Path of the Lycanthrope
Congratulations, you have chosen the path of a Lycan. The moon is your ally, as well as your enemy. Below are the gifts and curses given to you and your new life.
The Curse of Lycanthropy
On the night of a full moon, you transform into a full lycanthrope. Your humanity is completely stripped as your curse fully takes over you. You surrender control of your character to the DM who will control your character in accordance to your lycanthropes nature. The transformation starts within an hour of the moon rising, and ends at dawn.
The Gift of Lycanthropy
You have damage immunity from bludgeoning, piercing and slashing from non magical attacks that are not silvered.
WereBear
•Your alignment is neutral good.
• You can use your action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into your true form, which is humanoid.
• Your strength score is 19 unless it is already equal to or higher.
• Your modifier to perception is +7 unless it is already equal to or higher.
• you gain a +1 bonus to AC while in hybrid or bear form.
• Your natural weapons use strength for their modifier.
• You gain advantage on perception checks that deal with smell.
• Your speed is 40 ft., climb 30 ft. in bear or hybrid form unless your base speed of either is higher in humanoid form.
Multiattack. In bear form, the werebear makes two claw attacks. In hybrid form, it can attack like a bear or a humanoid.
Bite (Bear or Hybrid Form Only). Melee Weapon Attack: +Str and Prof to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC (8 + Prof + Con Mod) Constitution saving throw or be cursed with werebear lycanthropy.
Claw (Bear or Hybrid Form Only). Melee Weapon Attack: +Str and Prof to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
WereBoar
• Your alignment is neutral evil.
• You can use your action to polymorph into a boar-humanoid hybrid or into a boar, or back into your true form, which is humanoid.
• Your strength score is 17 unless it is already equal to or higher.
• Your modifier to perception is +2 unless it is already equal to or higher.
• you gain a +1 bonus to AC while in hybrid or boar form.
• Your natural weapons use strength for their modifier.
• Your speed is 40 ft. in boar form unless your base speed in humanoid form is higher.
Charge (Boar or Hybrid Form Only). If the wereboar moves at least 15 feet straight toward a target and then hits it with its 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 DC (8 + Prof + Str Mod) Strength saving throw or be knocked prone.
Relentless (Recharges after a Short or Long Rest). If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Multiattack (Hybrid Form Only). The wereboar makes two attacks, one with a melee weapon and one with its tusks.
Tusks (Boar or Hybrid Form Only). Melee Weapon Attack: +Str and Prof to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC (8 + Prof + Con Mod) Constitution saving throw or be cursed with wereboar lycanthropy.
WereRat
• Your alignment is lawful evil.
• You can use your action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into your true form, which is humanoid.
• Your dexterity score is 15 unless it is already equal to or higher.
• Your modifier to perception is +2 unless it is already equal to or higher.
• Your modifier to stealth is +4 unless it is already equal to or higher.
• Your bite uses strength or dexterity for your modifier.
• You gain dark vision up to 60 feet in rat form.
• You gain advantage on perception checks that deal with smell.
Multiattack (Hybrid Form Only). The wererat makes two attacks, one with a melee weapon and one with its bite.
Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +Str or Dex and Prof to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC (8 + Prof + Con Mod) Constitution saving throw or be cursed with wererat lycanthropy.
WereTiger
• Your alignment is neutral.
• You can use your action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into your true form, which is humanoid.
• Your strength score is 17 unless it is already equal to or higher.
• Your modifier to perception is +5 unless it is already equal to or higher.
• Your modifier to stealth is +4 unless it is already equal to or higher.
• Your natural weapons use strength for your modifier.
• You gain dark vision up to 60 feet.
• You gain advantage on perception checks that deal with smell or hearing.
• Your speed is 40 ft. in tiger form unless your base speed in humanoid form is higher.
Pounce (Tiger or Hybrid Form Only). If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC (8 + Prof + Str Mod) Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action.
Multiattack (Hybrid Form Only). You can attack like a humanoid or make two claw attacks.
Bite (Tiger or Hybrid Form Only). Melee Weapon Attack: +Prof and Str Mod to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC (8 + Prof + Con Mod) Constitution saving throw or be cursed with weretiger lycanthropy.
Claw (Tiger or Hybrid Form Only). Melee Weapon Attack: +Prof and Str Mod to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
WereWolf
• Your alignment is chaotic evil.
• You can use your action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into your true form, which is humanoid.
• Your strength score is 15 unless it is already equal to or higher.
• Your modifier to perception is +4 unless it is already equal to or higher.
• Your modifier to stealth is +3 unless it is already equal to or higher.
• You gain +1 to AC while in Hybrid or Wolf form.
• Your natural weapons use strength for your modifier.
• You gain advantage on perception checks that deal with smell or hearing.
• Your speed is 40 ft. in wolf form unless your base speed in humanoid form is higher.
Multiattack (Hybrid Form Only). The werewolf makes two attacks: one with its bite and one with its claws.
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +Prof and Str Mod to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC (8 + Prof + Con Mod) Constitution saving throw or be cursed with werewolf lycanthropy.
Claws (Hybrid Form Only). Melee Weapon Attack: +Prof and Str Mod to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.
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