In Avanté, becoming a lycanthrope can occur through two distinct methods: the classic bite of a lycanthrope or the more arcane Rite of the Weary Moon, a ritual tied to Nytheris, The Weary Wanderer.
The Bite and Curse
If someone is bitten by a lycanthrope and does not receive a cure before their first transformation, the curse permanently infects them. From then on, they are bound to the cycles of the moon and transform into their lycanthropic form involuntarily. Most who are cursed through the bite struggle for control in the early stages, as the transformation is sudden, violent, and often unwanted. However, with time, certain lycanthropes may learn to harness their curse, using it to their advantage.
Physical and Mental Changes: Shortly after being bitten, the individual’s senses sharpen, their physical strength increases, and they develop a heightened connection to their primal instincts. This can be overwhelming, leading to erratic behavior during early stages, especially during the full moon of Selith, the Mother Moon.
Rite of the Weary Moon
The Rite of the Weary Moon is a dangerous and ancient ritual that draws power from Nytheris, the smaller and more unpredictable moon of Avanté. This ritual is sought by those wishing to willingly take on the curse of lycanthropy, often to gain power or reconnect with their primal nature. The ritual, however, requires a deep sacrifice and has unpredictable consequences. It’s said that invoking the power of Nytheris aligns the individual's fate with the moon’s irregular path, resulting in unique transformations that differ from traditional lycanthropes.
The Rite requires performing the ritual under a rare alignment when Nytheris is full, causing her powers to flow strongest. The participants need a deep connection to nature, often aided by shamanic rites or ancient incantations. These rituals are held in remote wildernesses, under the open sky, near old stone altars or sacred places where Nytheris’ influence can be harnessed.
The participants draw a sigil of Nytheris in a mixture of moonlight-charged water and crushed silver, offering blood (either their own or from a willing sacrifice). During the ritual, they enter a trance-like state, communing with the wild spirits tied to Nytheris. If successful, they gain lycanthropic abilities, but the transformations are less bound to Selith and more to the chaotic cycles of Nytheris.
Lycanthropes born from this ritual tend to have greater control over their transformations, but the influence of Nytheris’ chaotic magic can still lead to unpredictable behavior during lunar phases, especially when her light waxes or wanes unexpectedly. Those who gain lycanthropy this way often experience a deeper connection to the primal forces of nature and a greater spiritual awareness.
Themes and Cultural Impacts
The two methods of lycanthropy create a divide among lycanthropes. Those cursed by a bite are often seen as victims, struggling to master the beast within, while those transformed through the Rite of the Weary Moon are viewed with reverence or fear, as they willingly embraced the power of the moon.
Lycanthropes in Avanté experience varying degrees of control over their transformations. The influence of Selith, Nytheris, and Tethys plays a significant role in their transformations, and some lycanthropes seek out powerful arcane means or ancient shamanic rites to gain better control.
The Rite of the Weary Moon is deeply connected to the shamanic traditions of Avanté. Some tribes believe that performing the ritual brings them closer to the primal forces that shape the land, viewing lycanthropy as a gift from the wild spirits.

















Stage 1: Awakening the Curse
Upon contracting the curse, your first transformation is involuntary, occurring on the next full moon. In this stage, you begin to experience the primal changes within you.
Abilities Unlocked at Stage 1
Hybrid Form
You can transform into a lycanthropic hybrid form (werewolf, wererat, etc.) as a bonus action on your turn. Each time you transform under the full moon, you must pass a DC15 Wisdom Check. On a failed result, you lose control of your transformation and attack the nearest creature, friend or foe, this lasts for 1 minute. While in this form:
- Natural Weapons: Gain natural attacks with claws, which deal 1d6 slashing or piercing damage (your choice).
- Increased Strength & Resilience: While transformed, gain advantage on Strength-based checks and saving throws.
- Savage Senses: Gain advantage on Wisdom (Perception) checks relying on hearing or smell.
- Lunar Vulnerability: Silvered weapons deal an extra 1d4 damage to you.
- Limited Casting: You cannot cast spells or maintain concentration while transformed.
- Reduced Speech: Your speech is limited to basic, guttural responses.
- Armor Fusion: Any armor worn either merges with your form or falls off if too large, at the GM's discretion. While not wearing armor or using a shield, your AC equals 10 + your Constitution modifier + your Dexterity modifier.
