Lycanthropy (House Rules)

by galyxi

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Lycanthropy for Player Characters (Incomplete)

Author's Note

These rules are balanced for a harder, more gritty campaign. You may want to remove features for the sake of game balance.

Becoming A Lycanthrope

There are two types of lycanthropes: The Accursed and Bloodborn. Accursed lycanthropes are those who were infected, willingly or not, by another. Often more feral and less controlled, many are forced into the wilds to live solitary existences. Bloodborn are those who are born as lycanthropes. The most common cause is that one or both of the Bloodborn's parents are themselves a lycanthrope, however there are other, more rare causes such as curses. They are more disciplined, and usually have more control over their bestial form than the Accursed. Some go their entire lives without ever realizing they have the Beastblood within them.

In terms of gameplay, Accursed and Bloodborn function nearly identically. Any differences will be noted in their respective sections.

Bestial Forms

Every lycanthrope has a bestial form, which is the animal that they resemble when they transform. This is often reflected in their humanoid appearance and mannerisms. For example, Werewolves often have sharp teeth, Werebears usually sport long beards and excessive body hair, and Weretigers often have yellow, catlike eyes.

There are five different forms that Lycanthropy can take. Accursed lycanthropes take on the form of whoever infected them, but Bloodborns are able to choose a single form to adopt when they first transform. After a Bloodborn chooses their Bestial Form, it cannot be changed.

Limits of a Bestial Form

While in beast form, the Player is incapable of speaking or using any weapons which were not specifically designed for their bestial form. Any armor they are wearing is melded into their hide during the transformation and it's Armor Class is ignored, being replaced by the natural armor of their bestial form. Attuned magical items, spell materials, and consumables are still accessible to you.

Lycanthropes maintain all of their Class features and feats during their transformation, such as the Fighter's Action Surge.

List of Bestial Forms

Werewolf: The most well-known type of Lycanthrope. Werewolves are most commonly found living in secluded tribes deep within the forests of Faerun, and prefer a solitary hunter-gatherer lifestyle.

Werebear: Werebears are the only Lycanthropes not to be greeted with open hostility. If you were to meet a lycanthrope living among humans, it would most likely be a Werebear.

Wereboar: Wereboars are aggressive, territorial, and usually evil. Wereboar tribes are known to perform raids upon small fringe villages, either slaughtering and devouring the inhabitants or infecting them and bolstering their ranks.

Wererat: Sneaky, devilish, and mischievous, Wererats are commonly playful tricksters. They excel at stealth and are often found living in large cities.

Weretiger: Fast and deadly, the Weretiger is the apex predator among apex predators. They normally live in complete solitude for their entire lives, however rumors of tribes often circulate among elite monster hunters.

Transformation

Transforming into and out of your bestial form functions similarly if you are an Accursed or Bloodborn, and grows easier as you become more in tune with the Beastblood. While the imagery of a Werewolf howling at the full moon is great for stories, lycanthropes are universally drawn to one thing: Blood.

You can use an action on your turn to transform at-will a number of times equal to your Constitution modifier, with a minimum of 1, and regain all uses of your transformation after completing a long rest. The transformation lasts for up to an hour, at the end of which you can choose to expend another transformation to stay in your Bestial form, or until you are knocked unconscious or die. Be warned, however, as wanton transformation is not without consequence.

Random Transformation

The Beastblood is a curse, and the curse can take control under the right circumstances. Whenever any of the following events happen, make a DC 8 Wisdom saving throw. If you are a Bloodborn, you make this save with advantage. On a failure, you automatically transform at the start of your next turn. You may choose to fail this saving throw, and transforming in this way does not count towards the number of times you may transform at-will.

  • You land a critical strike with a melee weapon.
  • You land the killing blow on an enemy with a melee weapon
  • A member of your party is knocked unconscious or killed

Many have additional triggers for their Lycanthropy, usually caused by great elation or distress. Discuss with your DM if you wish to add to this list.

Once you reach Character Level 10, you no longer have to make this saving throw, and may simply choose if you want to transform.

Challenegs for Lycanthropes

Feeding

Lycanthropes are cursed with an insatiable hunger and lust for fresh, raw meat. This hunger drives their transformation, and ignoring it is a sure path to lose yourself to the Beastblood. The most powerful among them can resist the hunger for weeks, perhaps even months, but all must partake sooner or later.

While you are transformed and not in danger, you can take time to feed, satiating the Beast and staving off the hunger. In order to feed, you need the corpse of a Small or larger creature which has been killed in the last day, and ten minutes of uninterrupted meal time. For every size above Small, feeding takes another ten minutes. Once is enough to satiate the beast, however you can feed again if you so wish.

When you feed, you gain Temporary Hit Points based on the time you spent eating. For every ten minutes, roll one of your Hit Dice and add it to your Temporary Hit Points. If you have more than one type of Hit Dice, use the higher value. (This does not consume the Hit Dice.) These Temporary Hit Points last until you either feed again, or take a long rest.

