Lycanthrope (5e Class)
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Lycanthrope
A Werewolf Lycanthrope, Source |
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 will befall those around them.
Creating a Lycanthrope
All lycanthropes get their curse from somewhere. Were you born with it, transferred from the blood of your parents? Were you bitten by another lycanthrope during an adventure or attack on your home? Did you get cursed by some craven mage who sought to punish you? Was it a life you chose to accept, being granted such power by a deity?
- Quick Build
You can make a lycanthrope quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, followed by Constitution. Second, choose the Outlander background.
Class Features
As a Lycanthrope you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Lycanthrope level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Lycanthrope level after 1st
- Proficiencies
Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from the following: Animal Handling, Athletics, Intimidation, Nature, Perception, Stealth, and Survival
- 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 armor or (b) hide armor
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- a dagger
Level | Proficiency Bonus |
Features | Predatory Strikes | Totem Powers |
---|---|---|---|---|
1st | +2 | Hybrid Form, Lycanthrope Origin | 1d4 | — |
2nd | +2 | Natural Armor, Totem Powers | 1d4 | 1 |
3rd | +2 | Heightened Senses | 1d4 | 1 |
4th | +2 | Ability Score Improvement | 1d4 | 1 |
5th | +3 | Extra Attack | 1d4 | 1 |
6th | +3 | Origin Feature | 1d6 | 1 |
7th | +3 | Stalker's Prowess | 1d6 | 1 |
8th | +3 | Ability Score Improvement | 1d6 | 2 |
9th | +4 | Bleeding Slash (1d10) | 1d6 | 2 |
10th | +4 | Origin Feature | 1d6 | 2 |
11th | +4 | Advanced Hybrid Form | 1d8 | 2 |
12th | +4 | Ability Score Improvement | 1d8 | 2 |
13th | +5 | Bleeding Slash (2d10) | 1d8 | 2 |
14th | +5 | Origin Feature | 1d8 | 2 |
15th | +5 | Iron Volition | 1d8 | 3 |
16th | +5 | Ability Score Improvement | 1d10 | 3 |
17th | +6 | Bleeding Slash (3d10) | 1d10 | 3 |
18th | +6 | Origin Feature | 1d10 | 3 |
19th | +6 | Ability Score Improvement | 1d10 | 3 |
20th | +6 | Hybrid Form Mastery | 1d10 | 4 |
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:
Feral Might. You gain a bonus to melee damage rolls equal to half your proficiency bonus, rounded down. You also have advantage on Strength checks and Strength saving throws.
Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t silvered. While you are not wearing heavy armor or wielding a shield, you gain a +1 bonus to your AC.
Predatory Strikes. Your unarmed strikes are considered a melee weapon. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes. When you use the Attack action to attack a creature with an unarmed strike, you can make another unarmed strike as a bonus action.
Your unarmed strikes deal 1d4 slashing damage. The damage of your unarmed strikes increases as you gain lycanthrope levels, as shown in the Predatory Strikes column of the Lycanthrope Table.
Cursed Weakness. Your have vulnerability to damage from silvered weapons.
Bloodlust. At the start of your turn, if you’ve taken damage since the start of your last turn, you must make a Wisdom saving throw to maintain control of your humanity. The DC equals 5, or 1/4 of the total damage you’ve taken since the end of your previous turn, whichever number is higher. On a failed save, you must move directly towards the nearest creature to you and use the Attack action against that creature. If there is more than one possible target, the DM chooses the target. You then regain control of your character for the remainder of your turn.
If you are under an effect that prevents you from concentrating (like the Barbarian’s rage feature), you automatically fail this saving throw.
The benefits of this feature replace the rules for Lycanthropy within the Monster Manual.
Lycanthrope Origin
At 1st level, you choose a origin that describes where your lycanthropic curse came from. Choose Werebear, Wereboar, Wererat, Wereraven, Weretiger, or Werewolf, all detailed at the end of the class description. The origin you choose grants you features at the 1st level and again at the 6th, 10th, 14th, and 18th levels.
