Lycanthrope A human man in tattered clothing walks through a forest in the dead of night. He walks into a grassy meadow, and is bathed in moonlight. He looks up at the full moon, in all its brilliance. And then the change begins. He screams, and morphs into a humanoid wolf. The werewolf howls at the full moon, and then runs on all fours into the forest. The hunt begins. Lycanthropy Lycanthropes are people who have been cursed with Lycanthropy. They can change their body into that of an animal. A lycanthrope, even in their original form, retains some attributes from their animal form. Depending on their animal form, they could be faster than normal people, stronger than normal people. They could see better, hear better. Though the differences are not always apparent, they are usually different is some way. Some differences might even be burdening for a Lycanthrope. They could grow hair at an astonishing speed, shaving in the morning and having a scruff at the end of the day. Or they could have an urge to eat raw meat, making them stand out when they are eating. The Transformation The most important feature of a Lycanthrope, is their ability to transform into a humanoid version of a specific animal. They can turn into whatever animal they were cursed with being. The bad part of being a Lycanthrope is the fact that they almost always have trouble controlling their transformation. The transformation is usually triggered by something. Whether it is the full moon, or the Lycanthrope's will. Most of the time, transformations are triggered by the full moon, though there can be other triggers. Playing a Lycanthrope Lycanthropes generally use normal weapons to fight when they are in their original form. However, when a Lycanthrope learns how to control their curse, they are far deadlier. They are resistant to most damages in their animal form, and their claws and teeth make excellent natural weapons, depending on what animal they transform into. Whether a Lycanthrope fights in their animal form is dependent on their preference. Some loathe their curse, while others take advantage of their gift. Perhaps the biggest burden of a Lycanthrope is being hunted. Lycanthropes have a history of evil, rampaging through villages, killing innocents and feeding on thier flesh. And for those reasons, they are despised by society and often times hunted by village folk. However, not all Lycanthropes want to be that way, and almost no Lycanthropes actually enjoy killing innocents. The main reason why Lycanthropes kill innocents is because they cannot control their animal form. When a Lycanthrope takes on their animal form, they turn feral. Their animal form is nothing but instincts. They hunt. They kill. They eat. Though in some cases, a Lycanthrope can learn to control their animal form. These Lycanthropes are powerful. I make no claims to any information provided by Wizards of the Coast's Player's Handbook or Monster Guide. Image Credit: Neil Ellis http://dungeonsmaster.com/2010/02/being-lycanthrope-in-eberron/ Any information in this brew is free to use by anyone, just credit me, and cite my brew.

Lycanthrope Level Proficiency Bonus Features 1st +2 Lycanthrope Breed, Transformation 2nd +2 Boost 3rd +2 Transforming 4th +2 Ability Score Improvement 5th +3 Multi-Attack 6th +3 Boost 7th +3 Animal Characteristic, Unique Breed Feature 8th +3 Ability Score Improvement 9th +4 Boost, Ravage 10th +4 Reverting 11th +4 Control Over Lycanthropy 12th +4 Ability Score Improvement 13th +5 Boost 14th +5 Animal Characteristic, Unique Breed Feature 15th +5 Beastly Rage 16th +5 Ability Score Improvement 17th +6 Fearful Presence 18th +6 Boost 19th +6 Ability Score Improvement, Bloody Mess 20th +6 Greater Control Over Lycanthropy Creating a Lycanthrope The way a Lycanthrope is played is dependent on many things. The type of Lycanthrope, the person's backstory or personality. A Lycanthrope could be a person who wants to watch the world burn, and they could use their curse for brutally killing an entire village. A Lycanthrope could be a feeble man who just wants to live a peaceful life. Except he is wanted at every town for miles, as he accidentally tranformed in a tavern and killed dozens of people. Or a Lycanthrope could be a strong woman, who uses her power for good, and is not fazed by the frowns of people who find out what she is. A Lycanthrope could have any backstory. You were a travelling merchant, who was bitten. You transformed at your shop, destroying all of your wares, and dooming yourself to the evil clutches of debt. Now you run from the evil debt collectors and repo-men. Or you were a strong man, working hard for your town. Until you were cursed by an evil hag, and transformed at your town, destroying and killing. Then you had to escape or face execution. You could be a wanderer, who accepted the gift of Lycanthropy from an Old Fey. Class Features As a Lycanthrope, you gain the following features. Hit Points Hit Dice: 1d12 per Lycanthrope level

