Lycanthropy of the Worgen Bloodline

This is a curse and not a disease and so it is much harder to cure. Antidote of lycanthropy only subdues the ailment for a short time and only if there is no full moon.

When either of the moons are full and the light touches your their Worgen will transform into a werewolf retaining armor and items with the following effects. +1 to armor class, Strength jumps to 15 if not already there (+2 to modifier if already there) and you gain 1 hit die of temporary hit points.(these disappear once you transform back to normal)

Upon two full moons AC +2 ST 16 or +3 mod. Claws 1 attack d20 plus ST mod. Bite 1 attack d20 plus ST mod. Target must make a CO saving throw DC 13 to see if they are diseased with minor Lycanthropy.

Worgen Tendencies

Worgen generally stick to the more magical arts. This curse, when used properly, gives them a chance to utilize their strength as well.

At level 1 going werewolf is not as controlled as one would hope. This means that you morph into a monstrous shape and not a wolf-like humanoid. Once you declare what action you wish to take you must pass a wisdom check DC 13. This means roll a d20 plus your wisdom modifier against a 13.

If you fall to 0HP you become your natural form for the remainder of the night. Otherwise you remain a werewolf for the rest of the night. You cannot speak nor can you spellcast as normal. Whilst not in a stressful situation the DC of the wisdom check is -3 (10 at level 1)

Special Rules and Feats

Level 1

Natural Enemy

Whoever attacks you, friend or foe, is your immediate next target and must be attacked with advantage unless you make a wisdom save DC 13.

Animal Nature

If a werewolf sustains more than half it’s natural HP of damage it must run away on a failed wisdom saving throw DC 13. To return to the group the following morning 1d12 minutes away. You hunt prey to regain your strength and roll a d6 to determine what corpse you come back with.

Roll Outcome 1 Human corpse 2 Goblin 3 Mount limb 4 Muck Fiend Tentacles 5 Small creature 6 Bloody mouth

Level 2

Wisdom saving throw DC is now 10 for all level one rules. (7 when not stressed)

Level 3

Wisdom saving throw DC is now 7 for all rules of previous levels.

Howl

As the two graverobbers began pulling out the coffin and it's treasures they heard a slow and hungry growl. Spinning around their eyes met with those of a bloodthirsty Worgen who protects Corgans Cemetery. His bloodshot eyes and snarling snout greater than any direwolf in the land. As their gaze met a monstrous howl beyond the stuff of nightmares echoed throughout. Terror filled them both as one of them muttered, "We have made a mistake."

Instantaneous Verbal Action. You may choose to howl towards an enemy or person. You must still make a wisdom saving throw of 7 to choose someone who is either not closest to you or not your Natural Enemy. The target must make a wisdom save against your charisma. This means you roll a d20 adding charisma, and they roll a d20 plus wisdom. On a failed save they become frightened. Cannot look away from you or move towards you unless they make a wisdom saving throw against your original charisma roll.

Level 4

Wisdom saving throw of 4 for all previous levels. (1 when not stressed) You gain 1 additional temporary Hit Die. (total 2)

Level 5

She felt it that night. The moons eye was upon her, but she did not transform. Her family had bound her in chains but she did not become a monster though she felt it writhing within her. She screamed for aid but when none came her helplessness turned to necessity. She willed herself to turn this time to escape and as she did she realizd she was in control. Once freed from her binds she changed back! Greeting her family with human arms.

You only lose control of your wolf form for one round if you roll a critical fail (1 on a d20) at the start of your transformation and at the beginning of an encounter. You can now control when you shift into werewolf form but only at night. (no need for wisdom check when not stressed)