Natural Armor
Starting at the 2nd Level, while you are not wearing any armor nor wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
Totem Powers
At 2nd level, you gain a totem power of your choice. Your totem power options are detailed at the end of the class description. When you gain certain lycanthrope levels, you gain additional powers of your choice, as shown in the Totem Powers column of the Lycanthrope Table.
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 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.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
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, whilst in your hybrid or animal form your unarmed strikes and 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 in your hybrid form you can attempt a bleeding slash. On a hit the target takes the normal damage and must succeed on 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 when you finish a short or long rest.
Advanced Hybrid Form
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.
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.
Hybrid Form Mastery
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.
Lycanthrope Origin
Each lycanthrope will have their origins either from being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. Seven widely known varieties of lycanthrope are werebears, wereboars, wererabbits, wererats, wereravens, weretigers, and werewolves.
Werebear
Werebears are powerful lycanthropes with the ability to temper their monstrous natures and reject their violent impulses. In humanoid form, they are large, muscular, and covered in hair matching the color of their ursine form's fur provided they can grow hair. When a werebear transforms, it grows to enormous size, lashing out with weapons or claws and fighting with the ferocity of a bear.
Bear-Hybrid Form
When choosing this origin at 1st level your hybrid form takes the shape of a bear-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 3d4 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 werebear lycanthropy.
Formidable Strength
At 6th level you gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
Bear Form
Starting at 10th level you can transform into a bear 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 whilst 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 11 + your Dexterity modifier + your Constitution modifier (you still get the bonus AC from your Resilient Hide feature in situations when it would apply) and your size becomes Large.
Transforming this way counts as a use of your hybrid form feature.
Ursine Toughness
At 14th level, while you are in your hybrid or bear form, not wearing armor, and not wielding a shield, you gain a +2 bonus to your AC.
Terrifying Roar
At 18th level you can use your action to roar at any number of creatures within 30 feet, chilling their blood and stunning them with fear. Any of the targeted creatures that can hear you must succeed on a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Charisma modifier or become frightened of you until the end of your next turn.
If a creature fails this saving throw by 5 or more, they are instead stunned until the end of your next turn. A creature that succeeds on this saving throw is immune to this feature for the next 24 hours. You must finish a short or long rest before you can use this feature again.
Wereboar
Wereboars are ill-tempered and vulgar brutes. As humanoids, they are stocky and muscular, with short, stiff hair. In their humanoid and hybrid forms, they use heavy weapons, while in hybrid or animal form, they gain a devastating goring attack through which their curse is spread.
Boar-Hybrid Form
When choosing this origin at 1st level your hybrid form takes the shape of a boar-humanoid and you become proficient with your tusks whilst in that form.
When making a melee attack with your tusks, you have a reach of 5 feet and deal 2d6 slashing damage on a hit. You add your Strength modifier to the attack and damage rolls.
A creature hit by your tusks must succeed on a Constitution saving throw with a DC of 8 + your proficiency bonus + your Constitution modifier or be cursed with wereboar lycanthropy.
Brutish Swine
At 6th level you gain proficiency with improvised weapons. In addition, weapons with the Heavy property no longer impose disadvantage on attack rolls if your size is Small.
Boar Form
Starting at 10th level you can transform into a boar 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 11 + your Dexterity modifier + your Constitution modifier (you still get the bonus AC from your Resilient Hide feature in situations when it would apply) and your size becomes Medium.
Transforming this way counts as a use of your hybrid form feature.
Charge
Starting at 14th level, while you are in your hybrid or boar form, move at least 15 feet straight toward a target and then hit it with your tusks on the same turn, the target takes an extra 2d6 piercing damage. If the target is a creature, it must succeed on a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier or be knocked prone.
Relentless
When you reach the 18th Level, if you drop to 0 hit points while in your hybrid or animal form and don't die outright, you can drop to 1 hit point instead. Once you use this feature, you can't use it again until you take a long rest.
Wererabbit
Wererabbits, occasionally called werehares, are a rare breed of lycanthropes and somewhat of an anomaly amongst their brethren. Whereas other lycanthropes are born of more predatory species, wererabbits evoke a lot of traits typically found in prey animals; however this only disguises their deadly potential. Extremely agile, wererabbits can move with blinding speed and deliver kicks that can snap bones like twigs.
