Journals from the Unseen - Lycanthropy Reworked

by Wolf1215

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Lycanthropy Reworked

Preface

Lycans are strange creatures, given what can only be described as a strange duality of blessing and curse. Many Lycans are bound to lunar phases, but others are bound to other natural cycles, or just to their own will. Many I've encountered who bare this curse tend to be fighting against the natural cycles, as those who have fully conquered their shift are few and far between.

Lycan Strains

There are different forms of Lycanthropy, each with a binding to a specific animal that the infected creature can become.

Werebat Lycanthropy

This strain is unique as it effects only goblinoids, as opposed to nearly every other strain infecting humanoids as a whole. This strain is also often confused for Vampirism, due to the association of bats with Vampirism.

Werebear Lycanthropy

Some believe that Lycanthropy was spawned of a corrupted Druid Circle, and werebears are a large indicator of this, as they protect nature and try not to infect others, often being the solitary wardens of nature.

Wereboar Lycanthropy

Generally violent and hot-headed, wereboar tribes tend to ally themselves with other violent tribes, such as more the less peaceful groups of orcs or bugbears.

Werejaguar Lycanthropy

Extremely similar to weretigers, werejaguars are excellent hunters, and they dislike infecting others based on the increase in competition if they do. Their greatest difference from weretigers is their hunting practices, as werejaguars usually climb trees to get the drop on their targets.

Wererat Lycanthropy

Far more common in larger settlements, and tend to form larger organizations that they exist in. They tend to be more passive, as they aren't predators.

Wereraven Lycanthropy

These secretive Lycans are of the most peaceful of them all, almost never infecting others and keeping the majority of their population within larger, secluded communities.

Weretiger Lycanthropy

Ferocious warriors and excellent hunters, these Lycans tend to stay isolated, hunting alone or in a small family group. They rarely interact with those outside these family units and various isolated villages to trade goods with.

Werewolf Lycanthropy

One of the the most iconic Lycans, werewolves are some of the most feared creatures of smaller settlements. However they pose a lesser threat compared to other lycans, they are the most pack oriented, traveling in groups with other werewolves and wolves.

Jackalweres

While technically a lycanthrope, Jackalweres are jackals given the ability to become humanoid, rather than the other way around. They are excellent deceivers, and almost always serve a Lamia. While the other Lycans are infectious, this Lycan is more like it's own creature.

The Shift

Lycanthropic Cycles

Nearly every Lycan must abide by a natural cycle that forces their shift, the most well known of which is Lunar Phases. But there are other cycles that others abide by, some more often, some less often.

Shifting Condition

When a Lycan bound to a cycle experiences a Condition of that cycle, they will shift into either their hybrid or animal forms, and act as that animal would in the wild, or possibly completing a subconscious urge that the lycan has.

Lunar Cycles

Lycanthropes that shift with the moon are fairly common, and have a Condition of a Full Moon, usually referred to as A Moon.

A Lycan can resist this shift by succeeding a DC 13 Charisma saving throw. Every time they fully resist a Shift this way, the DC increases by 2 until they Shift, reseting the DC.

Seasonal Cycles

Lycans that shift with the seasons are far rarer, having a Condition of solstices and equinoxes. While far less often than the common Lunar cycle, the shift is far harder to resist.

A Lycan can resist this shift by succeeding a DC 21 Charisma saving throw. Every time they fully resist a Shift this way, the DC increases by 2 until they Shift, reseting the DC.

Solar Cycles

Lycans on a Solar cycle are extremely rare, and have a Condition of of the sun setting. This is very easy to resist in short bursts, but long term is difficult.

A Lycan can resist this shift by succeeding a DC 6 Charisma saving throw. Ever time they fully resist a Shift this way, the DC increases by 2 until they Shift, reseting the DC.

Other Cycles

Some Lycanthropes follow unobserved cycles, shifting somewhat randomly, but it generally boils down to the more frequent the shift, the easier to resist.

A sample formula to calculate resistance DC is 25 - Average Shifts in a year.

