Lycanthrope
Lycanthrope
Lycanthrope
Creature Type.
The affected creature adds the shapechanger subtype to their existing subtypes.
Shapechange.
You can transform into an animal human hybrid, an animal, or into your true form, which is your
original humanoid form. Your statistics, except as noted under your Lycanthropy Form, are the
same in each form. Any equipment you are wearing or carrying isn't transformed. Clothes or
armor you are wearing are shed or destroyed if your new form does not fit into them. While in
animal form, you are unable to speak. You revert to your true form if you die. You are unable to
control this transformation when initially afflicted with lycanthropy, but gradually gain more
control as you gain levels in the Lycanthropy template.
Controlled Shapechange.
As an action, you may attempt to activate your Shapechanger trait to change forms by making a
Constitution saving throw. The DC of this saving throw depends on your current form and your
desired form, as described in the table below. On a successful saving throw, you may use
Shapechanger to change into your desired form. On a failed saving throw, you suffer one level of
exhaustion.
Current Form Desired Form DC
Bestial Might.
You gain additional traits, as specified by your Lycanthropy Form.
Alignment Change (optional). You adopt the alignment specified by your Lycanthropy Form.
Master Shapechanger.
When making a Constitution saving throw to activate your Shapechanger trait, you make the
saving throw with Advantage. In addition, you no longer lose control of your character when the
full moon rises, though you are still forced to assume your hybrid form for 24 hours.
Lycanthropy Form
Your lycanthropy form is determined by the lycanthrope that afflicted you with the curse of
lycanthropy. The traits listed below are acquired
Werebear
Hit Points and Hit Dice per level at and after 1st. 1d12 + your Constitution modifier per level
Alignment. Lawful good
Bestial Strength.
Your Strength score increases by +1, to a maximum of 20. While unarmored in your hybrid or
animal forms, your AC is equal to 11 + your Dexterity bonus. While in your hybrid or animal
forms, Your unarmed strikes 1d8 slashing damage or piercing damage on a hit.
Wereboar
Hit Points and Hit Dice per level at and after 1st. 1d10 + your Constitution modifier per level
Alignment. Neutral evil
Bestial Strength.
Your Strength score increases by +1, to a maximum of 20. While unarmored in your hybrid or
animal forms, your AC is equal to 11 + your Dexterity bonus. While in your hybrid or animal
forms, your unarmed strikes 1d6 piercing damage on a hit. While in your hybrid or animal forms,
you gain the Charge trait.
Charge.
Once per turn, if you move at least half of your base land speed (rounded down to the nearest 5
feet) toward a creature and hit it with a Strength-based melee weapon attack, the target takes an
extra 1d6 damage from the attack. This damage increases to 2d6 at 5th level, 3d6 at 11th level,
and 4d6 at 17th level.
Relentless.
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
You can’t use this feature again until you finish a long rest. If you have the Relentless trait from
another source, such as your race, you may use it an additional time before you finish a long rest.
Wererat
Hit Points and Hit Dice per level at and after 1st. 1d8 + your Constitution modifier per level
Alignment. Lawful evil
Bestial Strength.
Your Dexterity score increases by +1, to a maximum of 20. While unarmored in your hybrid or
animal forms, your AC is equal to 11 + your Dexterity bonus. While in your hybrid or animal
forms, your unarmed strikes 1d4 piercing damage on a hit. These unarmed strikes use the higher
of your Strength or Dexterity for attack and damage. While in your animal form, you gain 60 ft.
Darkvision.
Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.
Weretiger
Hit Points and Hit Dice per level at and after 1st. 1d10 per level + your Constitution modifier per
level
Alignment. Neutral
Bestial Strength.
Your Strength score increases by +1, to a maximum of 20. While unarmored in your hybrid or
animal forms, your AC is equal to 11 + your Dexterity bonus. While in your hybrid or animal
forms, Your unarmed strikes 1d8 piercing damage or slashing damage on a hit. While in your
hybrid or animal forms, you gain the Pounce trait.
Pounce.
If you move at least half of your base land speed (rounded down to the nearest 5 feet) straight
toward a creature then hit it with an unarmed strike on the same turn, you may attempt to shove
the target prone as a bonus action (see “Shoving a Creature”, page 195 of the Player’s
Handbook).
Werewolf
Hit Points and Hit Dice per level at and after 1st. 1d10 + your Constitution modifier per level
Alignment. Chaotic evil
Bestial Strength.
Your Strength score increases by +1, to a maximum of 20. While unarmored in your hybrid or
animal forms, your AC is equal to 11 + your Dexterity bonus. While in your hybrid or animal
forms, Your unarmed strikes 1d8 piercing damage on a hit.