1581239-Lycanthrope Revision1.6 (Release)

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The Lycanthrope

An ancient and feared curse...


Lycanthrope
Lycanthropy is an ancient and feared curse, able to turn the The Lycanthrope
most stalwart of men into slavering and savage beasts. They Proficiency Predatory Totem
are rightfully feared by a lot of common folk and are able to Level Bonus Features Strikes Powers
tear creatures to pieces with their hands alone. Because of 1st +2 Hybrid Form, 1d4 —
this, lycanthropes are a force to be reckoned with. Lycanthrope Origin
However, not all lycanthropes are evil beasts enslaved to
their vicious nature. Those who take their time to train 2nd +2 Natural Armour,
Totem Powers
1d4 2
themselves and focus their minds can unlock their bestial
power and use it for their own desires. Able to shift into 3rd +2 Heightened Senses 1d4 2
animalistic hybrids and shrug off wounds that would fell 4th +2 Ability Score 1d4 2
mortal men, lycanthropes that follow this path become the Improvement
ultimate predators; however should their focus fail, grave
peril will befall those around them. 5th +3 Extra Attack 1d6 2
6th +3 Origin Feature 1d6 2
Creating a Lycanthrope 7th +3 Stalker's Prowess 1d6 2
All lycanthropes get their curse from somewhere. Were you 8th +3 Ability Score 1d6 3
born with it, transferred from the blood of your parents? Improvement
Were you bitten by another lycanthrope during an adventure 9th +4 Bleeding Slash 1d6 3
or attack on your home? Did you get cursed by some craven (1d10)
mage who sought to punish you? Was it a life you chose to
accept, being granted such power by a deity? 10th +4 Origin Feature 1d6 3
11th +4 Advanced Hybrid 1d8 3
Quick Build Form
You can make a lycanthrope quickly by following these 12th +4 Ability Score 1d8 3
suggestions. First, make Strength or Dexterity your highest Improvement
ability score, followed by Constitution. Second, choose the
Outlander background. 13th +5 Bleeding Slash 1d8 3
(2d10)
Shapechanger 14th +5 Origin Feature 1d8 4
A character who has at least one level in this class gains the 15th +5 Iron Volition 1d8 4
shapechanger tag.
16th +5 Ability Score 1d8 4
Improvement
Class Features 17th +6 Bleeding Slash 1d10 4
As a lycanthrope, you gain the following class features. (3d10)
18th +6 Origin Feature 1d10 4
Hit Points
Hit Dice: 1d10 per lycanthrope level 19th +6 Ability Score
Improvement
1d10 4
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution 20th +6 Hybrid Form 1d10 5
modifier per lycanthrope level after 1st Mastery

Proficiencies
Armor: Light armour, medium armour, shields
Weapons: Simple weapons, martial weapons — Revision 1.6, October 2022 —
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics,
Deception, Intimidation, Nature, Perception, Stealth, and
Survival
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) any melee weapon or (b) a shortbow and 20 arrows
(a) leather armour or (b) hide armour
(a) a dungeoneer's pack or (b) an explorer's pack
a dagger
Alternatively, you could begin with a starting wealth of
2d4 x 10gp and purchase starting items of your choice.
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Class by Michael Williams
Lycanthrope Origin Totem Powers
At 1st level, you choose an origin that describes where your At 2nd level, you gain two totem powers of your choice. Your
lycanthropic curse came from. Choose Werebat, Werebear, totem power options are detailed at the end of the class
Wereboar, Wererabbit, Wererat, Wereraven, Weretiger, or description. When you gain certain lycanthrope levels, you
Werewolf, all detailed at the end of the class description. The gain additional powers of your choice, as shown in the Totem
origin you choose grants you features at the 1st level and Powers column of the Lycanthrope Table.
again at the 6th, 10th, 14th, and 18th levels. Additionally, when you gain a level in this class, you can
choose one of the powers you know and replace it with
Hybrid Form another power that you could learn at that level.
At 1st level, you begin to control the lycanthropic curse that A level prerequisite in a totem power refers to your
now flows through your blood. As an action, you can lycanthrope level, not character level.
transform into your Hybrid form as determined by your Heightened Senses
Lycanthrope Origin feature. This form lasts for 10 minutes.
You can speak, use equipment, and wear armor in this form. Starting at 3rd level, you begin to adopt the improved senses
You can revert to your normal form earlier by using an action of a natural predator. You gain advantage on any Wisdom
on your turn. You automatically revert to your normal form if (Perception) checks that rely on hearing or smell.
you fall unconscious, drop to 0 Hit Points, or die. You can use
this feature twice. You regain expended uses when you finish Ability Score Improvement
a short or long rest. When you reach 4th level, and again at 8th, 12th, 16th, and
While you are transformed, you gain the following benefits: 19th level, you can increase one ability score of your choice
Feral Might. You gain a bonus to melee damage rolls equal by 2, or you can increase two ability scores of your choice by
to half your proficiency bonus, rounded down. You also have 1. As normal, you can't increase an ability score above 20
advantage on Strength checks and Strength saving throws. using this feature.
Resilient Hide. You have resistance to bludgeoning, If your DM allows the use of feats, you may instead take a
piercing, and slashing damage from nonmagical attacks that feat.
aren't silvered. While you are not wearing heavy armor or
wielding a shield, you gain a +1 bonus to your AC.
Predatory Strikes. Your unarmed strikes are considered a Extra Attack
melee weapon. When you transform into your hybrid form Beginning at 5th level you can attack twice, instead of once,
and whenever you make an unarmed strike as part of the whenever you take the Attack action on your turn.
Attack action, you can make another unarmed strike as a
bonus action. Stalker's Prowess
Your unarmed strikes deal 1d4 slashing damage. The
damage of your unarmed strikes increases as you gain At 7th level, your speed increases by 10 feet. You also can add
lycanthrope levels, as shown in the Predatory Strikes column 10 feet to your long jump distance and 3 feet to your high
of the Lycanthrope Table. jump distance. In addition, unarmed strikes made using your
Cursed Weakness. You have vulnerability to damage from predatory strikes feature and attacks with your hybrid form's
silvered weapons. natural weapons are considered magical for the purpose of
Bloodlust. If you've taken damage since the start of your overcoming resistance and immunity to nonmagical attacks
last turn, you must make a Wisdom saving throw to maintain and damage.
control of your humanity at the start of your turn. The DC
equals 5, or 1/4 of the total damage you've taken since the Bleeding Slash
start of your previous turn, whichever number is higher. On a Beginning at 9th level, you can tear deep into your enemies'
failed save, you must move directly towards the nearest flesh, leaving gaping wounds. When you make an unarmed
creature to you and use the Attack action against that strike using your predatory strikes feature you can attempt a
creature. If there is more than one possible target, the DM bleeding slash.
chooses between the targets. You then regain control of your On a hit the target takes the attack's normal damage and
character for the remainder of your turn. must succeed a Constitution saving throw with a DC equal to
If you are under an effect that prevents you from 8 + your proficiency bonus + your Strength or Dexterity
concentrating (like the Barbarian's rage feature), you modifier (your choice) or take 1d10 slashing damage at the
automatically fail this saving throw. start of their next turn. This increases to 2d10 at 13th level
The benefits of this feature replace the rules for Lycanthropy and 3d10 at 17th level.
within the Monster Manual. This feature has no effect on inorganic creatures or
objects. You can use this feature a number of times equal to
Natural Armour your Strength or Dexterity modifier (whichever is higher,
minimum of 1). You regain expended uses of this feature
Starting at the 2nd Level, while you are not wearing any when you finish a short or long rest.
armor nor wielding a shield, your Armor Class equals 11 +
your Dexterity modifier + your Constitution modifier.