1d12 per Lycanthrope level Hit Points at 1st Level: 12 + your Constitution modifier

12 + your Constitution modifier Hit Points at Higher Levels: 1d12 (or 8) + your Constitution modifier per Lycanthrope level after 1st Proficiencies Armor: Chosen breed will determine

Chosen breed will determine Weapons: Chosen breed will determine

Chosen breed will determine Tools: One tool of your choice Saving Throws: Choose two from Strength, Dexterity, Constitution, Wisdom

Choose two from Strength, Dexterity, Constitution, Wisdom Skills: Choose two from Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: any simple melee weapon

any martial weapon

(a) torn common clothes or (b) torn robes

(a) an explorer's pack or (b) a dungeoneer's pack Lycanthrope Breed Starting at 1st level, choose a breed of Lycanthrope to be. The breed you choose will determine the abilty score buffs you get, what proficiencies you get, and may change your playstyle. Your choice will also determine what attacks you will have in your animal form and what your Unique Breed Feature will be. 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. Decreasing the Control Saving Throw As a second option to using your ability score improvements, you can instead spend them to lower the Control Saving Throw DC. If you use one of them for this, the DC will decrease by 1. If you use both of them, the DC will decrease by 2. You can spend ability score improvements in this way at levels 4, 8, 12, 16, and 19.

Transformations When you become 1st level in the Lycanthrope class, you immediately have the feature Transformation put on your character.This is the feature that makes you turn into the Lycanthrope that you chose. Transforming into your Animal Form and back takes one turn to complete. There are three events that trigger the transformation whether you want it or not: Having 1/4 of your maximum health taken in one attack , a full moon, or having your Wisdom Abilty Score reduced to lower than 5. If you are knocked unconscious past 1/4 of your max health, Transformation does not take effect. You can only transform once per long rest. Attempting to transform again, or triggering a transformation again, will instead deal 1d6 damage and give you 1 exhaustion point as your body racks with exhaustion, unless you have Control Over Lycanthropy or Greater Control Over Lycanthropy. At 1st level, your lycanthropic regeneration lets you gain health every turn in Animal Form. Once per turn when in Animal Form, you gain 1d4 hit points. When you reach levels 5, 10, 15, and 20, the regeneration increases to 1d6, 1d8, 1d10, and 1d12, respectively. Being hit with a silvered weapon stops this regen until you either take a long rest, or you are healed by magical means. This regen only takes effect if you are below 3/4 of your max health rounded down. The First Transformation Before you transform the first time, losing health cannot make you transform. Only the full moon can make you transform the first time. When this happens, your body agonizes as it morphs into its new shape for the first time, dealing 1d8 + 1 x 1/2 your lycanthrope level rounded up damage to you. Once you transform for the first time, you are immediatley an npc with the Chaotic Neutral alignment. You will likely go on a rampage, killing anything you see. You will continue to be transformed until next dawn. Equipment While in Animal Form When you are in animal form, all armor you are wearing falls off of you when you begin to transform. None of it is destroyed when you transform. All weapons you are holding or sheathed weapons you are wearing fall off as well. Accessories such as rings and necklaces, however, stay equipped to your character. These accessories continue providing their affects, if they have any. Normal Transformations After the first transformation, normal triggers will cause you to transform. Transforming takes one turn to complete. Every time you transform normally, you must make a DC 20 Wisdom saving throw. This Wisdom saving throw is called the Control Saving Throw. If you fail, you turn into an npc with Chaotic Neutral alignment. If you succeed, you will be able to control yourself when you are in Animal Form. When you transform at will, you stay in your animal form for 10 hours, unless you transform back at will. Being knocked unconscious in your Animal Form, or taking a short or long rest will cause you to transform back to your Original Form. When you transform back to your Original Form, you gain control of yourself again and gain back your original alignment, but you also lose the Animal Form boosts, and you acquire 1 point of exhaustion, even when using Revert. When you transform back to your Original Form, your are completely naked, besides any accessories you may have on. Transformations out of Combat If you are transformed out of combat, if you failed the CST initially, you can attempt another CST every 10 minutes to gain control of yourself. If you are transformed and not in combat, if you stay out of combat for 6 hours, you will transform back. The Curse of Lycanthropy Lycanthropy is a curse, but not just any curse. Magic like Remove Curse and Greater Restoration will not cure Lycanthropy. The only known way to cure it is using Wish, and even using Wish can have terrible repercussions. Lycanthropes are also very vulnerable to silver, silver burns their skin to the touch, and can drain them of their power if kept on their skin, or if they are cut with it. Transforming Starting at 3rd level, you can use a turn to transform at will once per long rest. Control Saving Throw still applies. Animal Characteristics Once at 7th level, and again at 14th level, you aqcuire a physical trait from your animal form. Creatures will be able to distinguish you as a Lycanthrope easier if you openly display these traits. If you openly display any of these traits, a creature can make a DC 14 Intelligence saving throw to recognize that you are a Lycanthrope. The trait must be randomly chosen. See Animal Characteristic table to roll the part of your body that changes. Ravage Beginning at 9th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn. This feature can be used only in Original Form. Reverting Starting at 10th level, you can use a turn to revert back to your original form when you are in control of your Animal Form. Reverting back to your Original Form takes one turn to complete.

