Lycanthrope (ENG)

by UwUDanUwU

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Lycanthrope

Level Proficiency Bonus features Regeneration Feral form
1st +2 Origins, Feral form, Regeneration 1d4 1
2nd +2 Improved movement 1d4 2
3th +2 Hunter instinct 1d4 2
4th +2 Ability Score Improvement 2d4 3
5th +3 Extra Attack 2d4 3
6th +3 origins feature, primordial strength 2d4 3
7th +3 Feral Instinct 3d4 3
8th +3 Ability Score Improvement 3d4 4
9th +4 improved critical 3d4 4
10th +4 origins feature 4d4 4
11th +4 natural weapon 4d4 4
12th +4 Ability Score Improvement 4d4 4
13th +5 taste of blood 5d4 5
14th +5 origins feature 5d4 5
15th +5 onslaught 5d4 5
16th +5 Ability Score Improvement 6d4 5
17th +6 feral constitution 6d4 6
18th +6 indomitable savagery 6d4 6
19th +6 Ability Score Improvement 7d4 6
20th +6 origins feature 8d4 unlimited

Class Features

As a Lycanthrope, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Lycanthrope level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (o 5) + your Constitution modifier per Lycanthrope level after 1st

Proficiencies


  • Armor: light armor, medium armor
  • Weapons: simple weapons, short swords

  • Saving Throws: Strength, Constitution
  • Skills: choose two from: Animal Handling, Athletics, Deception, Intimidation, Nature, Perception, Stealth, Sleight of hand and Survival

Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a simple weapon, or (b) a shortsword
  • (a) a leather armor or (b) a hide armor
  • an explorer's pack
  • two daggers

Origins

Lycanthrope aren't born casually, at 1st level you choose your origins. Your origins choice grants you features at 1st level and then again at 6th, 10th, 14th, and 20th level.

Feral form

You can transform using a bonus action during your turn, while you are transformed, the following rules apply:

  • You have resistance to non magical and non silvered bludgeoning, piercing, and slashing damage.
  • You can't cast spells or speak. Transforming breaks your concentration on a spell you've already cast.
  • your Armor Class equals 10 + (2 x your Con modifier).
  • your equipment merges into your new form, however you retain the effect of the magic items you are attuned with.
  • Your claws become natural weapons that deal 2d6 + your Str modifier slashing damage.
  • Your bite become a natural weapon that deals 1d8 + your Str modifier piercing damage.
  • you can choose to become one size larger.
  • If you don't already have it, you gain darkvision out to a range of 60 feet.
  • you have advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • your hit point maximum increases by 3 x your lycanthrope level

The transformation last 10 minutes and you can revert to your normal form earlier by using a bonus action. Once you have transformed the maximum number of times for your lycanthrope level, you must finish a long rest before you can transform again.


the ammount of times you can transform is determined by your class table

Improved movement

starting at 2nd level your speed increases by 10 feet while you are transformed, and at 11th level this bonus persist in your humanoid form.

Regeneration

Starting at 1st level while you are transformed and have attacked a hostile creature or taken damage since your last turn, you regain an amount of hit points determined by your class table at the end of your turn.

Hunter instinct

Starting at 3rd level, while you attack a creature that is missing hit points you can deals an additional d6 to the damage, you can use this feature once per turn.

Ability Score Improvement

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.


If your DM allows the use of feats, you may instead take a feat.

Extra attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

primordial strength

Starting at 6th level, your unarmed strikes and natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Feral Instinct

starting at 7th level you have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

improved critical

Starting at 9th level your attacks score a critical hit on a roll of 19 or 20. Additionally starting at 15th level, your attacks score a critical hit on a roll of 18-20.

Natural Weapons

Starting at 11th level your claws damage becomes die a d8 and your bite damage die becomes a d10.

Taste of blood

Starting at 13th level, when you make a bite attack you regain hit points equal half of the amount of damage dealt, you can use this feature once per turn.

onslaught

Starting at 15th level when you move at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone. The DC of the saving throw is the following.

Onslaught DC = 8 + your proficiency bonus +

your Strength modifier

If the target is prone, you can take a bonus action to make one bite attack against it.

feral constitution

Starting at 17th level while transformed and drop to 0 hit points You automatically revert to your humanoid form with 1 hit point. After you use this privilege you can do a disengage action by spending you reaction.

indomitable savagery

Starting at 18th level you have a +2 bonus to attack and damage rolls made with your claw and bite attack.