Rabbit-Hybrid Form
When choosing this origin at 1st level your hybrid form takes the shape of a rabbit-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 1d4 piercing damage on a hit. You may add your Strength or Dexterity 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 wererabbit lycanthropy.
Powerful Kick
Starting at 6th level you are able to make use of your strong legs to strike your foes. Whilst in your hybrid form you become proficient with your kicks.
When making a melee attack with your kick, you have a reach of 5 feet and deal 1d8 bludgeoning damage on a hit. You add your Dexterity modifier to the attack and damage rolls.
Additionally on a hit, the creature must succeed a Strength saving throw with a DC of 8 + your proficiency bonus + your Dexterity modifier or be pushed 10 feet away from you and incapacitated until the start of their next turn.
Rabbit Form
Starting at 10th level you can transform into a rabbit 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 11 + your Dexterity modifier + your Constitution modifier (you still get the bonus AC from your Resilient Hide feature in situations when it would apply) and your size becomes Tiny.
Transforming this way counts as a use of your hybrid form feature.
El-ahrairah's Blessing
Starting at 14th level if you take the dash action on your turn you can dash or dodge as a bonus action.
Additionally when in your hybrid form you gain a burrowing speed equal to your base movement speed.
Finally you can add 10 feet to your long jump distance and 3 feet to your high jump distance.
Lucky Rabbit's Foot
At 18th level you're able to make almost near-miraculous escapes from danger. You may choose to make one melee, ranged, or spell attack that would hit you, miss you instead. This is done after you know you have been hit, but before the damage is rolled.
You regain the use of this feature once you finish a short or long rest.
Wererat
Wererats are cunning lycanthropes with sly, avaricious personalities. They are wiry and twitchy in humanoid form, with thin hair and darting eyes. In their humanoid and hybrid forms, wererats prefer light weapons and use ambush tactics rather than fighting as a pack. Although a wererat can deliver a nasty bite in its rat form, it favors that form for stealthy infiltration and escape rather than combat.
Rat-Hybrid Form
When choosing this origin at 1st level your hybrid form takes the shape of a rat-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 1d4 piercing damage on a hit. You may add your Strength or Dexterity 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 wererat lycanthropy.
Scurry
Starting at 6th level if you take the Disengage action on your turn you can Dash as a bonus action. Additionally, if you take the Attack action on your turn, you can Disengage as a bonus action.
Rat Form
Starting at 10th level you can transform into a giant rat 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 11 + your Dexterity modifier + your Constitution modifier (you still get the bonus AC from your Resilient Hide feature in situations when it would apply) and your size becomes Small.
Transforming this way counts as a use of your hybrid form feature.
Skulk
At 14th level you gain advantage on Dexterity (Stealth) checks made to hide. You also gain a climbing and swimming speed equal to your base movement speed.
Surprise
At 18th level if you hit a surprised creature with an attack on your first turn in combat, the attack deals an extra 3d6 damage to it. The extra damage is of the same type as the attack itself.
Wereraven
Wereravens are secretive and extraordinarily cautious lycanthropes that trust one another but are wary of just about everyone else. Although skilled at blending into society they keep mostly to themselves, respect local laws, and strive to do good whenever possible. In their human and hybrid forms, wereravens tend to favour light weapons.
Raven-Hybrid Form
When choosing this origin at 1st level your hybrid form takes the shape of a raven-humanoid and you become proficient with your beak whilst in that form.
When making a melee attack with your beak, you have a reach of 5 feet and deal 1d4 piercing damage on a hit. You may add your Strength or Dexterity modifier to the attack and damage rolls.
A creature hit by your beak must succeed on a Constitution saving throw with a DC of 8 + your proficiency bonus + your Constitution modifier or be cursed with wereraven lycanthropy.
Additionally, while in your hybrid form you gain a flying speed equal to your base movement speed. To use this speed, you can’t be wearing medium or heavy armor.
Mimicry
Starting at 6th level you can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
Raven Form
Starting at 10th level you can transform into a raven 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 11 + your Dexterity modifier + your Constitution modifier (you still get the bonus AC from your Resilient Hide feature in situations when it would apply) and your size becomes Tiny.