Control Over Lycanthropy Starting at 11th level, you can transform and revert two times per long rest. Attempting to transform again, or triggering a transformation again, will instead deal 2d6 damage and give you 2 exhaustion points as your body racks with exhaustion. In addition, the DC for the transforming Wisdom saving throw decreases by 2, and all natural attacks made in Animal Form gain a +2 to Attack Bonus. Beastly Rage At 15th level, you can use a bonus action to let go of your humanity for a short while, flying into a bloodlust. You gain your current Animal Form Boosts and your alignment becomes Chaotic Neutral for 1 minute. You can choose to use a bonus action to take back your mind when you are done using this feature, but you must make the Control Saving Throw. When you make the Control Saving throw using this feature, its DC is increased by 4. Using up max time limit still causes you to have to make the Control Saving Throw. If you fail the Control Saving Throw, you immediately use your next turn to transform, and you must make the Control Saving Throw again on that turn. If you make the second Control Saving throw from this feature, the DC of the Control Saving Throw is increased by 4. Beastly Rage ends early if knocked unconscious. You can only use this feature once per long rest. Bloody Mess At 19th level, you can use Ravage in your Animal Form, but only if target creature is prone, surprised, or if you make an opportunity attack. If you knock a target unconscious with Ravage in Animal Form, the creature instead immediately dies, being ripped to shreds by you. If you kill a creature this way, you can use a bonus action to feed on the creature you killed this way to regenerate 1d12 + Constitution. You can only do this once per kill with Ravage. Greater Control Over Lycanthropy Starting at 20th level, you can transform and revert three times per long rest. Attempting to transform again, or triggering a transformation again, will instead deal 3d6 damage and give you 3 exhaustion points as your body racks with exhaustion. In addition, the DC for the transforming Wisdom saving throw decreases by 2, and all natural attacks made in Animal Form gain a +2 to Attack Bonus.

