Moon Domain

You are required to have lycanthropy take this Domain

While lycanthropy is a curse, a punishment to turn even the most gentle and beautiful person into a violent and horrific monster. Some can find some use in this curse, taking the strength and ferocity granted and using it for their own needs.

A Cleric of the Moon Domain is very rarely "gifted" the curse of lycanthropy from their god, most of them were already cursed before they took on the moon domain, some of them were not particularly religious before their affliction.

Suggested gods for the Moon Domain are Selûne from Forgotten Realms setting or any god associated with the moon or with monsters.

Being bitten by a were-creature is the most common way to contract lycanthropy but in most settings (unless ruled otherwise ruled by the GM) the basic lycanthropy curse can be removed with the Remove Curse spell. This makes lycanthropy, at most, a mild inconvenience for most adventuring parties. For this reason, the source of your curse should be slightly more fantastic; it could be a powerful curse from a high level witch or magic creature that could take multiple extra steps to remove, a curse from an opposing god or a curse upon your entire bloodline.

Another popular alternative rule is that lycanthropy becomes permanent if the curse is not removed by the next full moon.

A problem that plagues lycanthropes is the feral nature of their affliction, often overpowering the will power that they have. This forces them to run wild, destroying property and hunting the living. A Cleric of the Moon Domain is given some help to repress this nature, when they want to.

Moon Domain Spells

Cleric level Spells 1st Hunters Mark, Speak with Animals 3rd Alter Self, Moonbeam 5th Conjure Animals, Remove Curse 7th Dominate Beast, Locate Creature 9th Commune with Nature, Hold Monster

Lycanthrope-Form

Beginning at 1st level you gain access to your hybrid form, this is no different to a normal lycanthrope but works as follows:

Being a lycanthrope is not simple to control and you do not often get to choose when you transform into your Lycanthrope-form.

Things that cause you to change into your Lycanthrope-form include the following:

Taking an amount of damage equal or greater your Constitution score + 2 times your Character Level.

Feelings of intense anger.

Exposure to the light of a full moon.

You can resist your lycantropic transformation by succeeding on a DC 15 Wisdom check.

Your transformation into your lycanthropic form ends when:

A minute passes without you attacking or taking damage.

You are targeted with Remove Curse.

You become unconscious.

When leaving your Lycanthrope-form, and you have been transformed for longer than 10 minutes, you gain a level of exhaustion.

While in your Lycanthrope-form you gain the following features:

Your Strength score becomes 16 if it is not already 16 or higher.

You gain a bite attack which deals 1d6 piercing damage.

You gain a claw attack which deals 1d6 slashing damage.

Both of these attacks are unarmed attacks based on Strength which you are proficient in.

You are resistant to damage from non-magical, non-silvered weapons.

You have advantage on Wisdom (Perception) checks that involve hearing or smell.

You cannot speak or cast spells

Your equipment doesn't change size or shape to match your new form, and any equipment you have must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

During a the night of a full moon, after the sun has set, you transform into your Lycanthrope-form, you remain in this form unable to transform back until the dawn of the next day. You can not resist this transformation.

Lycanthropic Ferality Your control over you Lycanthropic-form is difficult. Your animal instict can take over your actions and this state is known as being Feral. While you are Feral you act like a wild and savage animal, You will lose control of you character and your GM will take control of them. You may not remember what occured while you were Feral. You will become Feral when; you transform due to anger, you are under the effects of a full moon or you are stuck by friendly fire.

Friends

Also beginning at first level you can start to remember what is important to you while in your Feral Lycanthrope-form.

You can list a number of creatures equal to your Wisdom modifier + twice your Cleric Level that you consider as friends.

While your Lycanthrope-form is Feral a friend may make a DC15 Wisdom (Animal Handling) check as a reaction to being attacked by you, to convince you it is friendly, and should not be the target of your aggression. If the Animal Handling check is successful, you will attempt to run away from the area if there are no enemy targets to attack.

Your friends may add your Widsom Modifier as a bonus to this check.

The DC of the Wisdom (Animal Handling) check reduces to 12 at 6th level, 9 at 11th level and at 16th level you will never attack a friend.