Transforming this way counts as a use of your hybrid form feature.
Swooping Blow
At 14th level, while you are in your hybrid or raven form, fly at least 15 feet straight toward a target and then hit it with a melee attack on the same turn, the target takes an extra 2d6 damage of the type done by that attack. If the target is a creature and you move out of its reach after doing so, the creature has disadvantage on attacks of opportunity made against you.
Keen Sight
At 18th level you can see up to 1 mile away without difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks and you have advantage on (Perception) checks made to spot items.
Weretiger
Weretigers are ferocious hunters and warriors with a haughty and fastidious nature. Lithe and sleekly muscular in humanoid form, they are taller than average and meticulously groomed. Weretigers grow to enormous size in animal and hybrid form, but they fight in their more refined humanoid form when they can.
Tiger-Hybrid Form
When choosing this origin at 1st level your hybrid form takes the shape of a tiger-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 1d10 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 weretiger lycanthropy.
Feline Agility
Starting at 6th level, you have advantage on Dexterity (Acrobatics) checks. Additionally if you take the Dodge action on your turn you may use your bonus action to make a single attack with your unarmed strikes.
Tiger Form
Starting at 10th level you can transform into a tiger 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 11 + your Dexterity modifier + your Constitution modifier (you still get the bonus AC from your Resilient Hide feature in situations when it would apply) and your size becomes Large.
Transforming this way counts as a use of your hybrid form feature.
Eye of the Tiger
At 14th level you gain 120 feet of darkvision if you don't already have it and you gain advantage on any Wisdom (Perception) checks that rely on sight.
Pounce
Starting at 18th level whilst you are in your hybrid or tiger form, move at least 15 feet straight toward a creature and then hit it with an unarmed strike on the same turn, that target must succeed on a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier or be knocked prone. If the target is knocked prone, you can make one bite attack against it as a bonus action.
Werewolf
A werewolf is a savage predator. In its humanoid form, a werewolf has heightened senses, a fiery temper, and a tenqency to eat rare meat. Its wolf form is a fearsome predator, but its hybrid form is more terrifying by far - a furred and well-muscled humanoid body topped by a ravening wolf's head. A werewolf can wield weapons in hybrid form, though it prefers to tear foes apart with its powerful claws and bite.
Wolf-Hybrid 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.
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 for rules on travel pace).
Wolf Form
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 11 + your Dexterity modifier + your Constitution modifier (you still get the bonus AC from your Resilient Hide feature in situations when it would apply) and your size becomes Medium.
Transforming this way counts as a use of your hybrid form feature.
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 has 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 learn it. You can learn the totem power at the same time that you meet its prerequisites. The Bear Form, Boar Form, Rat Form, Tiger Form, and Wolf Form features are referred to collectively as "Animal Form" in this section.
Adept Climber
Prerequisite: 8th level, Werebear Lycanthrope Origin
You gain proficiency in the Athletics skill. You also gain a climbing speed of 30 feet while you aren't wearing heavy armor.
Bestial Mask
Prerequisite: 10th level
While you are in your animal form, you have advantage on Charisma (Deception) checks made to disguise yourself as a normal version of that creature.
Bestial Speech
Prerequisite: 10th level
While in your hybrid or animal form you gain the ability to comprehend and verbally communicate with beasts.
The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.
Boar Rush
Prerequisite: 10th level, Wereboar Lycanthrope Origin
When you successfully hit a creature with your tusks on your turn you may use your bonus action to attempt to push the creature back. The creature must succeed on a Strength saving throw with a DC equal to 8 + your proficiency + your Strength modifier or be pushed 10 feet away from you.
Breath of the Winter Wolf
Prerequisite: 8th level, Werewolf Lycanthrope Origin
Whilst in your hybrid or animal form you can exhale a blast of freezing wind in a 15 foot cone as an action. Each creature in that area must make a Dexterity saving throw with a DC equal to 8 + your proficiency + your Constitution modifier, taking 4d8 Cold Damage on a failed save or half as much on a successful one. You need to finish a long rest before you can use this feature again.