Abstaining from Feeding

Choosing not to feed is a valid choice, however it can come with steep consequences. If you transform back into a humanoid or go a week in human form without feeding, make a DC 14 Constitution check. On a failure, you gain a point of Bestial Exhaustion. Bestial Exhaustion functions the same as normal exhaustion, however it can only be cured by feeding. All must take partake, sooner or later.

Weakness to Silvered Weapons

Silvered weapons are the most common tool used to cut through the unnatural resilience of a Lycanthrope, and are a tool that is feared by all of them. Some even refuse to carry silver coins, in fear of the burning that comes from touching them.

While in your bestial form, when you are hit with an attack by a silvered weapon, you take the maximum damage the weapon that hit you could deal (For example, a silvered Greatsword will always do 12 + STR damage to you). Additionally, when you are struck, you are unable to receive any form of healing until you either feed to regain your strength, or transform back into a humanoid.

Bloodlust

While you are in your bestial form, if you start your turn with fewer hit points than half your hit point maximum, you must succeed on a DC 11 Wisdom saving throw or move directly toward the nearest creature and use the Attack action against that creature. If you’re concentrating on a spell or are under an effect that prevents you from concentrating (such as the barbarian’s Rage feature), you automatically fail this saving throw.

If your bestial form has a bite attack, you must use the bite attack. If you have a feature which allows you to attack more than once per turn, such as the Werewolf's Bite or the Fighter's Extra Attack, you may choose whether to use your extra attacks. After you make the attack, you regain control of your character.

Curse of the Moon

While the myth of Lycanthropes being transformed and frenzied by the full moon is not true, your curse is lunar in origin, and the moon still can have an adverse affect on you.

If you are outdoors at night while in your humanoid form, you have disadvantage on Wisdom saving throws.

Additionally, if you are an Accursed and are outside on a full moon while in your humanoid form, you must make a DC 10 Wisdom saving throw or be automatically transformed.

Infection and Curing

Lycanthropes who do not wish to spread their curse have to be ever-vigilant, keeping themselves on a tight leash to prevent the spread.

Any humanoid who you attack with a bite attack must make a DC 12 Constitution Saving Throw or become infected with Lycanthropy. A person infected this way does not immediately become a Lycanthrope, but will complete their transformation within 2d4 + CON days. During this time, the victim will suffer horrible night terrors of their coming transformation.

Hope is not lost, however. A Remove Curse spell cast on the victim during this time will remove the curse and spare them their fate. Once the transformation is complete, however, they become an Accursed Lycanthrope.

Accursed Lycanthropes and Bloodborn who have not chosen a bestial form can only be cured by a Greater Restoration spell cast at 7th level or higher, or a Wish spell. Bloodborn who have chosen a bestial form cannot be cured, as it is a part of their species rather than a curse.

Werewolf Boons

Level 1

Natural Strength: In your beast form, you have a Natural Armor of 13 + your Dexterity modifier. You also gain a Strength score of 15 if your score isn't already higher.

Speed: In your beast form, you have a speed of 40.

Keen Senses: In your beast form, you have advantage on Perception checks relying on smell or hearing.

Claws (2d4 + STR Slashing): In your beast form, your unarmed attacks become claw swipes with which you are proficient.

Bite (1d6 + STR Piercing): In your beast form, you gain a bite attack with which you are proficent. If you attacked with your Claws during your turn, you can use your Bite as a bonus action.

Level 3

Tear Apart: In beast form, you can use your bite to tear a chunk of flesh from your victim, consuming it and reinvigorating yourself. Whenever you hit an enemy with your bite attack, you may gain hit points equal to the damage dealt.

You can use this feature a number of times equal to your Constitution modifier, and regain all uses when you feed.

Level 7

Resilience: While in your beast form, you gain resistance to slashing, piercing, and bludgeoning damage from non-magical, non-silvered weapons.

Improved Natural Weapons: Your claw and bite attacks are now considered magical for the purpose of overcoming magical resistances.

Improved Keen Senses: Your Keen Senses ability now functions while you are in human form.

Level 11

Howl of Malar: As an action on your turn, or as a bonus action when you transform on your turn, you let out a guttural howl. Each non-allied creature within 30 feet of you must make a Wisdom saving throw or be Frightened of you for one minute. A frightened creature cannot willingly move closer to you, and has disadvantage on all attacks made against you. If the creature cannot see you, it can attempt the saving throw again, ending the effect on a success.

You may use this feature a number of times equal to your Constitution modifier, and regain all uses when you feed.

Howl of Malar Save DC = 8 + your proficiency bonus + your Constitution modifier

Level 15

Improved Resilience: You now have resistance to slashing, piercing and bludgeoning damage from non-magical, non-silvered weapons while you are in human form, and have immunity while you are in beast form.

Level 18

Slaughter the Weak: Whenever you land the killing blow on an enemy, you may enter a blood-crazed frenzy. For the next minute, all attacks you make with your natural weapons are made with advantage, and you gain unlimited uses of Tear Apart. If you kill an enemy during this minute, the duration is refreshed. If you do not, you cannot use Slaughter the Weak again until you feed.