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Class by Michael Williams
Advanced Hybrid Form Additionally, while in your hybrid form you gain a flying
speed equal to your movement speed. To use this speed, you
Starting at 11th level, you learn to unleash and control more can't be wearing medium or heavy armor. You can also use
of the beast within you. You can now transform into your Dexterity instead of Strength for the attack and damage rolls
hybrid form as a bonus action, and your hybrid form now of your unarmed strikes made using your predatory strikes
lasts for up to 30 minutes. feature.
In addition, at the start of each of your turns, while you are
in your hybrid or animal form and have no more than half of Echolocation
your hit points left, you regain hit points equal to your Starting at 6th level you gain blindsight out to a range of 30
Constitution modifier + 1 (minimum of 1). You don't gain this feet as long as you are not deafened while in your hybrid
benefit if you have 0 hit points. form.
At 14th level the range of your blindsight increases to 60
Iron Volition feet.
Beginning at 15th level, you've honed your willpower to better Bat Form
resist the violent urges of your lycanthropic curse. Whenever Starting at 10th level you can transform into a bat instead of
you make a Wisdom saving throw to maintain control of your your hybrid form when using your Hybrid Form feature. You
hybrid form, you do so with advantage. retain the benefits granted by the hybrid form feature. Any
Additionally in the event of there being more than one equipment you are wearing or carrying isn't transformed and
possible nearest target after a failed save you, not the DM, you can't wear any armor unless it is made to fit your animal
now chooses between the targets. form. You have disadvantage when using equipment meant
for humanoids and cannot cast spells that require material
Hybrid Form Mastery components while in this form.
At 20th level, you have wrestled with your inner predator and Your statistics other than your AC and size remain the
mastered it. You can now use your hybrid form feature three same in your animal form. Your AC when in your animal form
times instead of two, and your hybrid form now lasts for up to is 12 + your Dexterity modifier + your Constitution modifier
an hour. (you still get the bonus AC from your Resilient Hide feature in
Additionally when you roll initiative and have no uses of situations when it would apply) and your size becomes Tiny.
your hybrid form left, you regain one use. To discern that you aren't a normal animal of your type, a
creature can use its action to inspect your appearance and
must make an Intelligence (Investigation) check contested by
Lycanthrope Origins your Charisma (deception) check.
Each lycanthrope origin stems from a curse or disease Transforming this way counts as a use of your hybrid form
bourne by a particular type of animal, with seven widely feature.
known varieties of lycanthrope are werebats, werebears,
wereboars, werefoxes, wererabbits, wererats, wereravens, Dark Ambusher
weretigers, and werewolves; although others have been At 14th level you learn to with blinding speed against the
known to exist. unprepared. You have advantage on initiative rolls,
additionally on your first turn during combat, you have
Werebat advantage on attack rolls against creatures that have not yet
acted.
Commonly, though incorrectly, thought to be lycanthropes
exclusive to goblinoids, Werebats are shrieking and deadly Screech
winged creatures of the night. As humanoids they're typically Beginning at 18th level you can use your action to let loose an
pug-nosed and sharp-toothed, but such differences are so ear-shattering screech. Each creature within 15 feet of you
minute that they are virtually indistinguishable; often that can hear the screech must make a Constitution saving
intelligent, these ambush predators enjoy hunting the most throw with a DC equal to 8 + your proficiency bonus + your
dangerous game. Constitution modifier. On a failure, the creature takes 8d6
thunder damage and is deafened for 1 minute. On a success,
Bat Hybrid-Form the creature takes half as much damage and isn't deafened.
When choosing this origin at 1st level your hybrid form takes The screech deals double damage to objects and structures,
the shape of a bat-humanoid and your bite becomes a natural emits a dreadful sound audible out to 300 feet and also
weapon you are proficient with whilst in that form. deafens you for 1 minute.
When making a melee attack with your bite, you have a Once you use this feature you can't use it again until you
reach of 5 feet and deal 1d4 piercing damage on a hit. You finish a long rest.
may add your Strength or Dexterity modifier to the attack
and damage rolls.
A creature hit by your bite must succeed on a Constitution
saving throw with a DC of 8 + your proficiency bonus + your
Constitution modifier or be cursed with werebat lycanthropy.