- Weapon Use: You can use weapons and equipment normally unless otherwise specified.
- Feral Bite: When making the Attack action, you can replace one attack with an unarmed feral bite attack. If the bite hits, it deals 1d8 + Strength modifier piercing damage. You cannot make another bite attack until the start of your next turn. You can make a bite attack as a bonus action if you have not already used your bonus action and have made the Attack action.
Your hybrid form lasts for a number of hours equal to your Constitution modifier (minimum of 1). It ends early if you are knocked unconscious, reduced to 0 hit points, or choose to end it as an action while in control. The Awakening marks the beginning of your journey with lycanthropy, and as you gain further control, additional stages will grant you more power over the curse.
Stage 2: Embrace of the Beast
You have grown used to your constant, feral companion, and feel your connection to it growing ever stronger. Whether you embrace it in love or in necessity, embrace it you do.
Abilities Unlocked at Stage 2
Hybrid Form
Whilst in your Hybrid form you gain an additional number of enhancements:
- Nytherian Pelt: You gain resistance to bludgeoning, piercing, and slashing damage from non-silvered, non-magical sources.
- Hunting Howl: As a bonus action, let out a loud howl and mark a creature within 60 feet as your prey. When you hit the marked creature with a melee attack, you deal an additional 1d6 damage of the attack's type. You may use this feature a number of times equal to your Wisdom modifier (minimum of 1), regaining expended uses after a short or long rest.
Stage 3: The Beast Emerges
You are as much beast as you are, you.
Abilities Unlocked at Stage 3
Hybrid Form
Whilst in your Hybrid form you gain an additional number of enhancements:
- Savage Vigor: Your hit point maximum increases by an amount equal to twice your character level, and it increases by 2 for every level gained. Additionally you gain 5 temporary hit points at the start of each of your turns.
- Predator's Pounce: Your jump distance is doubled. If you jump more than 5 feet and land within 5 feet of a creature, you can immediately take the attack action. On a hit, the target must succeed on a Strength saving throw or be knocked prone. On a failed save, you may choose to grapple the creature instead.
- Bestial Might: While in hybrid form, you gain the following benefits; Your unarmed attacks deal 1d8 slashing damage and count as magical for overcoming resistances. Your AC increases by 1. You are immune to the charmed and frightened conditions.
Fraying Mind
As your memories begin to fragment, your personality splits further between the beast and your former self. You now have disadvantage on Intelligence ability checks and skill checks that require recalling knowledge or information, as memories of your former life become clouded by thoughts of midnight hunts and bloodshed.
Stage 4: The Beast Within
You are more monster than man.
Abilities Unlocked at Stage 4
Hybrid Form
- In For the Kill: Your thirst for bloodshed becomes insatiable. While in your hybrid form, if you hit a creature with an unarmed attack and it is missing any of its hit points, the base damage die of your attack increases to 1d12.
Primal Form
You can now fully embrace your animalistic side, transforming into your Primal Form, which reflects your Lycanthropy type. The Primal Form functions similarly to your Hybrid Transformation feature but has additional restrictions and abilities:
- You cannot speak or take actions requiring hands, except those granted by your transformation.
- You can only use unarmed claw and bite attacks.
- You have advantage on saving throws related to maintaining control of your transformation.
- Your appearance is indistinguishable from a regular animal of your kindred form to a layperson.
Bear Lycanthrope
Your Primal Form is that of a large bear.
- You can communicate with bears.
- When making a saving throw, you can add your Constitution modifier to the result.
- Your hit point maximum increases by 15.
Wolf Lycanthrope
Your Primal Form is a dire wolf.
- You can communicate with wolves.
- You have advantage on attack rolls against creatures if an ally is within 5 feet of the target and not incapacitated.
- Your movement speed increases by 20 feet (to a maximum of 60 feet).
Tiger Lycanthrope
Your Primal Form takes the shape of a large, powerful tiger.
- You can speak to and understand other large felines.
- When you make a melee attack, your critical hit range expands to 19–20.
- You gain a climbing speed of 30 feet and can jump three times your normal jumping distance.
Boar Lycanthrope
Your Primal Form is a formidable wild boar.
- You can speak to and understand other boars.
- You gain the Charge feature: if you move at least 20 feet straight toward a creature and then hit it with a melee attack, it must succeed on a Strength saving throw or be knocked prone and take an additional 1d8 bludgeoning damage.