Bruin Grip
Prerequisite: Werebear Lycanthrope Origin
Whilst in your hybrid or animal form you count as one size larger for the purposes of determining which creatures you can grapple.
Additionally you can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
Call Animal Allies
Prerequisite: 10th level
As a bonus action you can attempt to call animal allies to your side provided you are in the correct environment. At the DM's discretion and depending on your Lycanthrope origin the following animals appear to aid you for up to 1 hour:
Werebear: two black bears
Wereboar: four boars
Wererabbit: sixteen rabbits
Wererat: eight giant rats
Wereraven: four swarms of ravens
Weretiger: one tiger
Werewolf: four wolves
The summoned creatures are friendly to you and your allies. Roll initiative for the summoned creatures as a group. The summoned creatures share a place in initiative and take their turn at the same time.
They obey any verbal command given to them by you that isn't outright suicidal. Giving verbal commands to the summoned creatures is a free action. If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
You must finish a long rest before you can use this feature again.
Cat-Like Reflexes
Prerequisite: 15th level, Weretiger Lycanthrope Origin
While you are in your hybrid or animal form and an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Cannibalistic Regeneration
While you are in your hybrid or animal form you can use your action to consume the flesh and blood of a dead organic creature within 5 feet of you, gaining hit points equal to 1d10 + your Lycanthrope level.
After doing so your turn ends. At the start of your next turn, you must make a DC 10 Wisdom saving throw or move directly towards the nearest creature to you and use the Attack action against that creature. You must finish a short or long rest before you can use this feature again.
Disease Carrier
Prerequisite: 10th level, Wererat Lycanthrope Origin
When you successfully hit a creature with your bite attack, it must succeed on a Constitution saving throw with a DC of 10 + your Constitution modifier or become poisoned. The creature is poisoned until they are cured of this condition. Each minute, the creature must repeat the saving throw, reducing its hit point maximum by 1d10 on a failure. This reduction lasts until the poisoned condition is cured. The creature dies if this feature reduces its hit point maximum to zero.
Disease Immunity
Prerequisite: 8th level
The lycanthropic curse in your blood makes you immune to all diseases.
Fast-Flyer
Prerequisite: Wereraven Lycanthrope Origin
You've become adept at using your wings to maneuver through the air at blinding speeds. When you move using your flying speed on your turn, you can double your flying speed until the end of your turn. Once you use this feature, you can't use it again until you move 0 feet on one of your turns.
Fearless
Prerequisite: 8th level
You are immune to the frightened condition.
Feline Balance
Prerequisite: Weretiger Lycanthrope Origin
You can use your reaction when you fall to reduce any falling damage you take by an amount equal to your Dexterity score.
Feral Lope
Prerequisite: 10th level
While you are in your hybrid or animal form and you aren't holding anything in your hands your base walking speed increases by 10 feet.
Hunt the Prey
Prerequisite: 8th level
As a bonus action choose one creature you can see. For the next hour you have advantage on Wisdom (Perception) and Wisdom (Survival) checks to find it. You need to finish a short or long rest before you can use this feature again.
Immovable Beast
Prerequisite: Werebear Lycanthrope Origin
You have advantage on saving throws against being pushed or knocked prone.
Keen-Feathered
Prerequisite: 8th level, Wereraven Lycanthrope Origin
Your feathers become razor sharp, able to cut like daggers. While in your hybrid form you can use a bonus action to throw your feathers at a creature. Choose a creature within 30 feet of you and make a ranged attack roll. You add your proficiency bonus to this ranged attack roll. On a hit, you deal 2d4 + your Dexterity modifier magical piercing damage to the creature. You can use this feature a number of times equal to your Constitution modifier (min. 1). You regain expended uses of this feature when you finish a short or long rest.
Kin to Beasts
You gain proficiency in Animal Handling skill. If you are already proficient in this skill, you may double your proficiency bonus on Animal Handling skill checks you make.
Leporine Escape
Prerequisite: Wererabbit Lycanthrope Origin
You gain advantage on ability checks and saving throws made against being restrained or grappled.
