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Lycanthropy

One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark. Evil lycanthropes hide among normal folk, emerging in animal form at night to spread terror and bloodshed, especially under a full moon. Good lycanthropes are reclusive and uncomfortable around other civilized creatures, often living alone in wilderness areas far from villages and towns.

Uncontrolled Fury


A lycanthrope has a powerful beast lingering at the fringes of their mind always wanting to escape and hunt. Even while in complete control of their actions, someone trying to hide their primal secret can find it difficult to ignore this rage.

Lunar Power


  The moon and its phases are the biggest influences on when the other has control over your body. The closer to the full moon the more difficult those urges are to control. However, many lycanthropes track the phases of the moon and take precautions to protect their loved ones. These protections include chaining themselves up and keeping the moon out of sight.

Primal Calling


  There are five bloodlines; Werebear, Wereboar, Wererat, Weretiger and Werewolf. After the first transition, which will happen on the first full moon after you have been bitten, you gain the transformation ability.

Transmission & Vectors

A humanoid creature can be afflicted with the curse of lycanthropy after being bitten by a lycanthrope, or if one or both of its parents are lycanthropes. A remove curse spell can rid an afflicted lycanthrope of the curse, but only before the first full moon. After the first moon the first transition takes place and an afflicted lycanthrope as well as a natural born lycanthrope can be freed of the curse only with a wish spell.

Werewolf / Wererat


Werewolves and Wererats are the most common lycanthropes. The curse is easily given to men, but it is different for women. Only a born female werewolf or wererat are able to transfer the curse to a female. However, the curse manifests the same way from bite till transformation. Only during the transformation a female will know whether she was bitten by a born female or not. If a woman is bitten by anything but a born female wererat or werewolf the female will die during the transformation. A changed person will have a sire bond with the lycanthrope that changed them. This bond will not come into effect until the changed person comes eye to eye with their changer. Once this happens the afflicted can choose to not join the pack. However, if they choose to join the pack the alpha becomes their leader.

Wereboar


Wereboars are not as common as the Werewolf and Weretiger, but still there are quite a few of them. The Wereboar women live together with their children, whereas the men live a rather solitary life. Most men find their way to cities as to have company. When a Wereboar male mates with a non-inflicted they are unable to produce children, they can spread the curse by biting a non-inflicted. The woman see their curse as a gift, something that makes them stronger and refuse to share this gift with outsiders. These women are mostly known as Amazons. They raise their children until adulthood, keeping the women to strengthen their sound and casting out the men.

Werebear / Weretiger


  Werebears and Weretigers are the least common of lycanthropes. This because they are solitary creatures by nature and they tend to stay away from civilization. Furthermore, these creatures usually have an alignment that tends towards good, meaning they don't want to inflict their curse upon anyone else. This also means that Werebears and Weretigers keep to themselves in their chosen habitat in complete solidarity. Most don't bare children. When a person gets bitten by a Werebear or Weretiger, the guilt that these lycanthropes feel makes them offer to train the afflicted person to deal with the curse.

Symptoms

Once a person has been bitten the bite needs to be tended to. A fever will quickly kick in if this doesn't happen. Otherwise the person will not feel much of a physical change, yet, but more of an emotional change. Their emotions will start to become stronger with each day leading up to the Full Moon and just before the next Full Moon their body will start to ache and a fever will set in. On the first day of the Full Moon the transformation will start, causing tremendous pain. During this first transition the person loses control of themselves and only after three days, the three days of the Full Moon, will they regain control back of their former body and self. They will remember what happened to them, though it will feel like a dream.
After the first transition as a Lycanthrope you are at the mercy of the moon. Each night you must make a Wisdom saving throw with a DC based on the phase of the moon. For places that have no moon, the DC is 5. Failure indicates you must transform into your beast form. If you can see the moon you suffer disadvantage on the saving throw. You can choose to fail the saving throw if you wish. This does not count as a use of your Transformation ability.
Moon Phase Saving Throw DC
Full Moon 20
Waxing/Waning 15
Crescent 10
New 5

Treatment

As a born Lycanthrope only a Wish spell will be able to remove this infliction. As a bitten person, before the next Full Moon you are able to remove this infliction by the remove curse spell. After the Full Moon, once the First Transformation has taken place the curse can't be removed by any means except for the Wish spell.

Prognosis

After the First Transformation several changes start to happen. On your turn as an Action you can choose to activate the Transformation ability to turn into your Lycanthrope bloodline.

Sequela

If you failed the saving throw, your character must obey the following rules below:
  • You stay transformed until dawn.

  • You cannot control your transformation until dawn.