If a Lycan shifts less than once a year, then for every year they don't shift, increase the DC by 1. So a Lycan that shifts once every 5 years would have a resist DC of 30

Non-Cycle Shifting

Most Lycans can shift at will, but some things can trigger a shift, such as extreme emotion. Newly-infected Lycans may have trouble controlling their non-cycle shifting, needing to pull on emotion to shift at will, if they want to at all.

Contracting Lycanthropy

The Bite

When a Lycanthrope bites a humanoid, there is a chance the humanoid will be infected.

Curing Lycanthropy

There is 1 hour window after contraction where Lycanthropy can be stopped before it begins with the lesser restoration spell. After that window it can be ended with the remove curse spell within 24 hours of contraction. After 24 hours the greater restoration spell will work until the new Lycan's first shift, at which point only the wish spell can cure lycanthropy. A born lycnathrope can only be cured by the wish spell.

Character Lycanthropy

If you wish to take on this curse, I must warn you to think about all the factors in play.

Werebat

Power of The Cursed

When a creature first becomes a werebat, it can choose either Dexterity or Wisdom. The ability score chosen increases by 1, to a maximum of 20. If a werebat gains a Ability Score Increase after turning, they may choose another ability score from those given to increase by 1, to a maximum of 20 in addition to the benefits given by the Ability Score Increase.

Hide of Silvered Flaws

You gain resistance to your choice of bludgeoning, piercing, or slashing damage from nonmagical attacks. A silvered weapon bypasses this resistance.

Shapechanger

You can use your action to polymorph into a Medium bat-humanoid hybrid, or into a Large giant bat, or back into your true form. While in hybrid form or bat form, you gain a flying speed equal to twice your walking speed. While in giant bat form, you are unable to speak and your walking speed is halved. Your statistics in any form, other than size and speed, are unchanged. Any equipment you are wearing or carrying isn't transformed. You revert to your true form if you die.

You gain the shapechanger tag.

Echolocation

You gain a blindsight out to a range of 30 feet as long as you aren't deafened and are in your hybrid or giant bat form.

Keen Hearing

You have advantage on Wisdom (Perception) checks that rely on hearing.

Bite

Your teeth change with the shift, allowing you to use them as natural weapons in your hybrid or giant bat forms. When you hit with your bite, you deal piercing damage equal to 1d6 + your Dexterity modifier, and gain temporary hit points equal to your Constitution modifier (Minimum 1). If the target is goblinoid, it must succeed on a Constitution saving throw with a DC equal to 8 + your Constitution modifier or be cursed with werebat lycanthropy.

Werebear

Power of The Cursed

When a creature first becomes a werebear, it can choose either Strength or Constitution. The ability score chosen increases by 1, to a maximum of 20. If a werebear gains a Ability Score Increase after turning, they may choose another ability score from those given to increase by 1, to a maximum of 20 in addition to the benefits given by the Ability Score Increase.

Hide of Silvered Flaws

You gain resistance to your choice of bludgeoning, piercing, or slashing damage from nonmagical attacks. A silvered weapon bypasses this resistance.

Shapechanger

You can use your action to polymorph into a Large bear-humanoid hybrid, or into a Large bear, or back into your true form. While in hybrid form or bear form, you gain a climbing speed equal to your walking speed. While in bear form, you are unable to speak. Your statistics, other than size and speed, are unchanged. Any equipment you are wearing or carrying isn't transformed. You revert to your true form if you die.

You gain the shapechanger tag.

Bear's Constitution

While in your hybrid or bear form, your AC equals 10 + your Dexterity modifier + your Constitution modifier while not wearing armror. You can use this AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor..

You can gain a +1 bonus to AC instead of the natural armor if you so choose.

Keen Smell

You have advantage on Wisdom (Perception) checks that rely on smell.

Bite

Your teeth change with the shift, allowing you to use them as natural weapons in your hybrid or bear forms. When you hit with your bite, you deal piercing damage equal to 1d6 + your Strength modifier. If the target is humanoid, it must succeed on a Constitution saving throw with a DC equal to 8 + your Constitution modifier or be cursed with werebear lycanthropy.

Claws

Your shifted forms have claws that can be used as natural weapons while in your hybrid or bear forms. When you hit with your claws, you deal slashing damage equal to 1d6 + your Strength modifier.