Additionally you may move through the space of a hostile creature if it is at least one size larger than you, and moving through another creature's space no longer counts as difficult terrain.
Lunar Transformation
You are able to use the light of the full moon to transform but the beast within threatens to break loose. During a full moon you may use your hybrid or animal form feature without expending a use, however if you do so whenever you make a Wisdom saving throw due to bloodlust, you do so with disadvantage.
Night Vision
You gain darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Other Foot's Lucky Too
Prerequisite: 20th level, Wererabbit Lycanthrope Origin
You gain a second use of your Lucky Rabbit's Foot feature. You regain all expended uses when you finish a short or long rest.
Pack Master
Prerequisite: 15th level, Werewolf Lycanthrope Origin
While in your hybrid or animal form, allied creatures have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you.
Plague Rat
Prerequisite: Wererat Lycanthrope Origin
When you successfully hit a creature with your bite attack you deal an additional 2d4 poison damage to the target.
Predator's Patience
Prerequisite: Weretiger Lycanthrope Origin
While in your hybrid or animal form, if you do not move on your turn you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Quickrunner
Prerequisite: 8th level
Your movement is unaffected by difficult terrain, and you have advantage on saving throws against spells and magical effects that reduce your movement speed or cause you to become restrained.
Rampager
When you are in your hybrid or animal form and reduce a creature to 0 hit points with a melee attack on your turn, you can use your bonus action to move up to half your speed and make a natural weapon attack or unarmed strike against another creature.
Rending Claws
Prerequisite: 20th level
Your hybrid and animal form's claws elongate to terrifying length. Your predatory strikes die increases to 1d12. However, you cannot hold any items in your hands while in your hybrid or animal form.
Signs of the Curse
Even in your humanoid form your curse changes your body. Your teeth and nails elongate and sharpen. You gain the benefit of your Predatory Strike feature when not in your hybrid or animal form.
Spirit of the Beast
Prerequisite: 10th level
You can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of the animal you chose for your Lycanthrope Origin appears to you to convey the information you seek.
Terror of the Night
While in your hybrid or animal form you gain advantage on Charisma (Intimidation) checks against humanoid creatures.
Thrash
Prerequisite: 15th level, Wereboar Lycanthrope Origin
While you are in your hybrid or animal form and you have a free hand you can use an action to make a melee attack with your tusks against any number of creatures within 5 feet of you, making a separate attack roll for each target. You must finish a short or long rest before you can use this feature again.
Vigorous Shifting
After using your hybrid or animal form features you can gain a number of temporary Hit Points equal to your level. You must finish a short or long rest before you can use this feature again.
Wounded Fury
When you roll a 1 or 2 on a damage die for an attack you make with a natural weapon or an unarmed strike, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. You must have less than half your Hit Points left in order to receive this benefit.
Multiclassing
Prerequisites. To qualify for multiclassing into the lycanthrope class, you must meet these prerequisites: Strength 13 or Dexterity 13, Lycanthropy curse.
Proficiencies. When you multiclass into the lycanthrope class, you gain the following proficiencies: Light armour, simple weapons, martial weapons
Bonus Origins For Fun
Here are a couple of bonus origins I made for the class based on various things. They're more intended for NPCs but it can easily work for a player character too in a similar fashion to Oathbreaker Paladins and Death Domain Clerics.
Lupus Virtute
Sacramentum. Nocturnarum. Nefarious. Oremus. Deus Sanctus, Deum Filium. Dominum. Martyrum. Oremus. Convertere Apostolicus. Cedere. Animus. Debitus. Et Catholicus. Debere. Deum Animalum. Dominum. Et imperitum. Here We Are. E Nomine. Sanctus Dominus. Halleluja! Christus Animus. Halleluja! Et Sanctus Spiritus. Call me in the Night. Sanctus Dominus. Amen.
A Lupus Virtute Lycanthrope, Source |
Lupus-Hybrida Forma
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.
Sacerdotali Artes
Also at 1st level you gain proficiency in the Persuasion skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. Additionally you gain a holy symbol, a prayer book, and vestments alongside your starting equipment.