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Class by Michael Williams
Werebear If a creature fails this saving throw by 5 or more, they are
instead stunned until the end of your next turn. A creature
Werebears are powerful lycanthropes with the ability to that succeeds on this saving throw is immune to this feature
temper their monstrous natures and reject their violent for the next 24 hours.
impulses. In humanoid form, they are large, muscular, and You may use this feature a number of times equal to your
covered in hair matching the color of their ursine form's fur Charisma modifier (minimum of 1) and you regain all
provided they can grow hair. When a werebear transforms, it expended uses when you finish a long rest.
grows to enormous size, lashing out with weapons or claws
and fighting with the ferocity of a bear. Wereboar
Bear-Hybrid Form Wereboars are ill-tempered and vulgar brutes. As humanoids,
When choosing this origin at 1st level your hybrid form takes they are stocky and muscular, with short, stiff hair. In their
the shape of a bear-humanoid and your bite becomes a humanoid and hybrid forms, they use heavy weapons, while
natural weapon you are proficient with whilst in that form. in hybrid or animal form, they gain a devastating goring
When making a melee attack with your bite, you have a attack through which their curse is spread.
reach of 5 feet and deal 3d4 piercing damage on a hit. You
add your Strength modifier to the attack and damage rolls. Boar-Hybrid Form
A creature hit by your bite must succeed on a Constitution When choosing this origin at 1st level your hybrid form takes
saving throw with a DC of 8 + your proficiency bonus + your the shape of a boar-humanoid and you gain tusks that
Constitution modifier or be cursed with werebear become a natural weapon you are proficient with whilst in
lycanthropy. that form.
When making a melee attack with your tusks, you have a
Formidable Strength reach of 5 feet and deal 2d6 slashing damage on a hit. You
At 6th level you gain the might of a bear. Your carrying add your Strength modifier to the attack and damage rolls.
capacity (including maximum load and maximum lift) is A creature hit by your tusks must succeed on a
doubled, and you have advantage on Strength checks made to Constitution saving throw with a DC of 8 + your proficiency
push, pull, lift, or break objects. bonus + your Constitution modifier or be cursed with
wereboar lycanthropy.
Bear Form
Starting at 10th level you can transform into a bear instead of Brutish Swine
your hybrid form when using your Hybrid Form feature. You At 6th level you gain proficiency with improvised weapons. In
retain the benefits granted by the hybrid form feature. Any addition, weapons with the Heavy property no longer impose
equipment you are wearing or carrying isn't transformed and disadvantage on attack rolls if your size is Small.
you can't wear any armor unless it is made to fit your animal
form. You have disadvantage when using equipment meant Boar Form
for humanoids and cannot cast spells that require material Starting at 10th level you can transform into a boar instead of
components whilst in this form. your hybrid form when using your Hybrid Form feature. You
Your statistics other than your AC and size remain the retain the benefits granted by the hybrid form feature. Any
same in your animal form. Your AC when in your animal form equipment you are wearing or carrying isn't transformed and
is 12 + your Dexterity modifier + your Constitution modifier you can't wear any armor unless it is made to fit your animal
(you still get the bonus AC from your Resilient Hide feature in form. You have disadvantage when using equipment meant
situations when it would apply) and your size becomes Large. for humanoids and cannot cast spells that require material
To discern that you aren't a normal animal of your type, a components while in this form.
creature can use its action to inspect your appearance and Your statistics other than your AC and size remain the
must make an Intelligence (Investigation) check contested by same in your animal form. Your AC when in your animal form
your Charisma (deception) check. Transforming this way is 12 + your Dexterity modifier + your Constitution modifier
expends a use of your hybrid form feature. (you still get the bonus AC from your Resilient Hide feature in
situations when it would apply) and your size becomes
Ursine Toughness Medium.
At 14th level, while you are in your hybrid or bear form, not To discern that you aren't a normal animal of your type, a
wearing armor and not wielding a shield, you gain a +2 bonus creature can use its action to inspect your appearance and
to your AC (cumulative with the bonus from resilient hide). must make an Intelligence (Investigation) check contested by
your Charisma (deception) check.
Terrifying Roar Transforming this way counts as a use of your hybrid form
At 18th level you can use your action to roar at any number of feature.
creatures within 30 feet, chilling their blood and stunning
them with fear. Any of the targeted creatures that can hear
you must succeed on a Wisdom saving throw with a DC
equal to 8 + your proficiency bonus + your Charisma modifier
or become frightened of you until the end of your next turn.