Wereboar

Power of The Cursed

When a creature first becomes a wereboar, it can choose either Strength or Constitution. The ability score chosen increases by 1, to a maximum of 20. If a wereboar gains a Ability Score Increase after turning, they may choose another ability score from those given to increase by 1, to a maximum of 20 in addition to the benefits given by the Ability Score Increase.

Hide of Silvered Flaws

You gain resistance to your choice of bludgeoning, piercing, or slashing damage from nonmagical attacks. A silvered weapon bypasses this resistance.

Shapechanger

You can use your action to polymorph into a Medium boar-humanoid hybrid, or into a Medium boar, or back into your true form. While in boar form, you are unable to speak and your walking speed increases by 10 feet. Your statistics, other than size and speed, are unchanged. Any equipment you are wearing or carrying isn't transformed. You revert to your true form if you die.

You gain the shapechanger tag.

Charge

If you move at least 15 feet straight toward a target and hit it with your tusks on the same turn, the attack is counted as a critical, and deals damage as such. If the target is a creature, it must succeed a Strength saving throw with a DC equal to 8 + your Strength modifier + your proficiency bonus or be knocked prone.

Relentless

If you take damage equal to or less than your Constitution score that would reduce you to 0 hit points, you are reduced to 1 hit point instead. Once you use this trait, it cannot be used again until you finish a short or long rest.

Tusks

Some of your teeth change into tusks with the shift, allowing you to use the tusks as natural weapons in your hybrid or boar forms. When you hit with your tusks, you deal piercing damage equal to 1d6 + your Strength modifier. If the target is humanoid, it must succeed on a Constitution saving throw with a DC equal to 8 + your Constitution modifier or be cursed with wereboar lycanthropy.

Maul

You can, instead of impaling the target, smash your tusks against them, dealing bludgeoning damage equal to 1d6 + your Strength modifier on a hit.

Werejaguar

Power of The Cursed

When a creature first becomes a werejaguar, it can choose either Strength, Dexterity, or Constitution. The ability score chosen increases by 1, to a maximum of 20. If a werejaguar gains a Ability Score Increase after turning, they may choose another ability score from those given to increase by 1, to a maximum of 20 in addition to the benefits given by the Ability Score Increase.

Hide of Silvered Flaws

You gain resistance to your choice of bludgeoning, piercing, or slashing damage from nonmagical attacks. A silvered weapon bypasses this resistance.

Shapechanger

You can use your action to polymorph into a Medium jaguar-humanoid hybrid, or into a Medium jaguar, or back into your true form. While in jaguar form, you are unable to speak and your walking speed increases by 10 feet. Your statistics, other than size and speed, are unchanged. Any equipment you are wearing or carrying isn't transformed. You revert to your true form if you die.

You gain the shapechanger tag.

Pounce

If you move at least 15 feet straight toward a creature and hit it with your claws on the same turn, the creature must succeed a Strength saving throw with a DC equal to 8 + your Strength modifier + your proficiency bonus or be knocked prone. If the creature is knocked prone, you can make a bite attack as a bonus action.

Darkvision

You gain darkvision out to a range of 60 feet. If you already have Darkvison, its range is increased by 15 feet.

Bite

Your teeth change with the shift, allowing you to use them as natural weapons in your hybrid or jaguar forms. When you hit with your bite, you deal piercing damage equal to 1d6 + your Strength modifier. If the target is humanoid, it must succeed on a Constitution saving throw with a DC equal to 8 + your Constitution modifier or be cursed with werejaguar lycanthropy.

Claws

Your shifted forms have claws that can be used as natural weapons while in your hybrid or jaguar forms. When you hit with your claws, you deal slashing damage equal to 1d4 + your Strength modifier or your Dexterity modifier.

Wererat

Power of The Cursed

When a creature first becomes a wererat, it can choose either Dexterity, Constitution, or Intelligence. The ability score chosen increases by 1, to a maximum of 20. If a wererat gains a Ability Score Increase after turning, they may choose another ability score from those given to increase by 1, to a maximum of 20 in addition to the benefits given by the Ability Score Increase.