Werebear Boons

Level 1

Natural Strength: In your beast form, you have a Natural Armor of 15. You also gain a Strength score of 19 if your score isn't already higher.

Speed: In your beast form, you have a speed of 30.

Thick Hide: In your beast form, all non-magical, non-silvered attacks have their damage dealt to you reduced by 2. This is applied after Resilience.

Powerful Build: While in beast form, you are considered one size larger than your humanoid size when determining how much you can carry.

Claws (2d6 + STR Slashing): In your beast form, your unarmed attacks become claw swipes with which you are proficient.

Grappler: In your beast form, when you land an attack with your claws, you can attempt to grapple your target as a bonus action.

Level 3

Crushing Grasp: While you are grappling a creature in your beast form, you can use your weight and strength to attempt to crush them. When you make a claw attack against a creature you are grappling, the damage is instead 2d8 + STR bludgeoning damage.

Level 7

Resilience: While in your beast form, you gain resistance to slashing, piercing, and bludgeoning damage from non-magical, non-silvered weapons.

Improved Natural Weapons: Your claw attacks are now considered magical for the purpose of overcoming magical resistances.

Improved Thick Hide: Your Thick Hide ability now reduces incoming damage from non-magical, non-silvered attacks by 1 + your constitution modifier, with a minimum of 2.

Level 11

Cast Aside: Your great weight and inhuman strength from your beast form allows you to wade through smaller enemies. When you strike a Medium or smaller creature with your Claws, you may force them to make a Strength saving throw. On a failure, they are pushed 10 feet in a direction of your choosing and are knocked prone. On a success, they are still pushed, but remain upright.

Cast Aside Save DC = 8 + your proficiency bonus + your Strength modifier

Level 15

Improved Resilience: You now have resistance to slashing, piercing and bludgeoning damage from non-magical, non-silvered weapons while you are in human form, and have immunity while you are in beast form.

Level 18

Defend the Pack: Your noble demeanor and strength of will allows you to defend your party with the fury of a wild beast. While you are in beast form, when one of your allies is struck with a critical strike, is knocked unconscious or killed, you enter a protective frenzy. You gain resistance to all damage from non-silvered magical weapons and spells, and non-silvered weapons no longer do bonus damage to you or prevent you from healing.

Additionally, you have advantage on any Strength checks made against the enemy who bloodied your ally, and may take the dash action as a free action on your turn, so long as you move directly towards them in a straight line.

Wererat Boons

Level 1

Natural Dexterity: In your beast form, you have a Natural Armor of 11 + your Dexterity modifier. You also gain a Dexterity score of 16 if your score isn't already higher.

Speed: In your beast form, you have a speed of 40. Additionally, you gain a climbing speed equal to half your running speed.

Natural Stealth: In your beast form, you have advantage on Stealth checks while you are not in direct sunlight.

Small Stature: In your beast form, you can comfortably squeeze into a space as small as 1ft by 1ft.

Bite (1d6 + DEX Piercing): In your beast form, your unarmed attacks become bites with which you are proficient. Your bite is considered a finesse weapon.

Pack-A-Snack: Due to your small size, you require less raw, fresh meat to sustain your Bloodlust. You are able to feed off of Tiny creatures to sustain yourself. Feeding in this way does not grant you Temporary Hit Points.

Level 3

Venomous Fang: In your beast form, your body naturally begins to produce a powerful toxin. When you hit a creature with your bite attack, you can choose to have them make a Constitution saving throw or become Poisoned for 1d4 rounds. You can use this ability a number of times equal to your Constitution modifier, and regain all uses when you feed.

Venomous Fang Save DC = 8 + your Proficiency bonus + your Dexterity modifier

Level 7

Resilience: While in your beast form, you gain resistance to slashing, piercing, and bludgeoning damage from non-magical, non-silvered weapons.

Improved Natural Weapons: Your bite attacks are now considered magical for the purpose of overcoming magical resistances.

Improved Dexterity: As a Wererat, you're more able to use equipment designed for humanoid creatures. In your beast form, you can use Simple melee weapons which lack the heavy or two-handed properties, and Light Crossbows.

Level 11

Ambush Tactics: Your small stature and natural quickness allows you to weave into and out of combat. When you make a melee attack against a creature in your beast form, if there is another ally within 5 feet of that creature, then it can no longer make opportunity attacks against you until the start of your next turn.

Level 15

Improved Venom: Your Venomous Fang ability now Poisons your target for 2d4 rounds, and they take 3d6 poison damage if they fail their Constitution saving throw.

Additionally, you can now apply this venom to a weapon as a bonus action. This poison lasts for up to an hour outside of your body until it is applied, and consumes a use of your Venomous Fang ability.

Level 18

Crippling Strikes: You can use precise strikes to take down prey much larger than you. When you make an attack against a creature, you may take a -5 penalty to the attack roll and attempt to cripple that creature, toppling it to the ground. You can choose to use this feature after you make the attack, but before you know the result.

If the attack hits, the creature is knocked prone. Additionally, the creature must spend a full action in order to stand back up.

 

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