Origins

Alchemical blood

Alchemical Blood are lycanthrope that are created through the use of alchemy in order to serve as a military force. They are often chosen because they are not capable of magic or have poor physical capabilities, but through the use of alchemy they are able to transform into a powerful and ferocious creature. These lycanthropes are often used in a similar way to bloodhounds, tracking down and locating their targets with incredible precision and speed. They are also skilled explorers, able to navigate through difficult terrain and locate their target with ease. Despite their control and strength, Alchemical Blood Lycanthrope are often seen as being less authentic or pure than other lycanthropes. This can lead to them struggling to find acceptance within the lycanthrope community, as they are viewed as being artificial or incomplete. Despite this, Alchemical Blood Lycanthrope are highly valued for their abilities by those who don’t belong to the lycanthrope community, and are often used in a variety of military and exploratory roles. They are feared and respected by many, and are known for their fierce loyalty and dedication to their duties.

Eternal thirst

Starting at 1st level when you hit a creature with a claw or bite attack you can make an enemy make a Str saving throw against your bleeding DC

Bleeding DC = 8 + your proficiency bonus +

your Strength modifier
if they fail the saving throw they start to bleed, and take extra damage from all source equal to half your Str modifier, at the end of their subsequent turn they can repeat the saving throw to end the effect.

Alchemical Howl

Starting at 6th level you can use a bonus action to resist incoming attack, you have resistance to all damage type until the start of your next turn. At the beginning of your next turn you can choose a creature within 5 feet of you, that creature has disadvantage for their next saving throw against your bleeding effect. this privilege can be used a number of times equal to your strength modifier for long rest.

Blood Hunt

Starting at 10th level when a creature fails his saving throw against your bleed you can decide to alchemically mark it, the mark last a number of days equal to your strength modifier, you always know the position of a marked creature, when tracking a marked creature difficult terrain doesn't slow your group's travel, a marked creature cant hide by magical means, you can only have a number of marked creature equal to your proficiency bonus.

Jaws of the beast

Starting at 14th level when you use your bite attack you regain an amount of hit points equal to the damage dealt.

Leap of the beast

Starting at 20th level When you take the Attack action, your movement speed increase as if you take the dash action until the end of your turn, and you can expend your movement before making your first attack.

Half blood

Half Blood Lycanthrope are those who become lycanthrope after being bitten by a pure blood lycanthrope. They do not have the natural connection to the goodness of the hunt that pure blood lycanthropes possess, and as a result they often struggle to control their transformation. Half Blood Lycanthrope are often viewed poorly by other lycanthrope because of their lack of control over their feral form. They may be seen as being unpredictable or dangerous, and may face discrimination and persecution as a result. Despite these challenges, Half Blood Lycanthrope are able to gain greater control over their transformation over time. As they become more experienced and comfortable with their powers, they are able to reliably identify friends and foes and are able to better control their actions in their feral form. While Half Blood Lycanthrope may face challenges within lycanthrope society, they also have the potential to be strong and respected members of the community. Their unique experiences and perspectives can be valuable assets, and with time and practice they may be able to earn the respect and acceptance of their peers.

Feral fury

Starting at first level when you are in your feral form you can do an extra attack with your bonus action, you make a claw attack that deals 1d6 slashing damage. at 11th level your damage increase to 1d6 + your Str modifier.

Feral howl

Starting from the 6th level the Lycanthrope howls and every enemy within 30 feet must pass a Char saving throw against your howl DC

Howl DC = 8 + your proficiency bonus +

your Strength modifier

or be frightened for 1 minute the target can repeat the saving throw at the end of each its turn, In addition, if you are not in Feral form, you can transform immediately after using this privilege, you use a feral form charge as usual, you can use this privilege once for long rest.

Savage mind

Starting at 10th level when you are in feral form you have advantage on saving throws against being charmed or frightened

Amplified Fury

Starting at 14th level when you use the feral fury privilege you make 2 claw attacks instead of one, If you are in Feral form you can use both of those claw attacks to make a bite attack, this privilege can be used a number of times equal to your proficiency bonus for long rest.

Evisceration

Starting at 20th level when you crit on an attack you can consider every dice lower than your strength modifier equal to your strength modifier.

Pureblood

Pure Blood Lycanthrope are those who were either born or blessed with lycanthropy. They are considered the most elite among lycanthrope society because they have a natural connection to the goodness of the hunt and are able to transform into their feral form without any outside help or manipulation. Pure Blood Lycanthrope are proud of their heritage and often hold themselves above other lycanthropes. They view themselves as being chosen by the goodness of the hunt and believe that they have a special role to play in the world. In lycanthrope society, Pure Blood Lycanthrope are often seen as leaders and are respected for their strength and ability to control their transformation. They are also often sought out as mentors and guides for other lycanthrope who are struggling to control their feral form. Despite their elite status, Pure Blood Lycanthrope are not immune to the challenges that come with being a lycanthrope. They still face discrimination and persecution from those who fear their powers, and must constantly be on guard to protect themselves and their community.

hybrid form

Starting at 1st level you retain some of the benefit of your feral form in your humanoid form:

  • you have a claw that deals 1d6 + str slashing damage
  • If you don't already have it, you gain darkvision out to a range of 60 feet.
  • you have advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • While you aren't wearing armor, your base Armor Class is 13 + your Constitution modifier.
  • you can talk in your feral form
  • you get proficiency in survival, and if you already have it your proficiency bonus is doubled for any skill check made with that ability

Alpha's call

Starting at 6th level you can use a bonus action to release a powerful howl, every ally within 30 feet that hears you will get advantage on its next attack. Once you use this privilege, you can't do so again until you finish a long rest.

pack tactics

Starting at 10th level 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.