Hide of Silvered Flaws

You gain resistance to your choice of bludgeoning, piercing, or slashing damage from nonmagical attacks. A silvered weapon bypasses this resistance.

Shapechanger

You can use your action to polymorph into a Medium rat-humanoid hybrid, or into a Medium giant rat, or back into your true form. While in giant rat form, you are unable to speak. Your statistics, other than size, are unchanged. Any equipment you are wearing or carrying isn't transformed. You revert to your true form if you die.

You gain the shapechanger tag.

Darkvision

While in your hybrid or giant rat form, you have Darkvision out to 60 feet. If you already have Darkvison, its range is increased by 15 feet.

Ambush Tactics

You can add your Intelligence modifier to your Initiative rolls. In the first round of combat, you have advantage on attack rolls against creatures that have lower Initiative rolls than you.

Bite

Your teeth change with the shift, allowing you to use them as natural weapons in your hybrid or rat forms. When you hit with your bite, you deal piercing damage equal to 1d4 + your Strength modifier or your Dexterity modifier. If the target is humanoid, it must succeed on a Constitution saving throw with a DC equal to 8 + your Constitution modifier or be cursed with wererat lycanthropy.

If you use your action to attack on your turn, you can use bite as a bonus action if you didn't bite a target as part of your attack action.

Wereraven

Power of The Cursed

When a creature first becomes a wereraven, it can choose either Dexterity, Wisdom, or Charisma. The ability score chosen increases by 1, to a maximum of 20. If a wereraven gains a Ability Score Increase after turning, they may choose another ability score from those given to increase by 1, to a maximum of 20 in addition to the benefits given by the Ability Score Increase.

Hide of Silvered Flaws

You gain resistance to your choice of bludgeoning, piercing, or slashing damage from nonmagical attacks. A silvered weapon bypasses this resistance.

Shapechanger

You can use your action to polymorph into a Medium raven-humanoid hybrid, or into a Tiny raven, or back into your true form. While in hybrid form, you gain a flying speed equal to your walking speed. While in giant raven form, you are unable to speak, you gain a flying speed equal to twice your walking speed, and your walking speed is halved. Your statistics, other than size and speed, are unchanged. Any equipment you are wearing or carrying isn't transformed. You revert to your true form if you die.

You gain the shapechanger tag.

Mimicry

While in your hybrid or raven form, you can simple sounds you've heard. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check against a DC equal to 8 + your Charisma modifier.

Keen Perceptions

You gain proficiency in your choice of the Insight or Perception skills. If you already have proficiency in both, you can double your proficiency bonus for one of the skills.

Beak

Your teeth change with the shift, allowing you to use them as natural weapons in your hybrid or raven forms. When you hit with your beak in hybrid form, you deal piercing damage equal to 1d4 + your Strength modifier or your Dexterity modifier. When you hit with your beak in raven form, you deal piercing damage equal to your Strength modifier or your Dexterity modifier. If the target is humanoid, it must succeed on a Constitution saving throw with a DC equal to 8 + your Constitution modifier or be cursed with wereraven lycanthropy.

Passive Flyby

When moving with your flying speed on a turn you don't take the attack action on, you don't trigger opportunity attacks.

Weretiger

Power of The Cursed

When a creature first becomes a weretiger, it can choose either Strength, Dexterity, or Constitution. The ability score chosen increases by 1, to a maximum of 20. If a weretiger gains a Ability Score Increase after turning, they may choose another ability score from those given to increase by 1, to a maximum of 20 in addition to the benefits given by the Ability Score Increase.

Hide of Silvered Flaws

You gain resistance to your choice of bludgeoning, piercing, or slashing damage from nonmagical attacks. A silvered weapon bypasses this resistance.

Shapechanger

You can use your action to polymorph into a Medium tiger-humanoid hybrid, or into a Medium tiger, or back into your true form. While in tiger form, you are unable to speak and your walking speed increases by 10 feet. Your statistics, other than size and speed, are unchanged. Any equipment you are wearing or carrying isn't transformed. You revert to your true form if you die.

You gain the shapechanger tag.

Pounce

If you move at least 15 feet straight toward a creature and hit it with your claws on the same turn, the creature must succeed a Strength saving throw with a DC equal to 8 + your Strength modifier + your proficiency bonus or be knocked prone. If the creature is knocked prone, you can make a bite attack as a bonus action.

