified by lycanthrope type. The character gains the lycanthrope’s speeds in nonhumanoid form, damage immunities, traits, and actions that don’t involve equipment. The character is proficient with the lycanthrope’s natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope’s statistics. The character can’t speak while in animal form.   Lycanthropes in control of themselves can choose to imbue their natural attacks with the curse. A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope’s proficiency bonus + the lycanthrope’s Constitution modifier) or be cursed.   The following information applies to specific lycanthropes.   Werewolf. The character gains a Strength of 15 if their score isn’t already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.   Werebear. The character gains a Strength of 19 if their score isn’t already higher, and a +1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.   Wereboar. The character gains a Strength of 17 if their score isn’t already higher, and a +1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge trait, the DC is 8 + the character’s proficiency bonus + Strength modifier.   Wererat. The character gains a Dexterity of 15 if their score isn’t already higher. Attack and damage rolls for the bite are based on whichever is higher of the character’s Strength and Dexterity.   Weretiger. The character gains a Strength of 17 if their score isn’t already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character’s proficiency bonus + Strength modifier.  

Lycanthrope Traits

A lycanthrope has three different forms: a humanoid state, a hybrid one that combines humanoid and animal traits, and a pure animal form. Lycanthropes have the same stats as normal characters in humanoid form but benefit from the damage immunities and non-weapon stat block actions of their associated werecreature, as well as occasional bonuses in their animal and hybrid forms.  

Additional Effects

There are a number of advantageous and detrimental effects that come with the lycanthropes' ability to change forms at will:
  • Once per day, when a lycanthrope in their humanoid form is reduced to less than 1 HP and knocked unconscious, they can choose to enter a Frenzied animal state. In doing so, they will immediately regain consciousness and up to 20 HP, but will lose control as if under a Full Moon.
  • The the first eve of a Full Moon (some last more than 1 night), the lycanthrope must make a DC 26 Con save to avoid losing control and transforming into their animal state and attacking.
  • On the day after the last night of a Full Moon (some last more than 1 night), the lycanthrope takes a level of exhaustion, whether or not they transformed and lost control. If they already have 5 levels of exhuastion, they will not gain a 6th.
  • While in frenzied animal form, the creatures cannot receive healing from potions or spells.
  • Lycanthropes have weakness to silvered weapons and take double damage, even in humanoid forms.
Type
Magical

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