Call of the pack

Starting at 14th level, the lycanthrope can recall some of his natural allies, you throw a d8 and based on the result you summon a number of beast:

  • 1-4: 4 wolf
  • 5-7: 2 dire wolf
  • 8: 1 winter wolf

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). (As a lycanthrope you can be any were animal, so the appearance of the summoned creature is based on the animal you have choosen). Once you use this privilege, you can't do so again until you finish a long rest.

One with the moon

Starting at 20th level the duration of your feral form becomes unlimited, and you can revert only if you choose so, additionally the damage die for your claws become a d10 and the damage die of your bite becomes a d12.

Blood Moon Rager

Whether through training or natural talent you have developed the rare ability to channel the power of the blood moon and take on a powers similar to those granted from vampirism.

Blood sucking

At 1st level your fangs grant you the following benefits:

  • You may use your bite attack while in human form.
  • Your bite attack deals necrotic damage instead of piercing
  • When you hit with your bite attack in human form you gain temporary hit points equal to your proficiency bonus
  • When grappling a creature you may deal 1d8 necrotic damage to the creature once on your turn without an attack roll
  • you have advantage on grapple checks

Howl of the blood moon

Starting at 6th level you may use your bonus action to let loose a screeching howl that can be heard up to 300ft away. When you howl you create the following effects:

  • you summon a swarm of blood moon bats in a location within 60ft of you
  • bright light other than sunlight within 100ft of you becomes dim light and takes on a red hue

The blood moon bats follow the stat block below and you can only have one swarm of blood moon bats at a time, attempting to summon another will cause the current swarm to fly away and vanish. The blood moon bats act on your initiative and use their action to attempt to grapple opponents within its area, or if there are no creatures within its area it takes the dodge action. You may use your action to cause the swarm of bats to move, when it moves it brings with it any creature it has grappled. The blood moon bats last for one minute before flying away and vanishing. You may use this feature a number of times equal to your constitution modifier between long rests.


Blood Moon Bats

Large swarm of tiny creatures


  • Armor Class 13 + your proficiency bonus
  • Hit Points 5 + 2 times your lycanthrope level
  • Speed 30ft fly speed

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 8 (-1)

  • Damage Resistances bludgeoning, slashing, and piercing
  • Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Senses darkvision 120ft, blindsight 10ft

  • Abilities

vampire swarm The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points, however it can gain temporary hit points.

Cloud Allied creatures moving through this creature's space do not count it as difficult terrain.

Biting and scratching Opponents who enter or end their turn within this creature's area must make a strength saving throw DC 11 + proficiency bonus or become grappled. Creatures grappled by this creature are blinded. At the end of this creature's turn it deals proficiency bonus necrotic damage to all opponent creatures within its area and it gains temporary hit points equal to the total damage dealt this turn this way.


Actions

Grapple The blood moon bats attempt to grapple a creature within its area. It is proficient in grapple checks.

Dread mount

Starting at 10th while you are within the area of your swarm of blood moon bats, its fly speed is increased by 30ft and you may forgo movement on your turn to have it move and carry you with it. Your swarms of blood moon bats also increase to huge size.

Charming glance

Starting at 14th level while in your humanoid form you may use your action to attempt to charm creatures within 60ft of you. Up to three creatures you choose that can see or hear you must make a wisdom saving throw DC 8 + your constitution modifier + your proficiency bonus. On a failed save throw the target becomes charmed by you for one minute. The affected creature may repeat their save any time they take damage. You may use this feature a number of times equal to your proficiency bonus between long rests.

Dread horde

Starting at 20th level when you roll for initiative and have no uses of howl of the blood moon left, you regain all uses.

Optional Feat

Reckless attacker

You've learned to put the weight of your own body to your advantage. You gain the following benefits:

  • When you hit a creature with an unarmed strike or a natural weapon on your turn, you can use a bonus action to attempt to grapple the target.
  • Before you make an attack with a natural weapon or an unarmed strike that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Credits

Images

cover art: Silverfur Partisan - Magic the gathering, shadow over innstrad expansion (Wizard of the Coast)


Half blood art made by me with the Midjourney AI


Pure blood art made by me with the Midjourney AI


Alchemical blood art Warwick from league of legends fan art made by patronovmaxim


Writing

Blood moon rager subclass: A big Thanks to u/Independent_Ask6564 for making this subclass.

 

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