Werewolf Werewolf Boosts Level Permanent Boosts Animal Form Boosts AF Movement Speed 1st __ __ 40 2nd +1 Dexterity Score +1 Dexterity Score, +1 AC 45 3rd __ __ 45 4th __ __ 45 5th __ __ 45 6th +1 Strength Score +1 Strength Score 50 7th __ __ 50 8th __ __ 50 9th +2 Constitution Score +1 Dexterity Score 55 10th __ __ 55 11th __ __ 55 12th __ __ 55 13th +1 Dexterity Score +1 AC 60 14th __ __ 60 15th __ __ 60 16th __ __ 60 17th __ __ 60 18th +1 Wisdom Score +1 Strength 65 19th __ __ 65 20th __ __ 65 Werewolf Animal Form Alignment: Chaotic Neutral A Werewolf in Original Form gains: Keen Smell and Hearing.

Darkvision.

Base speed of 40 feet.

Proficiencies in: Light Armor, Medium Armor, Light Weapons, Simple Weapons, Martial Weapons.

Resistance to one melee damage type of your choice.

Vulnerability to silvered weapons. A Werewolf in Animal Form gains: Keen Smell and Hearing.

Darkvision.

Resistance to Slashing, Piercing, Bludgeoning damage except for if weapon is silver or silver coated.

Advantage on checks associated with climbing, running, or jumping.

Large Size Class.

Base AC of 13.

Vulnerability to silvered weapons. At 1st level, you can choose the fur of your Animal Form to be any color. You can also choose if you want the fur to be scruffy, puffy, spiky, or smooth. Attacks Bite Melee Weapon Attack: Attack Bonus: Strength + Proficiency, Reach 5 ft., One Target. Hit: 7 (1d12 + Strength Mod) Piercing Damage. Claws Melee Weapon Attack: Attack Bonus: Dexterity + Proficiency, Reach 5 ft., One Target. Hit: 12 ( 2d10 + Dexterity Mod) Slashing Damage. Multi-Attack At 5th level, when you take the attack action and hit with a Claw attack, you may also make a Bite attack. Unique Breed Features Werewolf's Guile At 7th level, you become used to being a Werewolf, you can now use a bonus action to channel some power from your Lycanthrope Breed. You gain a +10 bonus to Stealth checks in dark or dimly lit areas. Lasts for 10 minutes. You can only use this ability once per long rest. Charge At 14th level you gain the ability to make the following attack: You make a charge forward in a straight line, going 100 feet or until you've hit with this attack one Large creature, two Medium creatures, or three Small creatures. Any creatures hit by the charge must succeed on a DC 18 Dexterity saving throw or be knocked away 5 feet. If you hit more than one creature with this attack in the same attack action, every attack you make against a creature other than the first creature you attacked with this attack has disadvantage. Attack Bonus: Strength + Dexterity + Proficiency, Reach 100 ft., Any Targets In Straight Line. Damage: (3d12 + Constitution Mod) Bludgeoning Damage. Fearful Presence At 17th level, you can use a bonus action to emit a terrifying aura. Enemy creatures that enter a 10 foot radius must succeed on a DC 18 Wisdom saving throw or be terrified. If they fail, they must use their action to flee as far away as they can. Creatures that succeed the Wisdom saving throw cannot be terrified by you again.

Werebear Werebear Boosts Level Permanent Boosts Animal Form Boosts AF Movement Speed 1st __ __ 25 2nd +2 Strength Score +1 Strength Score, +1 AC 30 3rd __ __ 30 4th __ __ 30 5th __ __ 30 6th +2 Constitution Score +1 Constitution Score 35 7th __ __ 35 8th __ __ 35 9th +1 Strength Score, +2 Constitution Score +1 Strength Score 40 10th __ __ 40 11th __ __ 40 12th __ __ 40 13th +1 Strength Score +1 AC 45 14th __ __ 45 15th __ __ 45 16th __ __ 45 17th __ __ 45 18th +1 Wisdom Score +1 Constitution Score 50 19th __ __ 50 20th __ __ 50 Werebear Animal Form Alignment: Chaotic Neutral A Werebear in it's Original Form gains: Keen Smell.

Darkvision.

Base speed of 30 feet.

Proficiencies in: Medium Armor, Heavy Armor, Martial Weapons, Heavy Weapons.

Resistance to one melee damage type of your choice.

Vulnerability to silvered weapons. A Werebear in Animal Form gains: Keen Smell.

