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Lycanthropy

One of the most ancient and feared curses bestowed upon mortals by Matka, lycanthropy can transform the most civilized creatures into rabid beast. Lycanthropes may appear to be ordinary humanoids, but behind the veneer of humanity there is a pivotal struggle between beast and man.   For most, it is a matter of time before they lose this fight and transform into a monstrous hybrid, half-animal and halfhumanoid. Many Lycanthropes recall very little of their time transformed, often waking in a strange location, covered in blood and tattered clothes. However, as some Lycanthropes grow, they learn to balance both natures, using their curse as a gift.  

Transmission & Vectors

Born Cursed
If a lycanthrope has children with someone who is not afflicted, there is a chance that the offspring will inherit lycanthropy. However, if both parents are afflicted, then their offspring will inherit lycanthropy. Inherited lycanthropy emerges around puberty and is usually more easily mastered as the afflicted individual has had years to prepare. Those who have inherited their lycanthropy are usually referred to as Legacies.  
First Generation
If a humanoid is bitten by a lycanthrope, the victim must succeed on a DC 14 Constitution saving throw. On a failed save, the victim contracts lycanthropy and will undergo a transformation during the next full moon. A DC15 Medicine check can determine if a bite has resulted in lycanthropy. Anyone who has mastered their own lycanthropy is also able to smell the infection in a fresh bite wound.   Those who are bitten will find their condition harder to manage and more often lose control. The horror stories of bloodlusted transformations usually involve a First Generation rather than a Legacy, however through dedication, meditation and understanding it is possible even for a first generation lycanthrope to assume a mastery of their curse.  

Lycanthropy Effects

Once you’ve become a lycanthrope, you gain a set of traits that grow and change as you embrace your new life. These traits are represented by lycanthrope feats that you take when a class feature offers you an ASI.   Example: If you’ve taken +2 in an ability score at 4th level but become a lycanthrope at 7th level, you lose the +2 ability score and gain the lycanthrope feat at 4th level. The feats are presented in order as they occur and their effects are cumulative.   Prerequisites In order to become a Lycanthrope, you must meet the following prerequisite.   Complete a special task. Contract Lycanthropy from either being bitten or through other magical means  

Lycanthropy Transformation

You have begun your transformation into a lycanthrope. You replace your 4th level ASI and gain the following traits:   Hybrid Transformation: As an action, you learn how to momentarily invoke the beast within transforming into a monstrous hybrid: half-beast, half-sentient. While in your hybrid form, the following rules apply:
  • Your stats remain the same as your humanoid stats and you retain any benefits from your class and race.
  • Any armor you are wearing merges into your Hybrid Form or immediately drops to the ground. The GM may decide if they feel the armor is too large to merge.
  • While transformed and not wearing any armour or using a shield, your AC equals 10 + your Constitution modifier + your Dexterity modifier.
  • You can't cast spells or concentrate on spell, and your ability to speak is reduced to short, basic, guttural responses.
  • You have advantage on Wisdom (Perception) checks.
  Bite: Your bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. If you hit, you deal piercing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.   Claws: Your nails sharpen to become natural weapons, which counts as a simple melee weapon with which you are proficient. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.   Tooth and Nails: If you made the attack action, as a bonus action you may make an unarmed claw attack or bite attack, provided you have not already used your bonus action.   Lust for the Hunt: The savage nature of your curse sometimes causes you to lose control. If you start your turn with fewer hit points than half your hit point maximum, you must succeed a Wisdom saving throw(DC of 8 + your proficiency bonus + your Strength modifier) or move directly toward the nearest creature and use the Attack action against that creature. If you made a melee attack against a creature, and that creature is still alive, then you must use your bonus action to make an unarmed claw or bite attack against the same creature.   Once your attack is resolved, you regain control of yourself.   Your hybrid form lasts for a number of hours equal to your Constitution modifier (minimum of 1) and ends early if you are knocked unconscious or reduced to 0 hit points. Once you use this feature, you can't use it again until you finish a long rest.   Curse of the Moon If you are subjected to the light of a full moon you automatically turn into your hybrid form and cannot transform back until dawn. After reverting back to humanoid form at dawn, the lycanthrope suffers two points of exhaustion.

Lycanthropy Transformation 2

Your power over your hybrid form grows stronger. You replace your 8th level ASI and gain the following traits:   Increase your Constitution, Dexterity or Strength by 1 to a maximum of 20.   Enhanced Hybrid Transformation: While in your hybrid form, the following rules apply:
  • You have resistance to bludgeoning, piercing and slashing damage from non-silvered and non-magical weapons.
  • Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • You gain vulnerability to silvered weapons. In addition, you cannot have resistance to attacks made with a silvered weapon.

Lycanthropy Transformation 3

You have mastered the power over your hybrid form. You replace your 16th level ASI and gain the following traits:   Unstoppable Savagery: You have become a visage of unkillable carnage and slaughter even other Lycanthropes fear. When you are reduced to 0 hit points and you are not killed outright, you are not knocked unconscious. You can take your future turns as though you were not at 0 hit points and are affected by all spells, abilities and features as normal. While you have 0 hit points, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you.

Lycanthrope Types

The following are the known forms of lycanthropy. It is speculated other forms exist but have not yet been documented.   Werebear: In humanoid form; they are large, muscular, and covered in hair matching the color of their ursine form's fur. When a werebear transforms, it grows to enormous size, lashing out with its claws. Solitary creatures, werebears act as wardens over their territory.   Wereboar: In humanoid form; they are stocky and muscular, with short, stiff hair. When transformed, wereboar grow long tusks and attack by goring their foes. Most wereboar live in small family groups in remote areas and are extremely suspicious of strangers.   Wererat: Cunning lycanthropes, with sly, avaricious personalities, wererats are wiry and twitchy in humanoid form. Wererat clans are found throughout urban civilization, often dwelling in cellars, catacombs and sewer systems which they view as their hunting grounds.   Weretiger: Lithe and sleekly muscular in humanoid form, they are taller than average. Weretigers grow to enormous size in hybrid form, but fight in their more refined humanoid form when they can. They don't like to pass on their curse as it would mean more competition for territory and prey.   Werewolf: In humanoid form; a werewolf has heightened sense, a fiery temper and tendency to eat rare meat. When transformed the werewolf takes on a furred and well-muscled humanoid body topped by a ravening wolf's head. Most werewolves flee civilized lands not long after becoming afflicted due to the aggressive tendencies of the curse.

Comments

Author's Notes

The rules for Lycanthropy is thanks in part to The Grimm Hollow Campaign Guide


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