  • Your character must hunt and kill a living small or larger creature and eat of its flesh. Until you do each round you want to perform an action other than attacking a living creature, you must make another Wisdom saving throw to see if you can do so. Failure indicates you must take the attack action that turn or suffer 1d10 psychic damage that cannot kill you. If you do not kill a creature before dawn you gain 2 levels of exhaustion when dawn arrives.

  • With time this does improve. The more you live and train with the affliction the more control you can gain. It is at the DM's discretion to give you any of the following:
    - If you fail your saving throw you can transform into your beast or hybrid form unless you failed the save by 5 or more.
  • You no longer need to make saving throws to perform actions other than attacking.

  • - Failing to kill a creature before dawn gives one level less of exhaustion.
    Once you have lived long enough with the affliction and trained enough the DM can choose to assign any of the following abilities:
    - You no longer need to make Lunar Sensitivity saving throws regardless of the moon phase.
  • You no longer need to kill a living creature at night.

  • You no longer gain exhaustion from failing to kill a creature at night.
  • Affected Groups

    Everyone can be infected with the Lycanthropy curse. The following rules apply to characters that are born within one of the five Lycanthrope bloodlines.

    Races


    Aarakocra
    As an Aarakocra, your Ability Score Increases are as follows: Your Dexterity score increases by 1, your Wisdom increases by 1. This is in addition of your normal ability score increases. In addition, you lose your Talons trait and your Flight trait has it's speed reduced to 30 and cannot be used when shapechanged.
    Dragonborn
    As a Dragonborn, your Ability Scores Increases are as follows: Your Strength Score is increased by 1, your Charisma is increased by 1. You lose the ability to use your breath attack while transformed.
    Dwarf
    As a Dwarf, your Ability Score Increases are as follows: Your Constitution Score is Increased by 1, your Strength is increased by 1.
    Elf
    As an Elf, your Ability Score Increases are as follows: Your Dexterity Score is increased by 1, your Wisdom is increased by 1. In addition, you lose your Trance trait.
    Goliath
    As a Goliath, your Ability Score Increases are as follows: Your Strength score increases by 1, your Constitution score increases by 1. In addition, you lose your Natural Athlete trait.
    Half-Elf
    As a Half-Elf, your ability Score Increases are as follows: Your Charisma score increases by 1, and one other ability score of your choice increases by 1. In addition, you lose your Skill Versatility trait.
    Half-Orc
    As a Half-Orc, your ability Score Increases are as follows: Your Strength Score increases by 1, your Constitution score increases by 1. In addition, you lose your Menacing trait.
    Human
    As a Human, your Ability Score Increases are as follows: Two different ability scores of your choice increase by 1. You gain proficiency in one skill of your choice.
    Tiefling
    As a Tiefling, your Ability Score Increases are as follows: Your Charisma Score increases by 2. You lose your Infernal Legacy trait.

