Curse of Lycanthropy

by Purius

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Version 1.2


Curse of Lycanthropy

A Lycan is a humanoid that is cursed with chaotic nature magic to transform into a large, beast-like creature during the full moon. They may take on the form of a wolf, bear, rat, boar, tiger, or other predatory creature. The most common way to become a Lycan is to be bitten, or scratched by one. Some part of the Lycan's claws or saliva must make contact with a target’s bloodstream to spread the curse. As such, creatures without blood are immune. A child with one or both Lycan parents has a chance of being cursed with lycanthropy at the onset of puberty.

Once a creature is cursed with lycanthropy, they have until the first night of the following full moon to use a remove curse spell, or the condition becomes permanent. Once the first change into a Lycan has taken place, only a wish or other extremely powerful magic can remove the curse. Doing so should be a monumental undertaking, and possibly the focus of an entire adventure or campaign.

Supernatural Changes

The curse of lycanthropy provides you with supernatural strengths and weaknesses that come coupled with your condition.

Cursed. When you hit a humanoid creature with your beak, bite or tusk attack while in your hybrid or beast form, the creature must succeed on a Constitution saving throw of DC (8 + your proficiency bonus + your Constitution modifier) or be cursed with lycanthropy.

Shapechanger. You can use your action to polymorph into a beast-humanoid hybrid or into a beast, or back into your true form, which is humanoid. Your statistics, other than your AC, are the same in each form. Any equipment you are wearing or carrying isn't transformed. You revert to your true form if you die. You can’t speak while in beast form.

Silver. You gain immunity to bludgeoning, piercing, and slashing damage from non magical weapons that aren't silvered.

Wolf's Bane. You are repulsed by the smell of wolf's bane, and cannot willingly go within 10 feet of the source of the smell. If you are attacked by a weapon coated in wolf's bane you take an extra 1d8 poison damage from the attack.

A creature that drinks a Potion of Wolf's Bane has advantage on saving throws against being cursed with lycanthropy for 24 hours.

Perception. You gain proficiency in the Perception skill.

Enraged Transformation

When you transform into your hybrid or beast form you immediately enter a frenzy and the DM takes control of your character. The DM chooses the targets of your attacks (including your allies). You remain transformed in this
way for 1 hour, or the DM chooses to end it as an action.

Full Moon Transformation

You forcefully transform into your beast form each of
the three nights of a full moon, as soon as the moon
is in the sky and the sun has set. If remove curse is cast on you at the beginning of the transformation, you can make a DC 15 Wisdom saving throw to avoid the transformation, delaying it for one night.

For every two spell slots used above 3rd level to cast this spell, your successful saving throw will suppress the transformation for one additional night.

While under the full moon’s influence the DM takes control of your character. The DM chooses the targets of your attacks (including your allies). You remain in your beast form until the sun rises the following morning. When you revert back into your humanoid form you may experience memory loss of any events that occurred while transformed.

Lycanthropic Form

Choose the beast associated with your lycanthropic curse; Bat, Bear, Boar, Rat, Raven, Tiger, or Wolf.

Bat

You gain the following benefits:

  • Alignment. Neutral Evil
  • You gain a Dexterity score of 17 if your score isn't already higher.
  • Keen Hearing. You gain advantage on Wisdom (Perception) checks that rely on hearing.

Beast or Hybrid Form Only.

  • Speed. You gain a climbing speed of 30 feet and a flying speed of 60 feet.
  • Echolocation. You have blindsight out to a range of 60 feet as long as you are not deafened.
  • Sunlight Sensitivity. While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) cehcks that rely on sight.
  • Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike, and you gain temporary hit points equal to the damage dealt.






















Goblin Werebat


Bear

You gain the following benefits:

  • Alignment. Neural Good
  • You gain a Strength score of 19 if your score isn't already higher.
  • Keen Smell. You gain advantage on Wisdom (Perception) checks that rely on smell.

Beast or Hybrid Form Only.

  • Speed. Your walking speed increases by 10 feet and you gain a climbing speed of 30 feet.
  • Resilient Hide. You gain a +1 bonus to AC (from natural armor).
  • Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 2d10 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 2d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
































Boar

You gain the following benefits:

  • Alignment. Neutral Evil
  • You gain a Strength score of 17 if your score isn't already higher.
  • Relentless. If you take 14 damage or less that would reduce you 0 hit points, you are reduced to 1 hit point instead. Once you use this ability you can't do so again until you complete a short or long rest.

Beast or Hybrid Form Only

  • Speed. Your walking speed increases by 10 feet.
  • Resilient Hide. You gain a +1 bonus to AC (from natural armor).
  • Tusk. Your tusk is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 2d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Charge. If you move at least 15 feet straight toward a target and then hit it with your tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a Strength saving throw (DC equal to 8 + your Proficiency bonus + your Strength modifier) or be knocked prone.




Rat

You gain the following benefits:

  • Alignment. Lawful Evil
  • You gain a Dexterity score of 15 if your score isn't already higher.
  • Keen Smell. You gain advantage on Wisdom (Perception) checks that rely on smell.
  • Darkvision. You have superior vision in dim and dark conditions. You gain Darkvision, to a range of 60 feet.

Beast or Hybrid Form Only.

  • Pact Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and your ally isn't incapacitated.
  • Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength or Dexterity modifier (your choice), instead of the bludgeoning damage normal for an unarmed strike.

































Raven

You gain the following benefits:

  • Alignment. Lawful Good
  • You gain a Dexterity score of 15 if your score isn't already higher.
  • Insight. You gain proficiency in the Insight skill.
  • Mimicry. You can mimic simple sounds you have heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check (DC 8 + your Proficiency bonus + your Charisma modifier).

Beast or Hybrid Form Only.

  • Speed. You gain a flying speed of 50 feet.
  • Beak. Your sharp beak is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength or Dexterity modifier (your choice), instead of the bludgeoning damage normal for an unarmed strike.

Tiger

You gain the following benefits:

  • Alignment. Neutral
  • You gain a Strength score of 17 if your score isn't already higher.
  • Keen Hearing and Smell. You gain advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Darkvision. You have superior vision in dim and dark conditions. You gain Darkvision, to a range of 60 feet.

Beast or Hybrid Form Only.

  • Pounce. If you move at least 15 feet straight toward a creature and then hit it with a claw attack on the same turn, that target must succeed on a Strength saving throw (DC equal to 8 + your Proficiency bonus + your Strength modifier) or be knocked prone. If the target is prone, you can make one bite attack against it as a bonus action.
  • Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d10 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

































Wolf

You gain the following benefits:

  • Alignment. Chaotic Evil
  • You gain a Strength score of 15 if your score isn't already higher.
  • Keen Hearing and Smell. You gain advantage on Wisdom (Perception) checks that rely on hearing or smell.

Beast or Hybrid Form Only.

  • Speed. Your walking speed increases by 10 feet.
  • Resilient Hide. You gain a +1 bonus to AC (from natural armor).
  • Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Hybrid Form Only.

  • Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 2d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.