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Dungeon Master's Guild

Werewolf Lycanthrope

Lycanthropy is an ancient and feared curse, able to turn the most stalwart of men into slavering and savage beasts. They are rightfully feared by a lot of common folk and are able to tear creatures to pieces with their hands alone. Because of this, lycanthropes are a force to be reckoned with. However, not all lycanthropes are evil beasts enslaved to their vicious nature. Those who take their time to train themselves and focus their minds can unlock their bestial power and use it for their own desires. Able to shift into animalistic hybrids and shrug off wounds that would fell mortal men, lycanthropes that follow this path become the ultimate predators. Should their focus fail, grave peril willbefall those around them.
hit dice: 1d10 per Lycanthrope level
hit points at 1st level: 10 + Con mod
hit points at higher levels: 1d10 (or 6) + Con mod
armor proficiencies: Light armour, medium armour, shields
weapon proficiencies: Simple weapons, martial weapons
tools: None
saving throws: Strength, Constitution
skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, Stealth, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
  • (a) any melee weapon or (b) a shortbow and 20 arrows
  • (a) leather armour or (b) hide armour
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • a dagger
  • Alternatively, you could begin with a starting wealth of 2d4 x 10gp and purchase starting items of your choice.
    spellcasting:
    None
    class features:

    Hybrid Form

    At 1st level, you begin to control the lycanthropic curse that now flows through your blood. As an action, you can transform into your Hybrid form as determined by your Lycanthrope Origin feature. This form lasts for 10 minutes. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier by using an action on your turn. You automatically revert to your normal form if you fall unconscious, drop to 0 Hit Points, or die. You can use this feature twice. You regain expended uses when you finish a short or long rest.
    While you are transformed, you gain the following benefits and disadvantages: Feral Might, Resilient Hide, Predatory Strikes, Cursed Weakness and Bloodlust.  

    Natural Armour

    Starting at the 2nd Level, while you are not wearing any armor nor wielding a shield, your Armor Class equals 11 + your Dexterity modifier + your Constitution modifier.  

    Totem Powers

    At 2nd level, you gain a totem power of your choice. When you gain certain lycanthrope levels, you gain additional powers of your choice (one slot at 2nd level, two at 8th, three at 14th and four at 20th). Additionally, when you gain a level in this class, you can choose one of the powers you know and replace it with another power that you could learn at that level. A level prerequisite in a totem power refers to your lycanthrope level, not character level.  

    Heightened Senses

    Starting at 3rd level, you begin to adopt the improved senses of a natural predator. You gain advantage on any Wisdom (Perception) checks that rely on hearing or smell.  

    Extra Attack

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

    Stalker's Prowess

    At 7th level, your speed increases by 10 feet. You also can add 10 feet to your long jump distance and 3 feet to your high jump distance. In addition, unarmed strikes made using your predatory strikes feature and attacks with your hybrid form's natural weapons are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.  

    Bleeding Slash

    Beginning at 9th level, you can tear deep into your enemies' flesh, leaving gaping wounds. When you make an unarmed strike using your predatory strikes feature you can attempt a bleeding slash. On a hit the target takes the attack's normal damage and must succeed a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) or take 1d10 slashing damage at the start of their next turn. This increases to 2d10 at 13th level and 3d10 at 17th level. This feature has no effect on inorganic creatures or objects. You can use this feature a number of times equal to your Strength or Dexterity modifier (whichever is higher, minimum of 1). You regain expended uses of this feature when you finish a short or long rest.  

    Advanced Hybrid Form & Hybrid Form Mastery

    Starting at 11th level, you learn to unleash and control more of the beast within you. You can now transform into your hybrid form as a bonus action, and your hybrid form now lasts for up to 30 minutes. In addition, at the start of each of your turns, while you are in your hybrid or animal form and have no more than half of your Hit Points left, you regain hit points equal to your Constitution modifier + 1 (minimum of 1). You don't gain this benefit if you have 0 Hit Points.
    At 20th level, you have wrestled with your inner predator and mastered it. You can now use your hybrid form feature three times instead of two, and your hybrid form now lasts for up to an hour. Additionally when you roll initiative and have no uses of your Hybrid Form left, you regain one use.  

    Iron Volition

    Beginning at 15th level, you've honed your willpower to better resist the violent urges of your lycanthropic curse. Whenever you make a Wisdom saving throw to maintain control of your hybrid form, you do so with advantage. Additionally in the event of a more than one possible nearest target after a failed save you, not the DM, now chooses between the targets.
    subclass options:

    Wolf-Hybrid & Wolf Form

    When choosing this origin at 1st level your hybrid form takes the shape of a wolf-humanoid and you become proficient with your bite whilst in that form. When making a melee attack with your bite, you have a reach of 5 feet and deal 1d8 piercing damage on a hit. You add your Strength modifier to the attack and damage rolls. A creature hit by your bite must succeed on a Constitution saving throw with a DC of 8 + your proficiency bonus + your Constitution modifier or be cursed with werewolf lycanthropy.
    Starting at 10th level you can transform into a wolf instead of your hybrid form when using your Hybrid Form feature. You retain the benefits granted by the hybrid form feature. Any equipment you are wearing or carrying isn't transformed and you can't wear any armor unless it is made to fit your animal form. You have disadvantage when using equipment meant for humanoids and cannot cast spells that require material components while in this form. Your statistics other than your AC and size remain the same in your animal form. Your AC when in your animal form is 12 + your Dexterity modifier + your Constitution modifier and your size becomes Medium. Transforming this way counts as a use of your hybrid form feature.  

    Silent Tracker

    At 6th Level You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see Chapter 8 of the Player's Handbook for rules on travel pace).  

    Pack Hunter

    At 14th level while you are in your hybrid or wolf form you have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.  

    Inspiring Howl

    At 18th level you can use your action to give a long and loud howl, inspiring your allies and terrifying your enemies. Any friendly creature within 30 feet that can hear you when you howl has advantage on their next attack roll and are no longer charmed nor frightened. Hostile creatures within 30 feet of you that can hear you must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or have disadvantage on their next attack roll or saving throw. A creature that succeeds on this saving throw is immune to this feature for the next 24 hours. You need to finish a short or long rest before you can use this feature again.  

    Totem Powers

    If a totem power has prerequisites, you must meet them to gain it. You can gain a totem power at the same time that you meet its prerequisites. Choose from: Cannibalistic Regeneration, Kin to Beasts, Lunar Transformation, Night Vision, Rampager, Signs of the Curse, Terror of the Night, Vigorous Shifting, Wounded Fury, Breath of the Winter Wolf, Disease Immunity, Fearless, Hunt the Prey, Quickrunner, Bestial Mask, Bestial Speech, Call Animal Allies, Feral Lope, Spirit of the Beast, Pack Master, Rending Claws.

    Created by

    Lionwoman.

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