Lycanthrope (5e Race)

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Lycanthropes

Werewolf,

One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their animal form. IN that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark. Evil lycanthropes hide among normal folk, emerging in animal form at night to spread terror and bloodshed, especially under a full moon. Good lycanthropes are reclusive and uncomfortable around other civilized creatures, often living alone in wilderness areas far from villages and towns.

Curse of Lycanthropy

A humanoid creature can be afflicted with the curse of lycanthropy after being bitten by a lycanthrope, or if one or both of its parents are lycanthropes. A remove curse spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish.
A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form - or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams. A natural born lycanthrope can instinctively control the curse. Despite this inherent mastery, they too feel the pull of the beast within when the moon is fullest.
Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthrope that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak.

Applying Lycanthropy

This is a template to be applied to a race in order to create a PC Lycanthrope. This will work with all Standard Races from official Wizards content. Upon being infected with Lycanthropy, the Lycanthropy subrace can be applied to any race that has a subrace, and replaces that race's existing subrace options. Alternatively, you can apply this new subrace to a race without subrace options using the modification options provided below.

Aarakocra Lycanthrope

As an Aarakocra, your Ability Score Increases are as follows: Your Dexterity score increases by 1, your Wisdom increases by 1.

In addition, you lose your Talons trait and your Flight trait has it's speed reduced to 30 and cannot be used when shapechanged.

Dragonborn Lycanthrope

Your Ability Scores are modified to the following: Your Strength Score is increased by 1, your Charisma is increased by 1. You lose the ability to use your breath attack while transformed.

Goliath Lycanthrope

As a Goliath, your Ability Score Increases are as follows: Your Strength score increases by 1, your Constitution score increases by 1.

In addition, you lose your Natural Athlete trait.

Half-Elf Lycanthrope

As a Half-Elf, your ability Score Increases are as follows: Your Charisma score increases by 1, and one other ability score of your choice increases by 1.

In addition, you lose your Skill Versatility trait.

Half-Orc Lycanthrope

As a Half-Orc, your ability Score Increases are as follows: Your Strength Score increases by 1, your Constitution score increases by 1.

In addition, you lose your Menacing trait and your Savage Attacks trait.

Human Lycanthrope

As a Human, your Ability Score Increases are as follows: Two different ability scores of your choice increase by 1.

You gain proficiency in one skill of your choice.

Tiefling Lycanthrope

As a Tiefling, your Ability Score Increases are as follows: Your Charisma Score increases by 2.

You lose your Infernal Legacy trait.

Custom Races

If you wish to apply Lycanthropy to your custom race that does not have a subrace to be removed, use the following rules to apply it.

Custom Traits

A race that transforms into beasts.
Ability Score Increase. These should be changed to apply an overall +2, either through a +2 on one stat, or +1 on two stats. However, the +2 option should not be applied to Strength, Dexterity or Constitution so as to avoid +3 results after the Lycanthropy subrace has been applied.
Age. Age based on that of custom race.
Alignment. Alignment of the custom race
Size. Medium or Small to not have balance problems
Speed. Your base walking speed is 30ft.
Custom Trait. The character should retain one trait of their previous race, though this should not be similar to the traits provided by the Lycanthropy subrace so as to avoid overlap or clashes.
Languages. Languages based on custom race

Lycanthropy Subraces

There are five different strains of the Lycanthropy curse which a character can contract, each with their own varying traits as seen below. Only one strain can infect a character at a time. Whilst infected with one strain of Lycanthropy, the character is considered immune to recieving other forms of the curse, automatically succeeding on their Constitution Saving Throw when cursed.


Werebear

Ability Score Increase. Your Constitution Score increases by 1.
Shapechanger. You can use an action to polymorph into a Large Bear-Humanoid hybrid or into a Large Bear, or back into your true form. Your statistics, other than size and AC are the same in each form. Any equipment you are wearing or carrying isn't transformed. You revert back to your true form if you die.
Bear-Humanoid Hybrid Form & Bear Form. Your size is Medium. You have natural armour equal to 11 + Constitution Modifier. You gain a climb speed of 30ft. You gain the Bite attack and are considered proficient: Melee Weapon Attack, one target, 1d8+Strength piercing damage. If the target is a humanoid, it must succeed on a DC 10 + Constitution Modifier, Constitution Saving Throw or be cursed with werebear lycanthropy. You gain the Claw attack and are considered proficient: Melee Weapon Attack, one target, 2d4+Strength slashing damage.

