Circle of Lycanthropy (5e Subclass)

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Circle of Lycanthropy[edit]

Druid Subclass

Since the dawn of magic, the curse of lycanthropy has terrorized humanoids across the Material Plane. Spreading like disease, the curse has separated families, torn communities, and fractured trust. Yet rare circles of druids treasure this curse and see it as not a curse but a blessing. The druids of the circle of lycanthropy find the curse as a connection to nature, and have passed each of its 5 variants on to each other for generation after generation. The mixed curses mingle with their druidic magic, giving them strange, cursed abilities. They exert fine control over themselves while in their different forms and can channel the curse into their magic. Revered as dangerous hexers, druids of the circle of lycanthropy should be avoided unless one wishes to join them.

Bonus Cantrip

When you choose this circle at 2nd level, you learn the True Strike cantrip. It doesn't count toward the number of cantrips you know, and is considered a druid spell for you.

Lycanthropic Wild Shape

Starting at 2nd level, you have an additional use of Wild Shape that you can use only to become a brown bear, boar, giant rat, tiger, or wolf. The normal limits still apply, however; for example, you cannot become a brown bear until you reach 8th level.

Circle Spells

Your cursed nature infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells fueled by your enhanced lycanthropy. Once you gain access to these circle spells, you always have them prepared, and they don't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Druid Level Circle Spells
3rd Alter Self, Spider Climb
5th Bestow Curse, Remove Curse
7th Freedom of Movement, Phantasmal Killer
9th Hold Monster, Reincarnate
Empowering Ferocity

Your curse furthers your shapeshifting abilities. Starting at 6th level, you have a +1 to AC while you are in Wild Shape form, as well as while you are wearing armor in your true form. Additionally, your Strength score increases to 16 if it wasn't already higher. While in Wild Shape form, you Strength score is equal to your Strength score in your true form if isn't higher. Damage inflicted while in Wild Shape is considered magical for the purposes of overcoming resistances and immunities.

Weredruid

Your lycanthropy can be demonstrated more dramatically- and spread likewise. Starting at level 10, whenever you use Lycanthropic Wild Shape, you can choose instead to become a lycanthrope. Depending on the form you chose, your lycanthrope form will resemble a werebear, wereboar, wererat, weretiger, or werewolf:

Medium beast (shapechanger), any alignment


Armor Class 14 (13 + 1, natural armor)
Hit Points 58 (9d8 + 18)
Speed 40 ft.


STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 10 (+0) 11 (+0) 10 (+0)

Skills Perception +4, Stealth +3
Condition Immunities Bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered
Senses passive Perception 14
Languages Common, Druidic (can't speak in animal form)


Charge. If the lycanthrope moves at least 15 feet straight toward a creature and then hits it with a claws/headbutt attack on the same turn, that target must succeed on a DC 13 Strength saving throw or take an extra 4 (1d8) bludgeoning damage and be knocked prone.

Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Shapechanger. The lycanthrope can use a bonus action to polymorph into a brown bear, boar, giant rat, tiger, or wolf, or back to its lycanthrope form, which resembles a likewise hybrid of a humanoid and that animal. Its statistics (other than its speed and size) are the same in each form.

Keen Hearing and Smell. The lycanthrope has advantage on Wisdom (Perception) checks that rely on hearing or smell.

ACTIONS

Multiattack. The lycanthrope makes two attacks: one with its bite/tusks and one with its claws/headbutt.

Bite/Tusks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing (as a bear, rat, tiger, or wolf hybrid) or slashing (as a boar hybrid) damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with lycanthropy. They type depends on the lycanthrope's form: Werebear, wereboar, wererat, weretiger, or werewolf, as appropriate. You can choose to give an affected humanoid automatic success on this saving throw.

Claws/Headbutt. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing (as a bear, tiger, or wolf hybrid) or bludgeoning (as a boar or rat hybrid) damage.



If you chose to become your animal form when using your Lycanthropic Wild Shape, your statistics apply as if you were in your lycanthrope form and used a bonus action to become your animal form.

Once you reach 18th level, this feature improves. You can cast your level 2 circle spells at will while in lycanthrope form, treating material components as normal.

Blessed with Cursedness

You have achieved full use of your lycanthropy. Starting at 14th level, You can use your normal uses of Wild Shape to transform into your lycanthrope form. Additionally, whenever you use your Wild Shape, you can choose to emanate cursed menace. Creatures you choose within a 40-ft. radius of yourself must succeed on a Wisdom saving throw against your spell save DC. On a failure, a creature is frightened. While frightened by this feature, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make another Wisdom saving throw. On a successful save, the effect ends for that creature. Once you activate this feature, you cannot use it again until you complete a long rest.


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