- You gain advantage on saving throws to avoid being knocked prone or stunned.
Rat Lycanthrope
Your Primal Form is that of a giant, dire rat.
- You can speak to and understand other rodents.
- You have advantage on attack rolls against creatures if an ally is within 5 feet of the target and not incapacitated.
- You gain advantage on Stealth checks and can squeeze through spaces as though you were a creature one size smaller.
Crocodile Lycanthrope
Your Primal Form is that of a fierce crocodile.
- You can speak to and understand other reptiles.
- You gain a swimming speed of 40 feet and can hold your breath for up to an hour.
- If you grapple a creature, you can use your action to initiate a death roll. The target must make a Strength saving throw or take 2d10 bludgeoning damage and be restrained until the grapple ends.
Bat Lycanthrope
Your Primal Form is that of a large, winged bat.
- You can speak to and understand other bats.
- You gain a flying speed of 40 feet and have advantage on Stealth checks made in dim light or darkness.
- As an action, you can emit a sound wave in a 60-foot radius. Creatures within range must succeed on a Constitution saving throw or take 2d6 thunder damage and be deafened for 1 minute (once per short rest). This ability can be used to help echolacate in tight spaces
Lion Lycanthrope
Your Primal Form takes the shape of a majestic lion.
- You can speak to and understand other large cats.
- If you move at least 20 feet straight toward a creature and then hit it with a melee attack, that creature must succeed on a Strength saving throw or be knocked prone. If they fall prone, you can make an additional bite attack as a bonus action.
- Your roar can be used as a bonus action to cause enemies within 30 feet to make a Wisdom saving throw or be frightened for 1 minute (once per short rest).
Serpent Lycanthrope
Your Primal Form is that of a massive, venomous snake.
- You can speak to and understand other serpents.
- You gain a swimming speed of 40 feet and have advantage on grappling checks.
- Your bite deals 1d10 poison damage, and the target must succeed on a Constitution saving throw or be poisoned for 1 minute.
Stag Lycanthrope
Your Primal Form is that of a towering stag.
- You can speak to and understand other cervine creatures.
- Your speed increases by 20 feet, to a maximum of 60.
- If you move at least 20 feet straight toward a creature and then hit it with a melee attack, that creature must succeed on a Strength saving throw or be knocked prone and knocked back 10 feet.
Shark Lycanthrope
Your Primal Form is that of a massive shark.
- You can speak to and understand other aquatic creatures.
- You gain a swimming speed of 50 feet.
- Your bite attack deals 1d12 piercing damage, and if you are in water, you can immediately dash toward the target as a bonus action. When in water, you gain advantage on attack rolls against creatures missing any of their hit points.
Falcon Lycanthrope
Your Primal Form takes the shape of a swift and sharp-eyed falcon.
- You can speak to and understand other birds of prey.
- You gain a flying speed of 60 feet.
- You have advantage on perception checks involving sight, and can perform a Dive Strike. When you fly at least 30 feet straight toward a creature and hit with an attack, you deal an additional 2d6 damage, once per turn.
Stage 5: The Beast Unleashed
You are the monster, all that remains of the man is fragments soon to pass.
Abilities Unlocked at Stage 5
Hybrid Form
- Endless Rage: Your connection to the beast has made you an unstoppable force. When reduced to 0 hit points but not killed outright, you remain conscious and can continue acting normally on your turns. You are still treated as having 0 hit points, You continue to make death saving throws as usual, Taking damage causes death saving throw failures as normal. Failing three death saving throws still kills you, but until then, you keep fighting. You have Advantage on Death Saving throws.
Predatory Nature
Your inner beast now dominates your mind. If you can see, hear, or smell a helpless creature (such as an unconscious or restrained target), you must make a DC 15 Wisdom saving throw with disadvantage. On a failed save, you transform if not already and attack the target.
Additionally, whenever you kill a creature in your Hybrid Form, you are unable to return to your humanoid form until dawn. However, you may freely switch between Hybrid Form and Primal Form during this time.
Primal Form
- Primal Titan: When in your Primal Form you can speak clearly and coherently, You can cast spells without needing verbal or somatic components and may cast spells without material components unless they have a gold cost, and friendly creatures within 20 feet of you gain advantage on Wisdom checks and saving throws against any effects caused by you.