Wereboar

Ability Score Increase. Your Strength Score increases by 1.
Shapechanger. You can use an action to polymorph into a medium Boar-Humanoid hybrid or into a medium Boar, or back into your true form. Your statistics, other than size and AC are the same in each form. Any equipment you are wearing or carrying isn't transformed. You revert back to your true form if you die.
Boar-Humanoid Hybrid Form & Boar Form. Your size is Medium. You have natural armour equal to 11 + Strength Modifier. You gain the Tusks attack and are considered proficient: Melee Weapon Attack, one target, 1d6+Strength piercing damage. If the target is a humanoid, it must succeed on a DC 10 + Constitution Modifier, Constitution Saving Throw or be cursed with wereboar lycanthropy. You gain the Maul attack and are considered proficient: Melee Weapon Attack, one target, 1d8+Strength slashing damage. If you move at least 15 feet straight towards a target and then hit it with your Tusks on the same turn, the target takes an extra 2d6 slashing damage. If the target is a creature, it must succeed on a DC 10 + Strength Modifier, Strength saving throw or be knocked prone.

Wererat

Ability Score Increase. Your Dexterity Score increases by 1.
Shapechanger. You can use an action to polymorph into a medium Rat-Humanoid hybrid or into a small Rat, or back into your true form. Your statistics, other than size and AC are the same in each form. Any equipment you are wearing or carrying isn't transformed. You revert back to your true form if you die.
Rat-Humanoid Hybrid Form. Your size is Small. You have natural armour equal to 11 + Dexterity Modifier. You gain the Bite attack and are considered proficient: Melee Weapon Attack, one target, 1d6+Dexterity piercing damage. If the target is a humanoid, it must succeed on a DC 10 + Constitution Modifier, Constitution Saving Throw or be cursed with wererat lycanthropy.
Rat Hybrid Form. Your size is tiny. You have natural armour equal to 11 + Dexterity Modifier. You gain the Bite attack and are considered proficient: Melee Weapon Attack, one target, 1d4+Dexterity piercing damage. If the target is a humanoid, it must succeed on a DC 10 + Constitution Modifier, Constitution Saving Throw or be cursed with wererat lycanthropy.
Keen Smell. While in your Rat-Humanoid Hybrid form, or your Rat form, gain advantage on Wisdom (Perception) checks that rely on smell.

Weretiger

Ability Score Increase. Your Dexterity Score increases by 1.
Shapechanger. You can use an action to polymorph into a Medium Tiger-Humanoid hybrid or into a Medium Tiger, or back into your true form. Your statistics, other than size and AC are the same in each form. Any equipment you are wearing or carrying isn't transformed. You revert back to your true form if you die.
Tiger-Humanoid Hybrid Form & Tiger Form. Your size is Medium. You have natural armour equal to 12 + Dexterity Modifier. You gain the Bite attack and are considered proficient: Melee Weapon Attack, one target, 1d8+Dexterity piercing damage. If the target is a humanoid, it must succeed on a DC 10 + Constitution Modifier, Constitution Saving Throw or be cursed with weretiger lycanthropy.You gain the Claw attack and are considered proficient: Melee Weapon Attack, one target, 1d6+Dexterity slashing damage. If you move at least 15 feet straight towards a target and then hit it with a Claws attack on the same turn, the target must succeed on a DC 10 + Dexterity Modifier, Strength Saving Throw or be knocked prone. If the target is prone, you can make one bite attack against it as a bonus action.

Werewolf

Ability Score Increase. Your Strength Score increases by 1.
Shapechanger. You can use an action to polymorph into a Medium Wolf-Humanoid hybrid or into a Medium Wolf, or back into your true form. Your statistics, other than size and AC are the same in each form. Any equipment you are wearing or carrying isn't transformed. You revert back to your true form if you die.
Wolf-Humanoid Hybrid Form. Your size is Medium. You have natural armour equal to 11 + Dexterity Modifier. You gain the Bite attack and are considered proficient: Melee Weapon Attack, one target, 1d8+Strength piercing damage. If the target is a humanoid, it must succeed on a DC 10 + Constitution Modifier, Constitution Saving Throw or be cursed with werewolf lycanthropy. You gain the Claw attack and are considered proficient: Melee Weapon Attack, one target, 2d4+Strength slashing damage.
Wolf Form. Your size is Medium. You have natural armour equal to 11 + Dexterity Modifier. Your walking speed is 40ft. You gain the Bite attack and are considered proficient: Melee Weapon Attack, one target, 1d6+Strength piercing damage. If the target is a humanoid, it must succeed on a DC 10 + Constitution Modifier, Constitution Saving Throw or be cursed with werewolf lycanthropy.
Keen Hearing and Smell. While in your Wolf-Humanoid Hybrid form, or your Wolf form, gain advantage on Wisdom (Perception) checks that rely on hearing or smell.


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