Lycanthropy

Lycanthropy unveils the brutality, frenzy, and savagery within you. Savagery becomes an addiction and you begin to relish in the sensation of ripping your enemies apart with your bare claws, and gnawing at their bones with your razor-sharp teeth. Especially during full moons, you are driven into a form of frenzy, which you find almost impossible to resist. 

The affliction can be passed on to brethren by another lycanthrope’s bite or lycanthropy can be bestowed upon you by a more powerful being. Some lycanthropes search for a cure while others embrace it, and even start to worship old deities of brutality, destruction, lycanthropy or others of a similar nature. Once you are afflicted, you gain the Lycanthropy feat. You can have this as a feat or your Game Master may choose to grant it to you as a boon. 

Lycanthropy

Prerequisite: Affliction of Lycanthropy
A gift for some, a curse for others. One way or another, you have been afflicted with lycanthropy. Now, a beast living inside you is always waiting for an opportunity to come out. It is quite difficult to tame this monster. As a lycanthrope, you gain the following benefits: 
  • Wild up. Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20. 
  • Shapechanger. As an action, you can polymorph into a wolf (or an animal of your choosing blended with a wolf, using wolf statistics), a hybrid form, or back into your normal form. When you transform, none of your statistics change, except for the changes stated in your forms. You revert to your true form if you drop to 0 hit points. 
You will grow sharper teeth as well as claws, and you will grow fur all over your body. While in this form, you can cast spells and speak, and have the following traits: 
      • Ability Increase. Your Strength or Dexterity, and Constitution, scores increase by 2. 
      • Bite. You can bite a creature by making a melee weapon attack against it. You can use Strength or Dexterity as your ability for this attack. On a hit, you deal 1d8 + your ability modifier amount of piercing damage. If the target is a humanoid, it must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be cursed with lycanthropy. 
      • Claw. You can claw a creature by making a melee weapon attack against it. You can use Strength or Dexterity as your ability for this attack. On a hit, you deal 2d4 + your ability modifier amount of slashing damage. 
      • Resistance. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks made with weapons that aren’t silvered. 
This form is the expression of the beast within you. Your whole body transforms into the shape of the beast. You cannot speak or cast spells while in this form, but have the following traits: 
      • Agile Beast. Your speed increases to 40 feet. 
      • Bite. You can bite a creature by making a melee weapon attack against it. You can use Strength or Dexterity as your ability for this attack. On a hit, you deal 1d10 + your ability modifier amount of piercing damage. If the target is a humanoid, it must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or is cursed with lycanthropy. 
      • Blood Trail. You can trace the smell of blood within 60 feet of you. 
      • Natural Armor. Your AC becomes 12 + your Dexterity modifier. 
  • Keen Hearing and Smell. You have an advantage on Wisdom (Perception) checks that rely on hearing or smell. 

You also have the following flaws: 
  • Full Moon’s Fury. When there is a full moon, you cannot fully control the beast inside you. To fight the urge to transform, you must make a DC 13 Wisdom saving throw. On a failed save, you succumb to your senses, and transform into your hybrid form. When you transform, you must succeed on a DC 15 Wisdom saving throw or lose control, attacking any creature within 30 feet of you for 1 minute. 
  • Raw Meat Addiction. Because of your animalistic instincts, you can only eat raw meat. If you cannot eat for one day, you must succeed on a DC 13 Wisdom saving throw or lose control and attack the nearest creature. The DC of this saving throw increases by 1 for each consecutive day you fail to eat raw, bloody meat. 

Beast Regeneration

Prerequisite: Lycanthropy, Constitution 15 or higher, Beast Endurance 
Lycans are rumored to be able to close their wounds immediately after they are inflicted. When you take damage, you can use your reaction to close your wound, reducing the damage by 1d8, which becomes 1d10 when you reach 11th level, and 1d12 when you reach 17th level. You cannot benefit from this feat if the damage is inflicted by a silvered weapon. 

Overgrown Hybrid 

Prerequisite: Lycanthropy 
You grow larger when you transform into your hybrid form. While in hybrid form, you are one size larger than your original size and gain the following benefits: 
  • You deal an additional 1d4 damage of the relevant type with your bite and claw attacks. 
  • Your weight is doubled. 
  • Your reach increases by 5 feet. 

Vicious Beast

Prerequisite: Lycanthropy 
You fully manifest the viciousness of lycanthropy, overwhelming your instincts with those of the beast. You gain the following benefits: 
  • Pack Tactics. You have advantage on your attack roll against a creature if at least one of your allies is within 5 feet of the creature and that ally isn’t incapacitated. 
  • Frightening Growl. While a creature is making a melee attack against you, you can use your reaction to growl at the creature viciously. The creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or is frightened of you for 1 minute. 