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Class by Michael Williams
Charge Your statistics other than your AC and size remain the
Starting at 14th level, while you are in your hybrid or boar same in your animal form. Your AC when in your animal form
form, move at least 15 feet straight towards a target and then is 12 + your Dexterity modifier + your Constitution modifier
make an attack against it with your tusks on the same turn, (you still get the bonus AC from your Resilient Hide feature in
the target takes an extra 2d6 piercing damage on a hit. If the situations when it would apply) and your size becomes Tiny.
target is a creature, it must succeed on a Strength saving To discern that you aren't a normal animal of your type, a
throw with a DC equal to 8 + your proficiency bonus + your creature can use its action to inspect your appearance and
Strength modifier or be knocked prone. must make an Intelligence (Investigation) check contested by
your Charisma (deception) check.
Relentless Transforming this way counts as a use of your hybrid form
When you reach the 18th Level, if you drop to 0 hit points feature.
while in your hybrid or animal form and don't die outright,
you can drop to 1 hit point instead. Once you use this feature, El-ahrairah's Blessing
you can't use it again until you finish a long rest. Starting at 14th level if you take the Dash action on your turn
you can Dash or Dodge as a bonus action.
Wererabbit Additionally when in your hybrid form you gain a
burrowing speed equal to your movement speed.
Wererabbits, occasionally called werehares, are a rare breed Finally you can add 10 feet to your long jump distance and
of lycanthropes and somewhat of an anomaly amongst their 3 feet to your high jump distance.
brethren. Whereas other lycanthropes are born of more
predatory species, wererabbits evoke a lot of traits typically Lucky Rabbit's Foot
found in prey animals; however this only disguises their At 18th level you're able to make almost near-miraculous
deadly potential. Extremely agile, wererabbits can move with escapes from danger. You may choose to make one melee,
blinding speed and deliver kicks that can snap bones like ranged, or spell attack that would hit you, miss instead. This
twigs. is done after you know you have been hit, but before the
damage is rolled.
Rabbit-Hybrid Form You regain the use of this feature once you finish a short or
When choosing this origin at 1st level your hybrid form takes long rest.
the shape of a rabbit-humanoid and your bite becomes a
natural weapon you are proficient with whilst in that form. Werefox
When making a melee attack with your bite, you have a
reach of 5 feet and deal 1d4 piercing damage on a hit. You Werefoxes are sly and clever lycanthropes, typically thought
may add your Strength or Dexterity modifier to the attack to be self-centered, hedonistic and vain; some are instead
and damage rolls. simply mischievous tricksters. As humanoids they radiate
A creature hit by your bite must succeed on a Constitution and elven-like countenance regardless of their race, while in
saving throw with a DC of 8 + your proficiency bonus + your their hybrid form they retain a lean and lithe physique; both
Constitution modifier or be cursed with wererabbit of these aid their preferred deceptive and illusive tactics.
lycanthropy. Although werefoxes are overwhelmingly female, rare
exceptions do exist.
Powerful Kick
Starting at 6th level you are able to make use of your strong Fox-Hybrid Form
legs to strike your foes. Whilst in your hybrid form you When choosing this origin at 1st level your hybrid form takes
become proficient with your kicks. the shape of a fox-humanoid and your bite becomes a natural
When making a melee attack with your kick, you have a weapon you are proficient with whilst in that form.
reach of 5 feet and deal 1d8 bludgeoning damage on a hit. When making a melee attack with your bite, you have a
You add your Strength or Dexterity modifier (your choice) to reach of 5 feet and deal 1d6 piercing damage on a hit. You
the attack and damage rolls. add your Strength modifier to the attack and damage rolls.
Additionally on a hit, the creature must succeed a Strength A creature hit by your bite must succeed on a Constitution
saving throw with a DC of 8 + your proficiency bonus + your saving throw with a DC of 8 + your proficiency bonus + your
Strength or Dexterity modifier (your choice) or be pushed 10 Constitution modifier or be cursed with werefox lycanthropy.
feet away from you and incapacitated until the start of their Additionally, while in your hybrid form you gain a
next turn. burrowing speed equal to half your movement speed.
Rabbit Form Vulpine Charm
Starting at 10th level you can transform into a rabbit instead Starting at 6th level you have advantage on saving throws
of your hybrid form when using that feature. You retain the against being charmed, magic can't put you to sleep, and you
same features granted by your hybrid form. Any equipment gain advantage on any Charisma (Deception) or Charisma
you are wearing or carrying isn't transformed and you can't (Persuasion) checks you make.
wear any armour unless it is made to fit your animal form.
You have disadvantage when using equipment meant for
humanoids and cannot cast spells that require material
components whilst in this form.

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Class by Michael Williams
Additionally on a successful Charisma (Deception) or A creature hit by your bite must succeed on a Constitution
Charisma (Persuasion) check you can spend a use of this saving throw with a DC of 8 + your proficiency bonus + your
feature to cause the creature to be charmed by you for 1 Constitution modifier or be cursed with wererat lycanthropy.
minute or until you or your companions do anything harmful
to it. You can use this part of the feature a number of times Scurry
equal to your Charisma modifier (minimum of 1). You regain Starting at 6th level if you take the Disengage action on your
expended uses of this feature when you finish a short or long turn you can Dash as a bonus action. Additionally if you take
rest. the Attack action on your turn, you can Disengage as a bonus
action.
Fox Form
Starting at 10th level you can transform into a fox instead of Rat Form
your hybrid form when using your Hybrid Form feature. You Starting at 10th level you can transform into a giant rat
retain the benefits granted by the hybrid form feature. Any instead of your hybrid form when using that feature. You
equipment you are wearing or carrying isn't transformed and retain the same features granted by your hybrid form. Any
you can't wear any armor unless it is made to fit your animal equipment you are wearing or carrying isn't transformed and
form. You have disadvantage when using equipment meant you can't wear any armour unless it is made to fit your animal
for humanoids and cannot cast spells that require material form. You have disadvantage when using equipment meant
components while in this form. for humanoids and cannot cast spells that require material
Your statistics other than your AC and size remain the components whilst in this form.
same in your animal form. Your AC when in your animal form Your statistics other than your AC and size remain the
is 12 + your Dexterity modifier + your Constitution modifier same in your animal form. Your AC when in your animal form
(you still get the bonus AC from your Resilient Hide feature in is 12 + your Dexterity modifier + your Constitution modifier
situations when it would apply) and your size becomes Small. (you still get the bonus AC from your Resilient Hide feature in
To discern that you aren't a normal animal of your type, a situations when it would apply) and your size becomes Small.
creature can use its action to inspect your appearance and To discern that you aren't a normal animal of your type, a
must make an Intelligence (Investigation) check contested by creature can use its action to inspect your appearance and
your Charisma (deception) check. must make an Intelligence (Investigation) check contested by
Transforming this way counts as a use of your hybrid form your Charisma (deception) check.
feature. Transforming this way counts as a use of your hybrid form
feature.
Infravision
At 14th level, whenever you are in your hybrid or animal form Skulk
you are able to see normally in dim light and darkness within At 14th level you gain advantage on Dexterity (Stealth)
60 feet of you. You can't discern colours in darkness, only checks made to hide. You also gain a climbing and swimming
shades of grey. speed equal to your movement speed.
Elude Surprise
At 18th level, when you take the disengage action or you are At 18th level if you hit a surprised creature with an attack on
hit by an opportunity attack, you can spend a use of this your first turn in combat, the attack deals an extra 3d6
feature and gain a +5 bonus to your AC until the start of your damage to it. The extra damage is of the same type as the
next turn. attack itself.
You can use this feature a number of times equal to your
Dexterity modifier (minimum of 1). You regain expended uses Wereraven
of this feature when you finish a short or long rest. Wereravens are secretive and extraordinarily cautious
Wererat lycanthropes that trust one another but are wary of just about
everyone else. Although skilled at blending into society they
Wererats are cunning lycanthropes with sly, avaricious keep mostly to themselves, respect local laws, and strive to
personalities. They are wiry and twitchy in humanoid form, do good whenever possible. In their human and hybrid forms,
with thin hair and darting eyes. In their humanoid and hybrid wereravens tend to favour light weapons.
forms, wererats prefer light weapons and use ambush tactics
rather than fighting as a pack. Although a wererat can deliver Raven-Hybrid Form
a nasty bite in its rat form, it favors that form for stealthy When choosing this origin at 1st level your hybrid form takes
infiltration and escape rather than combat. the shape of a raven-humanoid and you gain a beak that
becomes a natural weapon you are proficient with whilst in
Rat-Hybrid Form that form.
When choosing this origin at 1st level your hybrid form takes When making a melee attack with your beak, you have a
the shape of a rat-humanoid and your bite becomes a natural reach of 5 feet and deal 1d4 piercing damage on a hit. You
weapon you are proficient with whilst in that form. may add your Strength or Dexterity modifier to the attack
When making a melee attack with your bite, you have a and damage rolls.
reach of 5 feet and deal 1d4 piercing damage on a hit. You
may add your Strength or Dexterity modifier to the attack
and damage rolls.

