Player Characters as Lycanthropes

A character that becomes a lycanthrope retains his or her except as specified by the lycanthrope type. The character gains the lycanthrope's speed in nonhumanoid form, damage immunities, traits and actions that don't involve equipment. The character is proficient in the lycanthrope's natural attacks, such a sit's bite and claws, which deal damage as shown in the lycanthrope's statistics. The character can't speak in animal form. 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. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under the DMs control until the curse of lycanthropy is removed.   The following information applies to specific lycanthropes.   Werewolf. The character gains a Strength of 15 if his or her score isn't already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armour). Attack and damage rolls for the natural weapons, are based on Strength.   Wereraven. The character gains a Dexterity of 15 if their score isn't already higher. Attack and damage rolls for it's Beak are based whatever is higher between Strength and Dexterity. The peck of a wereraven deals 1 damage if in raven form, or 1d4 piercing damage in hybrid form (the character's ability modifier applies to this damage).

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