Once you use this feature, you cannot do so again until you finish a short rest. 

Alpha

Prerequisite: Lycanthropy, Call Pack, Beast Frenzy, Vicious Beast
The Alphas are the leaders and the protectors of a pack. They hear and feel most of what happens in their pack. These features are what makes them natural-born leaders. It also provides extra benefits for its pack members. As an Alpha, you gain the following benefits: 
  • Lycanthropic Strikes. Your disease manifests itself in your bite and claw attacks, dealing an additional 2d4 poison damage. If a target creature takes 7 or more poison damage from a single attack, it is poisoned. 
  • Improved Affliction. The DC of the curse of lycanthropy infected by your bite attack increases by 4. 
  • Pack Instincts. Lycanthropy can dominate instincts, or take advantage of them. You form a bond with a number of creatures equal to your Constitution modifier (minimum one) and your instincts partially merge with theirs. By making a successful DC 10 Wisdom (Insight) check while within 1 mile of each other, you can sense and instinctively understand the thoughts and emotions of your pack. Your pack can’t feel or understand the thoughts and emotions of one another in this way; this bond only exists between you and your pack members. 
  • Improved Tactics. While you are within 5 feet of a creature and are not incapacitated, your allies within 30 feet of you have advantage on their weapon and spell attacks against the creature. 

Beast Endurance

Prerequisite: Lycanthropy, Constitution 13 or higher 
As a lycan, you are more resilient than both humanoids and beasts. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered in all your forms. 

Hardened Skin

Prerequisite: Lycanthropy, Beast Endurance, Constitution 15 or higher 
As a lycan, your skin becomes more and more protective as you grow. You have immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered in all your forms.  

Lunar Strikes

Prerequisite: Lycanthropy 
Your connection to the moon grants you supernatural powers and strengthens your strikes with its essence. Your bite and claw attacks count as magical. 

Beast Frenzy

Prerequisite: Lycanthropy, Vicious Beast 
You lose yourself in a beast’s rage, wishing for and thinking of nothing but the destruction of your foes. When you get into this frenzy, as a bonus action, you gain the following benefits: 
  • You deal an additional die of the damage type of your bite or claw attack against creatures that are below their hit point maximum. 
  • You have advantage on saving throws against being charmed and frightened. 
  • If you reduce a creature’s hit points to 0, you can use your reaction to attack another creature within reach. 

You cannot cast spells or concentrate on them while in frenzy. 
Once you use this feature for a number of times equal to your Constitution modifier in hybrid form, you must finish a long rest to use it again. The frenzy lasts for 1 minute. 

Call Pack

Prerequisite: Lycanthropy 
Call Pack. As an action, you can summon wolves as an action. They are a reflection of the beast within you. As you grow in power, this reflection becomes more powerful as well. You can call forth a wolf at 1st level, two wolves at 5th level, a dire wolf at 9th level, a winter wolf at 13th level, and two winter wolves at 17th level. 
These wolves can understand you. They fight with you until you die. They leave your side when you are unconscious or when you return to your humanoid form. 

Wolf Instincts

Prerequisite: Lycanthropy 
You can rely on the wolf within you, and become a dangerous predator while in your wolf form. As a result, you gain the following benefits: 
  • Increase your Dexterity or Wisdom score by 1, to a maximum of 20. 
  • You have advantage on Dexterity (Acrobatics) and Dexterity (Stealth) checks, and Wisdom (Survival) checks while tracking.

Best of Both Worlds

Prerequisite: Lycanthropy, Overgrown Hybrid 
You develop your lycanthropy in such a way that you gain the best traits of both of your forms. You gain the following benefits: 
  • Your AC becomes 12 + your Dexterity modifier when you are transformed into your hybrid form. 
  • By performing a 2-hour ritual, you choose a weapon and wash it with the blood of your enemies. As a result, you form a bond with your chosen weapon, and when you transform into your hybrid form, its size increases by one category, just as yours does. An enlarged weapon deals an additional 1d8 damage of its damage type (if the weapon deals more than 1 type of damage, only damage in the following types can increase: bludgeoning, piercing, and slashing). You can only have one such weapon at a time. 
  • Your lycanthropic nature does not impose any disadvantage or give any penalty to your Charisma (Deception), Charisma (Persuasion) checks or any other social checks.