Keen Hearing and Smell

You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Bite

Your teeth change with the shift, allowing you to use them as natural weapons in your hybrid or tiger forms. When you hit with your bite, you deal piercing damage equal to 1d6 + your Strength modifier. If the target is humanoid, it must succeed on a Constitution saving throw with a DC equal to 8 + your Constitution modifier or be cursed with weretiger lycanthropy.

Claws

Your shifted forms have claws that can be used as natural weapons while in your hybrid or tiger forms. When you hit with your claws, you deal slashing damage equal to 1d4 + your Strength modifier or your Dexterity modifier.

Werewolf

Power of The Cursed

When a creature first becomes a werewolf, it can choose either Strength, Dexterity, or Constitution. The ability score chosen increases by 1, to a maximum of 20. If a werewolf gains a Ability Score Increase after turning, they may choose another ability score from those given to increase by 1, to a maximum of 20 in addition to the benefits given by the Ability Score Increase.

Hide of Silvered Flaws

You gain resistance to your choice of bludgeoning, piercing, or slashing damage from nonmagical attacks. A silvered weapon bypasses this resistance.

Shapechanger

You can use your action to polymorph into a Medium wolf-humanoid hybrid, or into a Medium wolf, or back into your true form. While in wolf form, you are unable to speak and your walking speed increses by 10 feet. Your statistics, other than size and speed, are unchanged. Any equipment you are wearing or carrying isn't transformed. You revert to your true form if you die.

You gain the shapechanger tag.

Pack Tactics

While in hybrid or wolf form, 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 the ally isn't incapacitated.

Keen Hearing and Smell

You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Bite

Your teeth change with the shift, allowing you to use them as natural weapons in your hybrid or wolf forms. When you hit with your bite, you deal piercing damage equal to 1d6 + your Strength modifier. If the target is humanoid, it must succeed on a Constitution saving throw with a DC equal to 8 + your Constitution modifier or be cursed with werewolf lycanthropy.

Claws

Your shifted forms have claws that can be used as natural weapons while in your hybrid or wolf forms. When you hit with your claws, you deal slashing damage equal to 1d4 + your Strength modifier or your Dexterity modifier.

Jackalwere

Alignment

Jackalwere's tend towards Chaos and Evil, as the fiendish influence of Lamias was the source of their creation.

Physical Traits

Ability Score Increase: DEX +2; INT +1
Size: Small
Speed: 30 ft.

Shapechanger

You can use your action to polymorph into a specific Medium humanoid or a Medium jackal-humanoid hybrid, or back into your true form (that of a Small jackal). While in your true form, you are unable to speak. Other than size, your statistics stay 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 gain the shapechanger tag.

Hide of Silvered Flaws

You gain resistance to your choice of bludgeoning, piercing, or slashing damage from nonmagical attacks. A silvered weapon bypasses this resistance.

Bite

Your teeth can be used as natural weapons in your hybrid or jackal forms. When you hit with your bite, you deal piercing damage equal to 1d4 + your Strength modifier or your Dexterity modifier.

Expert Duplicity

You have proficiency in the Deception skill.

Pack 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 the ally isn't incapacitated.

Languages

You can speak, read, and write Common and one other language of your choice.

Lycanthrope Feats

Quickshifter

Prerequisite: Lycanthropy

You heighten your ability to shift, granting the following benefits:

  • Your Dexterity score increases by 1, to a maximum of 20.
  • You can use your Shapechanger Trait as a bonus action.

Wild Kinship

Prerequisite: Lycanthropy

You deepen your connection with nature, granting the following benefits:

  • Your Charisma score increases by 1, to a maximum of 20.
  • You can communicate with animals of the same type as your animal form.
  • Animals of the same type as your animal form treat you as if you were in your animal form in any of your forms.

Hardened Hide

Prerequisite: Lycanthropy

Your hide thickens, granting the following benefits:

  • Your Constitution score increases by 1, to a maximum of 20.
  • You can choose an additional option from your Hide of Silvered Flaws trait to gain resistance to.
 

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