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Class by Michael Williams
A creature hit by your beak must succeed on a Constitution Weretiger
saving throw with a DC of 8 + your proficiency bonus + your
Constitution modifier or be cursed with wereraven Weretigers are ferocious hunters and warriors with a haughty
lycanthropy. and fastidious nature. Lithe and sleekly muscular in
Additionally, while in your hybrid form you gain a flying humanoid form, they are taller than average and meticulously
speed equal to your movement speed. To use this speed, you groomed. Weretigers grow to enormous size in animal and
can't be wearing medium or heavy armor. hybrid form, but they fight in their more refined humanoid
form when they can.
Mimicry
Starting at 6th level you can mimic sounds you have heard, Tiger-Hybrid Form
including voices. A creature that hears the sounds you make When choosing this origin at 1st level your hybrid form takes
can tell they are imitations with a successful Wisdom the shape of a tiger-humanoid and your bite becomes a
(Insight) check opposed by your Charisma (Deception) check. natural weapon you are proficient with whilst in that form.
When making a melee attack with your bite, you have a
Raven Form reach of 5 feet and deal 1d10 piercing damage on a hit. You
Starting at 10th level you can transform into a raven instead add your Strength modifier to the attack and damage rolls.
of your hybrid form when using your Hybrid Form feature. A creature hit by your bite must succeed on a Constitution
You retain the benefits granted by the hybrid form feature. saving throw with a DC of 8 + your proficiency bonus + your
Any equipment you are wearing or carrying isn't transformed Constitution modifier or be cursed with weretiger
and you can't wear any armor unless it is made to fit your lycanthropy.
animal form. You have disadvantage when using equipment
meant for humanoids and cannot cast spells that require Feline Agility
material components while in this form. Starting at 6th level, you have advantage on Dexterity
Your statistics other than your AC and size remain the (Acrobatics) checks. Additionally if you take the Dodge action
same in your animal form. Your AC when in your animal form on your turn you may use your bonus action to make a single
is 12 + your Dexterity modifier + your Constitution modifier attack with your unarmed strikes.
(you still get the bonus AC from your Resilient Hide feature in
situations when it would apply) and your size becomes Tiny. Tiger Form
To discern that you aren't a normal animal of your type, a Starting at 10th level you can transform into a tiger instead of
creature can use its action to inspect your appearance and your hybrid form when using your Hybrid Form feature. You
must make an Intelligence (Investigation) check contested by retain the benefits granted by the hybrid form feature. Any
your Charisma (deception) check. equipment you are wearing or carrying isn't transformed and
Transforming this way counts as a use of your hybrid form you can't wear any armor unless it is made to fit your animal
feature. form. You have disadvantage when using equipment meant
for humanoids and cannot cast spells that require material
Swooping Blow components while in this form.
At 14th level, if you fly at least 15 feet straight towards a Your statistics other than your AC and size remain the
target while you are in your hybrid or raven form and then hit same in your animal form. Your AC when in your animal form
it with a melee attack on the same turn, the target takes an is 12 + your Dexterity modifier + your Constitution modifier
extra 2d6 damage of the type done by that attack. If the target (you still get the bonus AC from your Resilient Hide feature in
is a creature and you move out of its reach after doing so, the situations when it would apply) and your size becomes Large.
creature has disadvantage on attacks of opportunity made To discern that you aren't a normal animal of your type, a
against you. creature can use its action to inspect your appearance and
must make an Intelligence (Investigation) check contested by
Keen Sight your Charisma (deception) check.
At 18th level you can see up to 1 mile away without difficulty, Transforming this way counts as a use of your hybrid form
able to discern even fine details as though looking at feature.
something no more than 100 feet away from you.
Additionally, dim light doesn't impose disadvantage on your Eye of the Tiger
Wisdom (Perception) checks and you have advantage on At 14th level you gain 120 feet of darkvision if you don't
(Perception) checks made to spot items. already have it and you gain advantage on any Wisdom
(Perception) checks that rely on sight.
Pounce
Starting at 18th level whilst you are in your hybrid or tiger
form, move at least 15 feet straight towards a creature and
then hit it with an unarmed strike on the same turn, that
target must succeed on a Strength saving throw with a DC
equal to 8 + your proficiency bonus + your Strength modifier
or be knocked prone. If the target is knocked prone, you can
make one bite attack against it as a bonus action.

