Lycanthrope
In the heritage of your bloodline, the lycanthropic curse manifests as an ancestral legacy, intricately woven through generations. Unlike lycanthropes who are turned by a bite or spell, this curse is an integral aspect of my genetic makeup—a dark inheritance that defies the simplicity of common curse remedies. In the moonlit embrace of the night, my transformations become a visceral connection to the ancient blood coursing through my veins, a silent pact with primal forces. Attempts to sever this bond are met with stubborn resistance, as if my blood rebels against any attempt to break free from the heritage it carries.
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Age: Lycanthropes age similarly to humans but may have extended lifespans due to their supernatural nature. They can live to be over 100 years old.
Alignment: Lycanthropes often lean towards chaotic alignments due to their wild nature, but individuals can vary widely.
Creature Type. You are a Humanoid.
Size: Lycanthropes are medium-sized creatures. They range anywhere from 5-8 feet tall.
Speed: Your base walking speed is 30 feet in humanoid form. Additional speed bonuses in animal or hybrid form, depending on the subrace.
Languages: You can speak, read, and write Common and one additional language of your choice. You can not speak while in animal form.
Darkvision. You are very accustomed to spending sleepless nights wandering in the darkness and the dim light of the moon, you have darkvision with a range of 120 feet.
Unnatural Resilience. Resistance to damage from Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered. You have vulnerability to attacks made with silvered weapons.
Lunar Instability. Choose either Rhea or Lua. During the full moon phase of your chosen celestial body you have disadvantage on attack rolls and Wisdom saving throws. In addition you may choose to add 1d6 to the damage of any attack or spell for 1 hour while that moon is in full, this increases to 2d6 at 3rd level and 3d6 at 7th level. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Shapechanger. A Lycanthrope can use its action to polymorph into a hybrid or into animal form, or back into its true form, which is humanoid. You can not use any equipment or cast spells while in animal form.
Subraces. Lycanthrope populate the world in various forms. Choose one of the following subraces.
Werewolf
Speed. Your base walking speed is 40 feet in wolf form.
Claws. In wolf or hybrid form you have razor sharp claws that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Wild Senses. In wolf or hybrid form, your keen senses extend to your surroundings, allowing you to detect non-magically hidden or obscured creatures around you. You gain advantage on perception checks that rely on hearing or smell while in this form.
In addition, you may make perception checks as a bonus action while in this form.
Primal Fury. When you take damage in wolf or hybrid form, you can channel a surge of primal power as a reaction. While in this state your attacks deal additional damage equal to your proficiency modifier. This effect lasts for 1 minute or until you end it as a bonus action. Once you use this feature, you can't use it again until you finish a short or long rest.
Wereboar
Speed. Your base walking speed is 40 feet in boar form.
Tusks. In boar or hybrid form you have tusks that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
Rooted Tenacity. In boar or hybrid form, you gain a strong connection to the earth beneath you. You can ignore difficult terrain caused by natural elements. Additionally, you have advantage on saving throws against effects that would forcibly move you, such as being pushed or knocked prone.
Boar's Vigor In boar or hybrid form, your heritage grants you exceptional vitality. As a bonus action, you can enter a state of heightened endurance. For the next minute, you gain temporary hit points equal to your constitution modifier + proficiency bonus at the start of each of your turns. After you use this trait, you can’t use it again until you finish a short or long rest.
Werevulture
Speed. You have a flying speed of 40 feet in vulture form. You can’t use this flying speed if you’re wearing medium or heavy armor.
Talons. In vulture or hybrid form you have talons that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Scavenger's Spiral.While in Vulture or hybrid form, you excel at circling your prey. You gain advantage on attack rolls against creatures that have not yet taken a turn in combat.
Carrion Connoisseur. In Vulture or hybrid form, you have an innate sense for detecting weakened prey. For 1 minute, you gain a +2 bonus to your attack rolls whenever you make an attack roll against a creature that is below half of its hit point maximum. After you use this trait, you can’t use it again until you finish a short or long rest.
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