Embracing Lycanthropy in Avanté
Lycanthropy is more than just a curse; it’s a transformative journey that can deeply influence your character’s backstory, motivations, and day-to-day experiences. Whether you’ve been bitten by a lycanthrope or chosen to undergo the Rite of Nytheris, the curse grants power, but it also presents internal conflict, moral challenges, and physical transformation.
When deciding to play a character with Lycanthropy, work closely with your GM. The curse can manifest in various ways, and every campaign has its own unique flavor. Discuss the features, stages, and effects of the curse to ensure it fits well within the narrative. Lycanthropy should always be treated as a collaborative process, meaning you and the GM can alter, expand, or even limit certain aspects to match your character’s development.
Developing Your Backstory: The Curse's Origin
Where did your character’s journey into lycanthropy begin? Were they an adventurer who fell victim to an attack by a savage lycanthrope, barely escaping with their life but marked forever? Or did they seek out the ancient Rite of Nytheris, risking everything to draw power from the lunar magic of the second moon? Defining how and why your character became cursed is crucial for shaping their motivations.
Some characters may be bitter, fighting tooth and nail to resist the curse’s control, viewing lycanthropy as a stain on their honor. Others might embrace the power, reveling in the primal strength it offers, growing bolder and more ruthless with every transformation. Or maybe they are somewhere in between, constantly torn between their human nature and the allure of the beast.
Handling the Curse: Control vs. Submission
Lycanthropy brings a difficult choice: to fight for control or to fully embrace the beast within. This internal conflict can make for engaging roleplay opportunities. How does your character react when they lose control during a transformation? Are they horrified by their actions, filled with guilt, or do they give in, allowing the wolf, bear, bat, or boar to take over?
At each transformation stage, as your character becomes more powerful, there’s the question of how much of their humanity remains. Do they keep their moral compass, or is it eroded by the thirst for blood and primal domination? Such choices can deeply affect not only how your character is played, but how they interact with others, potentially altering party dynamics or leading to significant plot points.
Building a Pack: Allies or Rivals
Lycanthropes often form packs—close-knit groups bound by instinct and survival. If your character has begun to embrace their nature, perhaps they’ve decided to gather others like them, building a group of lycanthropes for mutual protection or shared purpose.
This also offers a rich avenue for storytelling. Do they take on a leadership role as an Alpha, guiding and protecting their pack, or do they struggle for dominance with others? Rivalries within a pack can lead to intense roleplay, where trust and betrayal intertwine as everyone jockeys for position.
On the other hand, your character might avoid the company of other lycanthropes, fearing the loss of individuality or worrying that being part of a pack means surrendering control to their more animalistic instincts. Being a lone wolf (or bear, or bat) can offer a different but equally compelling narrative.
Cultural Impact and Society’s Response
Lycanthropes are often feared and hunted by society. Your character’s interactions with townsfolk, nobles, or even the party may be affected by this mistrust. How do they hide their condition? Is there a history of lycanthropy in the region, causing others to be immediately suspicious, or is it so rare that few even understand what it means to be one?
Some towns might have laws against lycanthropy, driving your character into hiding or forcing them to seek a cure. Others may have cults that worship lycanthropes as the chosen of Nytheris, drawing your character into dangerous political schemes or cultist battles.
Additionally, consider how other characters view your lycanthropy. Do they fear your power, or are they inspired by your resilience? Perhaps they are intrigued by the curse and want to help you master it—or worse, control it for their own ends.
Lycanthropy and Pack Dynamics
If your character establishes a pack or joins one, consider the politics and hierarchy of lycanthrope packs. Alphas, betas, and lesser members all vie for dominance. The sense of belonging to a community might provide comfort for some characters, while others may chafe under the constraints of pack life. Roleplaying this struggle can lead to rich interactions, power dynamics, and relationships with other lycanthropes in your campaign.
Embracing lycanthropy is more than just a power boost; it's a transformative journey. Your character’s struggle to balance their primal instincts with their humanity can create a dynamic, ongoing narrative throughout their adventure. Whether fighting against the curse or embracing its gifts, lycanthropy adds a layer of complexity that can deeply impact character growth, party dynamics, and world interactions. Make sure to explore these themes with your GM to fully integrate your story into the campaign's larger narrative, ensuring a thrilling and engaging experience.