8
Class by Michael Williams
Werewolf Inspiring Howl
A werewolf is a savage predator. In its humanoid form, a At 18th level you can use your action to give a long and loud
werewolf has heightened senses, a fiery temper, and a howl, inspiring your allies and terrifying your enemies. Any
tendency to eat rare meat. Its wolf form is a fearsome friendly creature within 30 feet that can hear you when you
predator, but its hybrid form is more terrifying by far - a howl has advantage on their next attack roll and is no longer
charmed nor frightened. Hostile creatures within 30 feet of
furred and well-muscled humanoid body topped by a ravening you that can hear you must succeed on a Wisdom saving
wolf's head. A werewolf can wield weapons in hybrid form, throw (DC equal to 8 + your proficiency bonus + your
though it prefers to tear foes apart with its powerful claws Charisma modifier) or have disadvantage on their next attack
and bite. roll or saving throw. A creature that succeeds on this saving
throw is immune to this feature for the next 24 hours. You
Wolf-Hybrid Form need to finish a short or long rest before you can use this
When choosing this origin at 1st level your hybrid form takes feature again.
the shape of a wolf-humanoid and your bite becomes a
natural weapon you are proficient with whilst in that form.
When making a melee attack with your bite, you have a Totem Powers
reach of 5 feet and deal 1d8 piercing damage on a hit. You If a totem power has prerequisites, you must meet them to
add your Strength modifier to the attack and damage rolls. gain it. You can gain a totem power at the same time that you
A creature hit by your bite must succeed on a Constitution meet its prerequisites. The Bear, Boar, Rabbit, Rat, Raven,
saving throw with a DC of 8 + your proficiency bonus + your Tiger, and Wolf Form features are referred to collectively as
Constitution modifier or be cursed with werewolf "Animal Form" in this section.
lycanthropy.
Silent Tracker Adept Climber
At 6th level you gain the hunting sensibilities of a wolf. You Prerequisite: 8th level, Werebear Lycanthrope Origin
can track other creatures while traveling at a fast pace, and You gain proficiency in the Athletics skill. You also gain a
you can move stealthily while traveling at a normal pace (see climbing speed of 30 feet while you aren't wearing heavy
Chapter 8 of the Player's Handbook for rules on travel pace). armor.
Wolf Form Bestial Mask
Starting at 10th level you can transform into a wolf instead of Prerequisite: 10th level
your hybrid form when using your Hybrid Form feature. You
retain the benefits granted by the hybrid form feature. Any While you are in your animal form, you have advantage on
equipment you are wearing or carrying isn't transformed and Charisma (Deception) checks made to disguise yourself as a
you can't wear any armor unless it is made to fit your animal normal version of that creature.
form. You have disadvantage when using equipment meant
for humanoids and cannot cast spells that require material Bestial Speech
components while in this form. Prerequisite: 10th level
Your statistics other than your AC and size remain the
same in your animal form. Your AC when in your animal form While in your hybrid or animal form you gain the ability to
is 12 + your Dexterity modifier + your Constitution modifier comprehend and verbally communicate with beasts.
(you still get the bonus AC from your Resilient Hide feature in The knowledge and awareness of many beasts is limited by
situations when it would apply) and your size becomes their intelligence, but at minimum, beasts can give you
Medium. information about nearby locations and monsters, including
To discern that you aren't a normal animal of your type, a whatever they can perceive or have perceived within the past
creature can use its action to inspect your appearance and day. You might be able to persuade a beast to perform a small
must make an Intelligence (Investigation) check contested by favor for you, at the DM's discretion.
your Charisma (deception) check.
Transforming this way counts as a use of your hybrid form Boar Rush
feature. Prerequisite: 8th level, Wereboar Lycanthrope Origin
Pack Hunter When you successfully hit a creature with your tusks on your
At 14th level while you are in your hybrid or wolf form you turn you may use your bonus action to attempt to push the
have advantage on attack rolls against a creature if at least creature back. The creature must succeed on a Strength
one of your allies is within 5 feet of the creature and the ally saving throw with a DC equal to 8 + your proficiency + your
isn't incapacitated. Strength modifier or be pushed 10 feet away from you.

9
Class by Michael Williams
Breath of the Winter Wolf Cat-Like Reflexes
Prerequisite: 8th level, Werewolf Lycanthrope Origin Prerequisite: 15th level, Weretiger Lycanthrope Origin
Whilst in your hybrid or animal form you can exhale a blast of While you are in your hybrid or animal form and an attacker
freezing wind in a 15 foot cone as an action. Each creature in that you can see hits you with an attack, you can use your
that area must make a Dexterity saving throw with a DC reaction to halve the attack's damage against you.
equal to 8 + your proficiency + your Constitution modifier,
taking 4d8 cold damage on a failed save or half as much on a Disease Carrier
successful one. At 14th level the cold damage increases to Prerequisite: 10th level, Wererat Lycanthrope Origin
5d8, and it increases to 6d8 at 18th level. You must finish a
long rest before you can use this feature again. When you successfully hit a creature with your bite attack, it
must succeed on a Constitution saving throw with a DC of 8
Bruin Grip + your proficiency bonus + your Constitution modifier or
Prerequisite: Werebear Lycanthrope Origin become poisoned. The creature is poisoned until they are
cured of this condition. Each minute, the creature must
You count as one size larger for the purposes of determining repeat the saving throw, reducing its hit point maximum by
which creatures you can grapple. 1d10 on a failure. This reduction lasts until the poisoned
Additionally you can use your action to try to pin a creature condition is cured. The creature dies if this feature reduces
grappled by you. To do so, make another grapple check. If you its hit point maximum to zero. A creature immune to disease
succeed, the creature is restrained and your movement speed or the poisoned condition is immune to this effect.
is reduced to 0 until the grapple ends.
Disease Immunity
Call Animal Allies Prerequisite: 10th level
Prerequisite: 10th level
The lycanthropic curse in your blood makes you immune to
As a bonus action you can attempt to call animal allies to all diseases, poison damage, and the poisoned condition.
your side provided you are in the correct environment. At the
DM's discretion and depending on your Lycanthrope origin Enfeebling Fangs
the following animals appear to aid you for up to 1 hour: Prerequisite: 10th level, Werebat Lycanthrope Origin
Werebat: four swarms of bats Once per turn when you hit a creature with your bite you can
Werebear: two black bears force the creature to make a Constitution saving throw with a
Wereboar: four boars DC equal to 8 + your proficiency bonus + your Constitution
Werefox: eight foxes modifier. On a failed save the target deals only half damage
Wererabbit: sixteen rabbits with weapon attacks that use Strength for 1 minute The
Wererat: eight giant rats target may repeat the saving throw on each of its turns for the
Wereraven: four swarms of ravens duration, ending the effect on a success.
Weretiger: one tiger
Werewolf: four wolves Fast-Flyer
The summoned creatures are friendly to you and your Prerequisite: Wereraven Lycanthrope Origin
allies. Roll initiative for the summoned creatures as a group. You've become adept at using your wings to maneuver
The summoned creatures share a place in initiative and take through the air at blinding speeds. When you move using
their turn at the same time. your flying speed on your turn, you can double your flying
They obey any verbal command given to them by you that speed until the end of your turn. Once you use this feature,
isn't outright suicidal. Giving verbal commands to the you can't use it again until you move 0 feet on one of your
summoned creatures is a free action. If you don't issue any turns.
commands to them, they defend themselves from hostile
creatures, but otherwise take no actions. Fearless
You must finish a long rest before you can use this feature Prerequisite: 8th level
again.
You are immune to the frightened condition and any effect
Cannibalistic Regeneration that would cause you to flee from a creature.
While you are in your hybrid or animal form you can use your
action to consume the flesh and blood of a dead organic Feline Balance
creature within 5 feet of you, gaining hit points equal to 1d10 Prerequisite: Weretiger Lycanthrope Origin
+ your lycanthrope level.
After doing so your turn ends. At the start of your next turn, You can use your reaction when you fall to reduce any falling
you must make a DC 10 Wisdom saving throw or move damage you take by an amount equal to your Dexterity score.
directly towards the nearest creature to you and use the
Attack action against that creature. You must finish a short or
long rest before you can use this feature again.