Darkvision.

Resistance to Slashing, Peircing, Bludgeoning damage except for if weapon is silver or is silver coated.

Advantage on checks associated with pushing, pulling. or lifting.

Large Size Class.

Vulnerability to silvered weapons. At 1st level, you can choose the fur of your Animal Form to be any color. You can also choose if you want the fur to be scruffy, puffy, spiky, or smooth. Unarmored Defense A Werebear has a naturally strong defense, and so when you are not wearing armor in animal form, your AC is 10 + Strength + Constitution. This feature only applies to your animal form. Attacks Bite Melee Weapon Attack: Attack Bonus: Strength + Proficiency, Reach 5 ft., One Target. Hit: 7 (1d12 + Strength Mod) Piercing Damage. Claws Melee Weapon Attack: Attack Bonus: Dexterity + Proficiency, Reach 5 ft., One Target. Hit: 12 (2d10 + Dexterity Mod) Slashing Damage. Multi-Attack At 5th level, when you take the attack action and hit with a Claw attack, you may also make a Bite attack. Unique Breed Features Werebears's Toughness At 7th level, you become used to being a Werebear, you can now use a bonus action to channel some power from your Lycanthrope Breed. You gain advantage on Strength and Constitution checks and saving throws. Lasts 1 minute. You can only use this ability once per long rest. Maul At 14th level you gain the ability to make the following attack: You ram into a creature, and attempt to slam it down to the floor. The creature must succeed on a DC 18 Strength saving throw or be knocked prone and take an additional 1d8 damage. Melee Attack: Attack Bonus: Strength + Constitution + Proficiency, Reach 5 ft., One Target. Damage: (3d12 + Strength Mod) Bludgeoning Damage. Fearful Presence At 17th level, you can use a bonus action to emit a terrifying aura. Enemy creatures that enter a 10 foot radius must succeed on a DC 18 Wisdom saving throw or be terrified. If they fail, they must use their action to flee as far away as they can. Creatures that succeed the Wisdom saving throw cannot be terrified by you again.

Werehawk Werehawk Boosts Level Permanent Boosts Animal Form Boosts AF Movement(Flying) Speed 1st __ __ 50 2nd +1 Dexterity Score +1 Dexterity Score, +1 AC 55 3rd __ __ 55 4th __ __ 55 5th __ __ 55 6th +1 Wisdom Score +1 Widom Score 60 7th __ __ 60 8th __ __ 60 9th +2 Dexterity Score +1 Dexterity Score 65 10th __ __ 65 11th __ __ 65 12th __ __ 65 13th +1 Wisdom Score +1 AC 70 14th __ __ 70 15th __ __ 70 16th __ __ 70 17th __ __ 70 18th +1 Dexterity Score +1 Wisdom Score 75 19th __ __ 75 20th __ __ 75 Werehawk Animal Form Alignment: Chaotic Neutral A Werehawk in Original Form gains: Keen Sight.

Darkvision.

Base speed of 35.

Proficiencies in: Light Armor, Light Weapons, Martial Ranged Weapons.

Resistance to one melee damage type of your choice.

Vulnerability to silvered weapons. A Werehawk in Animal Form gains: Keen Sight.

Darkvision.

Resistance to Slashing, Peircing, Bludgeoning damage except for if weapon is sliver or silver coated.

Base running speed of 15 feet.

Advantage on checks associated with flying, scouting, or precision.

Medium Size Class.

Base AC of 13.