Deus Virtutum
At 6th level you gain the power to channel divine wrath into your weapons. You can cast the spell searing smite at 1st level a number of times equal to your Charisma Modifier (minimum of 1). Charisma is your spellcasting ability for this spell. You regain expended uses when you finish a long rest.
Ingenii Vigor
Starting at 10th level, you and friendly creatures within 15 feet of you can’t be charmed or frightened while you are conscious.
Exercitus Immortuorum
At 14th level as an action you may command a number of humanoid corpses or piles of bones within 30 feet of you, up to your Charisma modifier (minimum of 1), to rise and become zombies or skeletons under your control.
The undead creatures are under your control for 1 minute or until the this effect ends, at which point they become dead once again.
While they are under your control and within 30 feet of you, you can continue this effect and command them on your turn as a bonus action.
A single command can be issued to as many of your undead minions as you wish and can be specific, like directing their movement and what action they will take, or be more general, as in guarding a person or place. They will continue to follow your orders until they are complete or the effect ends, but if you don't command them at all, they will do nothing except defend themselves against attack.
If you take damage whilst using this feature roll a Concentration check, on a failure all effects of this feature end immediately. You must finish a short or long rest before you can use this feature again.
Metallum Missum
At 18th level you can use your action to read aloud holy litanies to inspire your allies and strike fear into your enemies. Choose a number of creatures up to your Charisma modifier (minimum of 1) that are within 30 feet of you. The chosen creatures may add your Charisma modifier (minimum of +1) to one ability check, attack roll, damage roll or saving throw on their turn. A creature that is deafened or otherwise can't hear you is unaffected by this feature. If a creature moves further than 30 feet away from you on their turn they no longer receive this bonus unless they are once again within 30 feet of you at the start of their next turn whilst this feature is still active.
Once started you can continue this effect on each of your turns as a bonus action for up to 1 minute. The effects of this feature end either after 1 minute or at the end of one of your turns where you do not continue it with your bonus action.
You must finish a short or long rest before you can use this feature again.
Were-Hell Hound
Whilst they may look similar to werewolves at first glance, there's no mistaking their long horns and glowing red eyes. Much like their quadruped counterparts these monstrous fire-breathing fiends are fierce foes and are often seen stalking the lower planes for their infernal masters.
A Were-Hell Hound Lycanthrope, Source |
Hell Hound-Hybrid Form
When choosing this origin at 1st level your hybrid form takes the shape of a hell hound-humanoid, you have resistance to fire damage 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 plus 1d6 fire 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 were-hell hound lycanthropy.
Additionally you can speak and understand Infernal, and can be affected by effects that affect fiends whilst in your hybrid form.
Infernal Combustion
At 6th level, whilst in your hybrid or animal form you can exhale a cone of searing flame in a 15 foot cone as an action. Each creature in that area must make a Dexterity saving throw with a DC equal to 8 + your proficiency + your Constitution modifier, taking 4d6 Fire Damage on a failed save or half as much on a successful one. At 14th level the fire damage increases to 5d6, and it increases to 6d6 at 18th level.
You may use this feature a number of times equal to your Constitution modifier (minimum of 1) and you regain all expended uses when you finish a long rest.
Hell Hound Form
Starting at 10th level you can transform into a hell hound 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 11 + your Dexterity modifier + your Constitution modifier and your size becomes Medium. Additionally you gain immunity to fire damage instead of resistance when in this form.
Transforming this way counts as a use of your hybrid form feature.
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.
Hell's Hunt
At 18th level you can, as an action let out an infernal hunting cry, calling other hell hounds into the frey. Choose 4 unoccupied spaces you can see within 30 feet of you, a hell hound appears in each. A summoned creature disappears when it drops to 0 hit points or after 1 hour has passed.
The summoned creatures are friendly to you and your allies. Roll initiative for the summoned creatures as a group. The summoned creatures share a place in initiative and take their turn at the same time. They obey any verbal command given to them by you that isn't outright suicidal. Giving verbal commands to the summoned creatures is a free action. If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. If a hell hound has not taken the attack action in the last minute it turns hostile to all creatures around it until it drops to 0 hit points or disappears.
You must finish a long rest before you can use this feature again.
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