Cursed Lycanthrope (5e Subclass)
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Cursed Lycanthrope[edit]
A Fighter Subclass
You've been cursed with an irreversible curse, and now you must live with the consequences. This curse will either help or hurt you, depending on how strategically you can predict the outcome of your actions.
Your curse is lycanthropic. You have a beast inside you. Unnoticeable from a glance. The curse put on you might be from birth or a recent event... The curse is of evil nature, but you can harness its power with strategy and a little luck.
- An Unholy Curse
Starting at 3rd level. Choose a name for your curse. You are immune to having that curse removed/cured unwillingly. You have resistance to healing effects wrought onto you by holy or other magical means. (healing is halved by spells)
- Manifest
At 3rd level your curse starts to manifest within you, granting you rushes of power. You start to feel the beast inside wanting to break out. The blood of your enemies calls to it.
If you successfully strike a target with an attack during your turn, then at the end of your turn, roll a d6, and add the number to your " Curse Severity".
Cursed Legs
- While your Curse Severity is 4 or above. Your legs start to appear more beastlike, granting you 10ft of additional movement. This bonus is increased to 15ft at 7th level, 20ft at 10th level, 25ft at 15th level, and 30ft at 18th level.
Cursed Chest
- While your Curse Severity is 7 or above. Your chest region starts to manifest. Choose one from bludgeoning, piercing, or slashing. You gain resistance to that type of damage. At 10th level, you may choose 2 resistances, and at 15th level, you gain resistances to all physical damage instead. The resistance is circumvented by magical and silvered weapons.
Cursed Arms
- While your Curse Severity is 10 or above. Your arms swell up and grow muscular beyond human capability. Your melee attacks gain bonus damage equal to your Strength modifier and additional 5 feet of reach
Cursed Control
- At the start of your turn, if your Curse Severity is 15 or above. You lose control of yourself as you fully manifest and lash out against the nearest creature in sight. This attack has an advantage if the target is hostile. (this attack is not a part of your attack action)
Cursed Mind
- At the start of your turn, if your Curse Severity is 20 or above. You must succeed in a wisdom saving throw of DC = "8 + your proficiency bonus + your Constitution modifier". Or take psychic damage equal to "Your level + your proficiency bonus" and be knocked prone until the start of your next turn. On a successful save you take half damage and are not knocked prone. At the end of your turn your Curse severity is reset to 0, and you do not roll for Curse Severity.
Cursed Soul
- At the start of your turn, if your Curse Severity is 30 or above. Your mind goes numb as the beast tries to overtake your body. You take psychic damage equal to "Your level + your proficiency bonus" and you gain one point of Exhaustion. You may reset your Curse Severity to 0. You do not roll for Curse Severity.
- Twisted Mind
At 7th level, you may choose to double your roll for Curse severity at the end of your turn, or, roll twice and pick only one result.
- in addition to this, if you critically strike a target during your turn. When rolling for your next Curse Severity roll, you must use both effects from this feature, and pick the highest result possible.
- Aggravation and Suppression
At 10th level, you start to gain a little clarity into the nature of your curse. Before you roll your Cursed Severity at the end of your turn you can add or subtract your Wisdom modifier to it. You can also choose to use your bonus action to add or subtract your Wisdom modifier from your current Cursed Severity.You can use either of the abilities granted by this feature a total number of times equal to your Wisdom modifier and you regain all expended uses when you finish a short or long rest.
- in addition to this, if you critically strike a target, you must add your Wisdom modifier when rolling your next Curse Severity roll.
- Unhinged
Starting at 15th level, whenever you reset your Curse Severity you can choose to reset it to 15 instead of 0.
- Madness
Additionally at 18th level, whenever you make a Curse Severity roll at the end of your turn that results in you getting 10 or more Curse Severity. You feel the curse spiking within you, making you go mad for an instant, causing you to flail uncontrollably in every direction. You lash out at each creature within range and must make an attack against each of them. (Including allies)
Optional: Depending on how you and your DM feel about the balance/enjoyability of the subclass, you can elect to flat out gain this ability, gain this ability after accomplishing a goal / doing something cool, or take this ability in place of a feat. (damage, DC, and timeframe up to DMs discretion)
Cursed Calm
- At the end of combat you can choose to make a Wisdom saving throw DC = "8 + Constitution Modifier + 2 (for each time you have attempted this since your last long rest)" If you succeed you can pick one of the following benefits:
•You can choose to keep any attribute(s) provided by your current "Curse Severity" level for 1 hour out of combat. After each hour you may choose to attempt this again if this ability is still active. (Ability can not be used if "Cursed Severity is 20+) •You can choose to start your next combat before a long rest with half of your current "Cursed Severity" level (rounded up)(You have advantage on your Wisdom saving throw if your current "Cursed Severity" is 20+)
On a failure, you take damage equal to " Your fighter level x The number of times you have successfully used this ability since your last long rest". If you choose not to use this ability or you fail your save, Cursed Severity resets to 0 and you lose all related benefits.
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