Difference between revisions of "Lycanthrope (5A)"

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=== Mighty Leap ===
 
=== Mighty Leap ===
 
Starting at 7th level, while in hybrid or beast form you can jump up to your speed, avoiding terrain and obstacles on the ground as well as moving up or down.
 
Starting at 7th level, while in hybrid or beast form you can jump up to your speed, avoiding terrain and obstacles on the ground as well as moving up or down.
If you end this move in empty air, you can take any action.
+
If you end this move in empty air, you can take act before falling.
At the end of your turn, but take no damage and land on your feet as long as the fall is no higher than your land speed.
+
At the end of your turn you fall, but take no damage and land on your feet as long as the fall is no higher than your land speed.
  
 
=== Corrupting Fangs ===
 
=== Corrupting Fangs ===
 
At 11th level, when you hit with a claw attack, you can use a bonus action to make a bite attack that inflicts piercing damage.
 
At 11th level, when you hit with a claw attack, you can use a bonus action to make a bite attack that inflicts piercing damage.
  
Your curse of lycanthropy becomes as potent as the darkest of legends, and you can immediately curse an enemy that takes damage from your bite attack to turn into a werewolf under your control. After you deal damage to a creature with a bite attack, you may force the enemy to make a Constitution saving throw (DC 8 + your proficiency bonus + your Charisma bonus). Creatures of types other than fey and humanoids automatically succeed at this saving throw. On a success, the target suffers an additional 3d10 poison damage. On a failure, the target is [http://dnd5e.wikidot.com/spell:polymorph Polymophed] into a [https://roll20.net/compendium/dnd5e/Monsters:Werewolf/#h-Werewolf Werewolf] of the same animal type as you and under your control.  
+
Your curse of lycanthropy becomes as potent as the darkest of legends, and you can immediately curse an enemy that takes damage from your bite attack to turn into a werewolf under your control. After you deal damage to a creature with a bite attack, you may force the enemy to make a Charisma saving throw (DC 8 + your proficiency bonus + your Constitution bonus). Creatures of types other than fey and humanoids automatically succeed at this saving throw. On a success, the target suffers an additional 3d10 poison damage. On a failure, the target is [http://dnd5e.wikidot.com/spell:polymorph Polymophed] into a [https://roll20.net/compendium/dnd5e/Monsters:Werewolf/#h-Werewolf Werewolf] of the same animal type as you and under your control.  
At the end of each of its turns, the target can make a Constitution saving throw (using its [http://dnd5e.wikidot.com/spell:polymorph Polymophed] Constitution saving throw bonus) to revert to its natural form. When it reverts, because it was defeated or for another reason, you lose control over the creature. You can use this feature a number of times equal to your proficiency bonus.  
+
At the end of each of its turns, the target can make a Charisma saving throw (using its [http://dnd5e.wikidot.com/spell:polymorph Polymophed] Charisma saving throw bonus) to revert to its natural form. When it reverts, because it was defeated or for another reason, you lose control over the creature. You can use this feature a number of times equal to your proficiency bonus.  
 
You regain expended uses when you finish a long rest.  
 
You regain expended uses when you finish a long rest.  
 
A creature that succeeds at a saving throw against Corrupting Fangs automatically succeeds against any later saving throws against Corrupting Fangs until the end of your next long rest.
 
A creature that succeeds at a saving throw against Corrupting Fangs automatically succeeds against any later saving throws against Corrupting Fangs until the end of your next long rest.

Latest revision as of 19:10, 1 July 2024

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This is a Bogeyman subclass.

Howling at the high moon and reveling in her bestial form, the werewolf leaps out of the darkness and snatches one of her pursuers, dragging the screaming man into the shadows and depriving him of his innards with her sharp fangs and claws.

You are filled with animalistic fury and cursed with lycanthropy that changes you into a beast when the full moon hangs high in the sky.

Source: En5ider 83, heavily rewritten.

Moon Change

Beginning at 1st level, you gain the shapechanger tag. You can assume the form of a humanoid or a hybrid form combining elements of beast and humanoid. Select a beast from this list when you gain this ability: bear, boar, tiger, rat, or wolf. This choice cannot be changed.