Vulnerability to silvered weapons. At 1st level, you can choose the feathers of your Animal Form to be any color. You can also choose whether you want your feathers to be ruffled or smooth. Attacks Talons Melee Weapon Attack: Attack Bonus: Dexterity + Proficiency, Reach 5 ft., One Target. Hit: 7 (2d8 + Dexterity Mod) Slashing Damage. Peck Melee Weapon Attack: Attack Bonus: Dexterity + Proficiency, Reach 5 ft., One Target. Hit: 5 (1d8 + Dexterity Mod) Piercing Damage. Multi-Attack At 5th level, when you take the attack action and hit with a Claw attack, you may also make a Bite attack. Unique Breed Features Werehawk's Speed At 7th level, you become used to being a Werehawk, you can now use a bonus action to channel some power from your Lycanthrope Breed. You gain a base running speed of 50. Lasts for 10 minutes. You can only use this ability once per long rest. Strafe At 14th level you gain the ability to make the following attack: If you fly 20 feet towards a creature, and then hit it with a Talons attack, you can fly away from the creature without provoking an Opportuntiy attack. Melee Attack: Attack Bonus: Dexterity + Strength + Proficiency, Reach 5 ft., One Target. Damage: (2d10 + Dexterity Mod) Slashing Damage. Fearful Presence At 17th level, you can use a bonus action to emit a terrifying aura. Enemy creatures that enter a 10 foot radius must succeed on a DC 18 Wisdom saving throw or be terrified. If they fail, they must use their action to flee as far away as they can. Creatures that succeed the Wisdom saving throw cannot be terrified by you again.

Werefox Werefox Boosts Level Permanent Boosts Animal Form Boosts AF Movement Speed 1st __ __ 50 2nd +1 Dexterity Score, +1 Wisdom Score +1 Dexterity Score, +1 AC 55 3rd __ __ 55 4th __ __ 55 5th __ __ 55 6th +1 Constitution Score +1 Widom Score 60 7th __ __ 60 8th __ __ 60 9th +2 Dexterity Score +1 Dexterity Score 65 10th __ __ 65 11th __ __ 65 12th __ __ 65 13th +1 Wisdom Score +1 AC 70 14th __ __ 70 15th __ __ 70 16th __ __ 70 17th __ __ 70 18th +1 Dexterity Score +1 Wisdom Score 75 19th __ __ 75 20th __ __ 75 Werefox Animal Form Alignment: Chaotic Neutral A Werefox in Original Form gains: Keen Hearing and Smell.

Darkvision.

Base speed of 35.

Proficiencies in: Light Armor, Light Weapons, Martial Weapons, Martial Ranged Weapons, Simple Ranged Weapons.

Resistance to one melee damage type of your choice.

Vulnerability to silvered weapons. A Werefox in Animal Form gains: Keen Hearing, Sight, and Smell.

Darkvision.

Resistance to Slashing, Piercing, Bludgeoning damage except for if weapon is silver or silver coated.

Advantage on Dexterity checks and Saving Throws, and all checks asscoiated with dynamic movement.

Medium Size Class.

Base AC of 13.

Vulnerability to silvered weapons. At 1st level, you can choose the fur of your Animal Form to be any color. You can also choose if you want the fur to be scruffy, puffy, spiky, or smooth. Attacks Bite Melee Weapon Attack: Attack Bonus: Strength + Proficiency, Reach 5 ft., One Target. Hit: 7 (1d12 + Strength Mod) Piercing Damage. Claws Melee Weapon Attack: Attack Bonus: Dexterity + Proficiency, Reach 5 ft., One Target. Hit: 10 (2d10 + Dexterity Mod) Slashing Damage. Multi-Attack At 5th level, when you take the attack action and hit with a Claw attack, you may also make a Bite attack. Unique Breed Features Werefox's Cunning At 7th level, you become used to being a Werefox, you can now use a bonus action to channel some power from your Lycanthrope Breed. You gain advantage to Dexterity and Wisdom checks and saving throws. Lasts for 1 minute. You can only use this ability once per long rest. Uncanny Escape At 14th level you gain the use of the following ability: Once per transformation, you can use a bonus action to escape any melee attack taking no damage. After using this ability you can move 15 feet in any direction without provoking opportunity attacks. Fearful Presence At 17th level, you can use a bonus action to emit a terrifying aura. Enemy creatures that enter a 10 foot radius must succeed on a DC 18 Wisdom saving throw or be terrified. If they fail, they must use their action to flee as far away as they can. Creatures that succeed the Wisdom saving throw cannot be terrified by you again.