Difference between revisions of "Lycanthrope (5A)"

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=== Corrupting Fangs ===
 
=== Corrupting Fangs ===
At 11th level, your curse of lycanthropy becomes as potent as the darkest of legends, and you can immediately curse a bitten enemy to turn into a werewolf under your control. After you deal damage to an enemy 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, goblinoids, 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 type as you under your control. At the end of each of its turns, the target can make a new Constitution saving throw 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, and only once per turn. You regain expended uses when you finish a long rest.  
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At 11th level, your curse of lycanthropy becomes as potent as the darkest of legends, and you can immediately curse a bitten enemy to turn into a werewolf under your control. After you deal damage to an enemy 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, goblinoids, 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 type as you and under your control. At the end of each of its turns, the target can make a new Constitution saving throw 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.  
  
At 20th level, you can use this ability at will, but still only once per turn
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At 20th level, you can use this ability at will.
  
 
=== Lycanthropic Resistance ===
 
=== Lycanthropic Resistance ===

Revision as of 16:51, 30 October 2023

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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.
  • At night when the full moon is visible, 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. If you hit with a claw attack, you can use a bonus action to make a bite attack that inflicts piercing 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 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. 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.

Powerful Leaps

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 your speed up or down.

Corrupting Fangs

At 11th level, your curse of lycanthropy becomes as potent as the darkest of legends, and you can immediately curse a bitten enemy to turn into a werewolf under your control. After you deal damage to an enemy 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, goblinoids, 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 type as you and under your control. At the end of each of its turns, the target can make a new Constitution saving throw 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.

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 24. Additionally, your Toughened Hide feature can be used in human form.