You gain advantage on Wisdom (Perception) checks that rely on hearing or smell. You can change into any of your available forms as a bonus action.

Humanoid Form

Your humanoid form is your true, original form. Your humanoid form is mundane, you lose all abilities from the bogeyman class and this affinity except the abilities noted here.

  • You keep proficiencies and skills from the Bogeyman class.
  • You have advantage on Perception checks that rely on hearing or smell.
  • Your have an animal magnetism gives you advantage on Charisma (Deception) and Charisma (Persuasion) checks to seduce humanoids.
  • As a bonus action or as a reaction to being attacked you can assume Hybrid Form. At level 3 when you gain the Beast Form ability, you can assume Beast Form as a bonus action.
  • When you see the ful moon, you cannot maintain humanoid form and must be in either hybrid or beast form.

Hybrid Form

You learn to assume a humanoid-beast hybrid form having elements of the chosen beast on a humanoid frame. In hybrid form you have access to all class features of the Bogeyman class. Your Dark Strike are claws that do slashing damage. When interacting with Humanoids in hybrid form, you suffer disadvantage on all Charisma checks except Intimidation checks. As a bonus action you can assume Humanoid Form. At level 3 when you gain the Beast Form ability, you can assume Beast Form as a bonus action. You revert to your Humanoid Form if you die or go unconscious in hybrid form.

Beast Change

Beginning at 3rd level, you can use a bonus action to gain the benefit of Polymoph to change into the type of beast selected with the Moon Change ability. This is not a spell, does not require concentration, and cannot be counterspelled.

Beast Form

Your beast form is a natural beast of the form selected above, per the Polymorph spell. In beast form you retain any damage resistance or immunity you have and can change into Humanoid Form or Hybrid Form as a bonus action, but you retain no other abilities. You can speak to beasts of your own type and have advantage on Charisma checks to interact with them. At level 11 you can use your Corrupting Fangs ability in animal form. If you are killed in this form, instead of reverting to your normal form, you immediately change into your Hybrid Form without having to take an action to do so, and you cannot resume Beast Form until you finish a long or short rest.

Toughened Hide

At 6th level you gain resistance to bludgeoning, piercing, and slashing damage in hybrid and beast form. Magical and silvered weapons ignore this resistance.

Mighty Leap

Starting at 7th level, while in hybrid or beast form you can jump up to your speed, avoiding terrain and obstacles on the ground as well as moving up or down. If you end this move in empty air, you can take act before falling. At the end of your turn you fall, but take no damage and land on your feet as long as the fall is no higher than your land speed.

Corrupting Fangs

At 11th level, when you hit with a claw attack, you can use a bonus action to make a bite attack that inflicts piercing damage.

Your curse of lycanthropy becomes as potent as the darkest of legends, and you can immediately curse an enemy that takes damage from your bite attack to turn into a werewolf under your control. After you deal damage to a creature with a bite attack, you may force the enemy to make a Charisma saving throw (DC 8 + your proficiency bonus + your Constitution bonus). Creatures of types other than fey and humanoids automatically succeed at this saving throw. On a success, the target suffers an additional 3d10 poison damage. On a failure, the target is Polymophed into a Werewolf of the same animal type as you and under your control. At the end of each of its turns, the target can make a Charisma saving throw (using its Polymophed Charisma saving throw bonus) to revert to its natural form. When it reverts, because it was defeated or for another reason, you lose control over the creature. You can use this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest. A creature that succeeds at a saving throw against Corrupting Fangs automatically succeeds against any later saving throws against Corrupting Fangs until the end of your next long rest.

At 20th level, you can use this ability at will.

Lycanthropic Resistance

Beginning at 15th level, while in hybrid or beast form you gain resistance to all damage except bludgeoning, piercing, and slashing damage from silver weapons.

Master Lycanthrope

When you reach 20th level, your Strength and Constitution scores increase by 4. Your maximum for those scores is now 26. Additionally, your Toughened Hide feature can be used in human form.