Lycanthropy

So, weary traveller... You found yourself bit by one of 'em of the "Lunar Shapechanging" persuasion, 'gratulations, you been cursed. Fear not, my friend, 'cause the curse ain't got to be to be the end o' ya. You've two options here, you can succumb to the curse, control your newfound abilities, or resist the curse, and let it control ya... occasionally. Now, why'd any thick skulled dolt ever choose the latter? Well, succumbing to the curse do have its downsides, primarily in the way of changing your personality and such. How much it changes your personality? Well that's different from person to person. I've seen it turn people inna bloodthirsty monsters, but to some, it just makes 'em crave a bit o' rare meat from time to time.

The Curse

A new lycanthrope has two options. It can choose to resist the curse or succumb to it. Should they resist the curse, their personality and alignment stay the same, but on every night the full moon rises, they transform into an uncontrollable, ravenous beast. Should they succumb to the curse, they gain control over their shapechanging abilities, but their personality is altered. One who has succumbed to the curse still must transform on the night of the full moon, but keeps control of themselves while it is happening.

Accepting the Curse

Should you accept the curse, you gain the following traits.

Shapechanger

Using your action, you can transform into an animal/humanoid hybrid, a full animal, or back to your full humanoid form. As a full animal, you keep all your mental stats, but gain all the physical stats and traits of the animal. In your hybrid form, you gain special abilities based on your Lycanthrope type.

Bear

The character gains a Strength of 19 if his or her score isn't already higher, and a +1 bonus to AC for Natural Armor. Attack and Damage rolls for the natural weapons are based on strength. The character gains advantage on Widsom (Perception) checks that rely on smell.

Boar

The character gains a Strength of 17 if his or her score isn't already higher, and a +1 bonus to AC for Natural Armor. Attack and Damage rolls for the tusks are based on strength. The character gains a charge trait. If the character moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 2d6 slashing damage. If the target is a creature, it must make a DC (8+Prof+Str Mod) Strength saving throw or be knocked prone.

Rat

The character gains a Dexterity of 15 if his or her score isn't already higher. Attack and Damage rolls for the bite are based on either Strength or Dexterity, whichever is higher. The character gains advantage on Wisdom (Perception) checks that rely on smell.

Tiger

The character gains a Strength of 17 if his or her score isn't already higher. Attack and Damage rolls for the natural weapons are based on strength. The character gains a pounce trait. If the character movaes at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, the target must make a DC (8+Prof+Str Mod) Strength saving throw or be knocked prone. If the trarget is already prone or knocked prone by this ability, the character can make one bite attack ahainst it as a bonus action.

Wolf

The character gains a Strength of 15 if his or her score isn't already higher, and a +1 bonus to AC for Natural Armor. Attack and Damage rolls for the natural weapons are based on strength. The character gains advantage on Wisdom (Perception) checks that rely on hearing or smell.

Personality Change

Accepting the curse, while it can be very beneficial to combat, can alter one's personality greatly. If you accept any curse besides the Werebear or Weretiger curse, roll 3d8. Average out the result of these rolls, rounding up, and find the corresponding result on the following table. Your personality is changed in that way.