    Lycanthropy Bloodlines


      There are five different strains of the Lycanthropy curse which a person can contract, each with their own varying traits as seen below. Only one strain can infect a character at a time. Whilst infected with one strain of Lycanthropy, the character is considered immune to recieving other forms of the curse.
    Werebear
    Ability Score Increase. Your Constitution Score increases by 1.
    Shapechanger. You can use an action to polymorph into a Large Bear-Humanoid hybrid or into a Large Bear, or back into your true form. Your statistics, other than size and AC are the same in each form. Any equipment you are wearing or carrying isn't transformed. You revert back to your true form if you die.
    Bear-Humanoid Hybrid Form & Bear Form. Your size is Medium. You have natural armour equal to 11 + Constitution Modifier + Strength Modifier. You gain a climb speed of 30ft. You gain the Bite attack and are considered proficient: Melee Weapon Attack, one target, 1d8+Strength piercing damage. If the target is a humanoid, it must succeed on a DC 10 + Constitution Modifier, Constitution Saving Throw or be cursed with werebear lycanthropy. You gain the Claw attack and are considered proficient: Melee Weapon Attack, one target, 2d4+Strength slashing damage.
    Wereboar
    Ability Score Increase. Your Strength Score increases by 1.
    Shapechanger. You can use an action to polymorph into a medium Boar-Humanoid hybrid or into a medium Boar, or back into your true form. Your statistics, other than size and AC are the same in each form. Any equipment you are wearing or carrying isn't transformed. You revert back to your true form if you die.
    Boar-Humanoid Hybrid Form & Boar Form. Your size is Medium. You have natural armour equal to 11 + Strength Modifier + Constitution Modifier. You gain the Tusks attack and are considered proficient: Melee Weapon Attack, one target, 1d6+Strength piercing damage. If the target is a humanoid, it must succeed on a DC 10 + Constitution Modifier, Constitution Saving Throw or be cursed with wereboar lycanthropy. You gain the Maul attack and are considered proficient: Melee Weapon Attack, one target, 1d8+Strength slashing damage. If you move at least 15 feet straight towards a target and then hit it with your Tusks on the same turn, the target takes an extra 2d6 slashing damage. If the target is a creature, it must succeed on a DC 10 + Strength Modifier, Strength saving throw or be knocked prone.
    Wererat
    Ability Score Increase. Your Dexterity Score increases by 1.
    Shapechanger. You can use an action to polymorph into a medium Rat-Humanoid hybrid or into a small Rat, or back into your true form. Your statistics, other than size and AC are the same in each form. Any equipment you are wearing or carrying isn't transformed. You revert back to your true form if you die.
    Rat-Humanoid Hybrid Form. Your size is Small. You have natural armour equal to 11 + Dexterity Modifier + Constitution Modifier. You gain the Bite attack and are considered proficient: Melee Weapon Attack, one target, 1d6+Dexterity piercing damage. If the target is a humanoid, it must succeed on a DC 10 + Constitution Modifier, Constitution Saving Throw or be cursed with wererat lycanthropy.
    Rat Hybrid Form. Your size is tiny. You have natural armour equal to 11 + Dexterity Modifier + Constitution Modifier. You gain the Bite attack and are considered proficient: Melee Weapon Attack, one target, 1d4+Dexterity piercing damage. If the target is a humanoid, it must succeed on a DC 10 + Constitution Modifier, Constitution Saving Throw or be cursed with wererat lycanthropy.
    Keen Smell. While in your Rat-Humanoid Hybrid form, or your Rat form, you gain advantage on Wisdom (Perception) checks that rely on smell.
    Weretiger
    Ability Score Increase. Your Dexterity Score increases by 1.
    Shapechanger. You can use an action to polymorph into a Medium Tiger-Humanoid hybrid or into a Medium Tiger, or back into your true form. Your statistics, other than size and AC are the same in each form. Any equipment you are wearing or carrying isn't transformed. You revert back to your true form if you die.
    Tiger-Humanoid Hybrid Form & Tiger Form. Your size is Medium. You have natural armour equal to 12 + Dexterity Modifier + Wisdom Modifier. You gain the Bite attack and are considered proficient: Melee Weapon Attack, one target, 1d8+Dexterity piercing damage. If the target is a humanoid, it must succeed on a DC 10 + Constitution Modifier, Constitution Saving Throw or be cursed with weretiger lycanthropy. You gain the Claw attack and are considered proficient: Melee Weapon Attack, one target, 1d6+Dexterity slashing damage. If you move at least 15 feet straight towards a target and then hit it with a Claws attack on the same turn, the target must succeed on a DC 10 + Dexterity Modifier, Strength Saving Throw or be knocked prone. If the target is prone, you can make one bite attack against it as a bonus action.
    Werewolf
    Ability Score Increase. Your Strength Score increases by 1.
    Shapechanger. You can use an action to polymorph into a Medium Wolf-Humanoid hybrid or into a Medium Wolf, or back into your true form. Your statistics, other than size and AC are the same in each form. Any equipment you are wearing or carrying isn't transformed. You revert back to your true form if you die.
    Wolf-Humanoid Hybrid Form. Your size is Medium. You have natural armour equal to 11 + Dexterity Modifier + Constitution Modifier. You gain the Bite attack and are considered proficient: Melee Weapon Attack, one target, 1d8+Strength piercing damage. If the target is a humanoid, it must succeed on a DC 10 + Constitution Modifier, Constitution Saving Throw or be cursed with werewolf lycanthropy. You gain the Claw attack and are considered proficient: Melee Weapon Attack, one target, 2d4+Strength slashing damage.
    Wolf Form. Your size is Medium. You have natural armour equal to 11 + Dexterity Modifier + Constitution Modifier. Your walking speed is 40ft. You gain the Bite attack and are considered proficient: Melee Weapon Attack, one target, 1d6+Strength piercing damage. If the target is a humanoid, it must succeed on a DC 10 + Constitution Modifier, Constitution Saving Throw or be cursed with werewolf lycanthropy.
    Keen Hearing and Smell. While in your Wolf-Humanoid Hybrid form, or your Wolf form, gain advantage on Wisdom (Perception) checks that rely on hearing or smell.

    Prevention

    After the person is attacked it must make a Constitution Saving Throw of DC 10 + Con Modifier of the attacking creature. On a failed save the person is cursed with Lycanthropy.
    After the safe is failed a remove curse spell can rid the person of the curse before the next Full Moon. After the First Transformation only a wish spell can remove the curse.
    Type
    Supernatural
    Parent
    Children
    Origin
    Divine
    Cycle
    Chronic, Acquired & Congenital
    Rarity
    Extremely Rare

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