10
Class by Michael Williams
Feral Lope Night Vision
Prerequisite: 10th level You gain darkvision. You can see in dim light within 60 feet of
you as if it were bright light, and in darkness as if it were dim
While you are in your hybrid or animal form and you aren't light. You can't discern color in darkness, only shades of gray.
holding anything in your hands your movement speed Additionally, dim light doesn't impose disadvantage on your
increases by 20 feet. Wisdom (Perception) checks.
Hunt the Prey Nine-Tails
Prerequisite: 8th level Prerequisite: Werefox Lycanthrope Origin
As a bonus action choose one creature you can see. For the Your hybrid and animal forms display fey-touched magical
next hour you have advantage on Wisdom (Perception) and power, gaining an additional tail for every two Lycanthrope
Wisdom (Survival) checks to find or track it. levels you posses, up to a maximum of 9 tails.
You need to finish a short or long rest before you can use For each tail your hybrid form has, choose a 1st-level spell
this feature again. from the Druid spell list. You may cast one of these spells
using this totem power a number of times equal to your
Immovable Beast proficiency bonus, and you regain all expended uses of this
Prerequisite: Werebear Lycanthrope Origin totem power when you finish a long rest.
You cannot be knocked prone by non-magical means. You Additionally you learn two cantrips of your choice from the
also have advantage on saving throws against spells or other Druid spell list.
effects that would force you to move or knock you prone. Other Foot's Lucky Too
Keen-Feathered
Prerequisite: 20th level, Wererabbit Lycanthrope Origin
Prerequisite: 8th level, Wereraven Lycanthrope Origin You gain a second use of your Lucky Rabbit's Foot feature.
Your feathers become razor sharp, able to cut like daggers. You regain all expended uses when you finish a short or long
While in your hybrid form you can use a bonus action to rest.
throw your feathers at a creature. Choose a creature within Pack Master
30 feet of you and make a ranged attack roll. You add your Prerequisite: 15th level, Werewolf Lycanthrope Origin
proficiency bonus to this ranged attack roll. On a hit, you deal
2d4 + your Dexterity modifier piercing damage, which is While in your hybrid or animal form, allied creatures have
considered magical, to the creature. You can use this feature advantage on melee attack rolls against any creature within 5
a number of times equal to your Constitution modifier feet of you that is hostile to you and you aren't incapacitated.
(minimum of once). You regain any expended uses of this
feature when you finish a short or long rest. Plague Rat
Prerequisite: Wererat Lycanthrope Origin
Kin to Beasts
You gain proficiency in the Animal Handling skill. If you are When you successfully hit a creature with your bite attack
already proficient in this skill, you may double your you deal an additional 2d4 poison damage to the target.
proficiency bonus for Animal Handling skill checks you make.
Predator's Patience
Leporine Escape Prerequisite: Weretiger Lycanthrope Origin
Prerequisite: Wererabbit Lycanthrope Origin
While in your hybrid or animal form, if you do not move on
You gain advantage on ability checks and saving throws made your turn you can attempt to hide even when you are only
against being restrained or grappled. lightly obscured by foliage, heavy rain, falling snow, mist, and
Additionally you may move through the space of a hostile other natural phenomena.
creature if it is at least one size larger than you, and moving
through another creature's space no longer counts as difficult Quickrunner
terrain. Prerequisite: 8th level
Lunar Transformation Your movement is unaffected by difficult terrain, and you have
You are able to use the light of the full moon to transform but advantage on saving throws against spells and magical
the beast within threatens to break loose. During a full moon effects that reduce your speed or cause you to be restrained.
you may use your hybrid or animal form feature without
expending a use, however if you do then whenever you make Rampager
a Wisdom saving throw due to bloodlust, you do so with When you are in your hybrid or animal form and reduce a
disadvantage. creature to 0 hit points with a melee attack on your turn, you
can use your reaction to move up to half your speed and
make a natural weapon attack or unarmed strike against
another creature.

11
Class by Michael Williams
Rending Claws Wounded Fury
Prerequisite: 20th level When you roll a 1 or 2 on a damage die for an attack you
make with a natural weapon or an unarmed strike, you can
Your hybrid and animal form's claws elongate to terrifying reroll the die and must use the new roll, even if the new roll is
length. Your predatory strikes die increases to 1d12. a 1 or a 2. You must have no more than half of your hit points
However, you cannot hold any objects in your hands while in left to receive this benefit.
your hybrid or animal form.
Signs of the Curse Lycanthrope
Even in your humanoid form your curse changes your body,
as your teeth and nails elongate and sharpen. You gain the Multiclassing
benefit of your predatory strikes feature when not in your For multiclassing with the Lycanthrope class, you must meet
hybrid or animal form. prerequisites and you gain proficiencies as described here.
Silver Tongue Trickster Lycanthrope Multiclassing Prerequisites
Prerequisite: 10th level, Werefox Lycanthrope Origin Ability Score Minimum Proficiencies Gained
Strength 13 or Dexterity Light armour, simple weapons,
When you take the Attack action on your turn, you can 13, Lycanthropy martial weapons
replace one attack with an attempt to deceive one humanoid
you can see within 30 feet of you that can see and hear you.
Make a Charisma (Deception) check contested by the target's
Wisdom (Insight) check. If your check succeeds, your
Additional Stat Blocks
movement doesn't provoke opportunity attacks from the Below are the monster stat blocks required for the foxes and
target and your attack rolls against it have advantage; both rabbits from the Werefox and Wererabbit Lycanthrope
benefits last until the end of your next turn or until you use Origins and the options for those subclasses in the Call
this ability on a different target. If your check fails, the target Animal Allies totem power.
can't be deceived by you in this way for 1 hour.
Spirit of the Beast
Prerequisite: 10th level Rabbit
You can cast the commune with nature spell, but only as a Tiny beast, unaligned
ritual. When you do so, a spiritual version of the animal you
chose for your Lycanthrope Origin appears to you to convey Armor Class 11
the information you seek. Hit Points 1 (1d4 - 1)
Speed 40 ft.
Terror of the Night
While in your hybrid or animal form you gain advantage on STR DEX CON INT WIS CHA
Charisma (Intimidation) checks. 2 (-4) 12 (+1) 8 (-1) 2 (-4) 12 (+1) 6 (-2)
Thrash
Prerequisite: 15th level, Wereboar Lycanthrope Origin Senses passive Perception 11
Languages —
While you are in your hybrid or animal form you can use an Challenge 0 (10 XP)
action to make a melee attack with your tusks against any
number of creatures within 5 feet of you, making a separate Keen Hearing. The rabbit has advantage on Wisdom
attack roll for each target. (Perception) checks that rely on hearing.

Vampiric Bite Actions


Prerequisite: 10th level, Werebat Lycanthrope Origin Bite. Melee Weapon Attack: +0 to hit, reach 5ft.,
one target. Hit 1 piercing damage.
Once per turn when you hit a creature with your bite you can
regain hit points equal to your Lycanthrope level.
Vigorous Shifting
When you use your hybrid or animal form features you gain a
number of temporary hit points equal to your lycanthrope
level. You must finish a short or long rest before you can use
this feature again.

12
Class by Michael Williams
Bonus Origins for Fun
Here's a few additional Lycanthrope Origins I made for fun. Fox
Small beast, unaligned
Inspired by various things from metal bands, cool artwork or
even a supporter of my brews, these don't necessarily fit with Armor Class 12 (natural armour)
the main concept of the class itself but I opted to include Hit Points 7 (2d6)
them as extra choices for anyone interested in them. Speed 40ft.

Lupus Virtute
STR DEX CON INT WIS CHA
Sacramentum. Nocturnarum. Nefarious. Oremus. Deus
Sanctus, Deum Filium. Dominum. Martyrum. Oremus. 8 (-1) 15 (+2) 10 (0) 3 (-4) 12 (+1) 7 (-2)
Convertere Apostolicus. Cedere. Animus. Debitus. Et
Catholicus. Debere. Deum Animalum. Dominum. Et Skills Perception +3, Stealth +4
imperitum. Here We Are. E Nomine. Sanctus Dominus. Senses darkvision 60 ft., passive Perception 13
Halleluja! Christus Animus. Halleluja! Et Sanctus Spiritus. Languages —
Call me in the Night. Sanctus Dominus. Amen. Challenge 1/8 (25 XP)

Lupi Nothus Forma Keen Hearing and Smell. The fox has advantage on
When choosing this origin at 1st level your hybrid form takes Wisdom (Perception) checks that rely on hearing or
the shape of a wolf-humanoid and your bite becomes a smell.
natural weapon you are proficient with whilst in that form. Pounce. If the fox moves at least 20 feet straight
When making a melee attack with your bite, you have a toward a creature and then hits it with a claw attack
reach of 5 feet and deal 1d8 piercing damage on a hit. You on the same turn, the target must succeed on a DC
add your Strength modifier to the attack and damage rolls. 9 Strength saving throw or be knocked prone. If the
A creature hit by your bite must succeed on a Constitution target is prone, the fox can make one bite attack
saving throw with a DC of 8 + your proficiency bonus + your against it as a bonus action.
Constitution modifier or be cursed with werewolf
lycanthropy. Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5ft.,
Sacerdotales Artes one target. Hit 1 (1d4 - 1) piercing damage.
Also at 1st level you gain proficiency in the Persuasion skill. If
you are already proficient in the skill, you add double your Claw. Melee Weapon Attack: +4 to hit, reach 5ft.,
proficiency bonus to checks you make with it. Additionally one target. Hit 4 (1d4 + 2) slashing damage.
you gain a holy symbol, a prayer book, and vestments
alongside your starting equipment. Reactions
Elude. The fox adds 2 to its AC against one
Deus Virtutum opportunity attack that would hit it.
At 6th level you gain the power to channel divine wrath into
your weapons. You can cast the spell searing smite at 2nd
level a number of times equal to your Charisma Modifier The undead creatures are under your control for 1 minute or
(minimum of 1). Charisma is your spellcasting ability for this until the this effect ends, at which point they become dead
spell. You regain expended uses when you finish a long rest. once again. While they are under your control and within 30
Indolis Vigor feet of you, you can continue this effect and command them
Starting at 10th level, you and friendly creatures within 15 on your turn as a bonus action.
feet of you can't be charmed or frightened while you are A single command can be issued to as many of your
conscious. undead minions as you wish and can be specific, like
directing their movement and what action they will take, or
Exercitus Immortuorum be more general, as in guarding a person or place. They will
At 14th level as an action you may command a number of continue to follow your orders until they are complete or the
humanoid corpses or piles of bones within 30 feet of you, up effect ends, but if you don't command them at all, they will do
to your Charisma modifier (minimum of 1), to rise and nothing except defend themselves against attack.
become zombies or skeletons under your control. This feature requires concentration, as if concentrating on
a spell; the effect ends if this concentration is broken. You
must finish a short or long rest before you can use this
feature again.

13
Class by Michael Williams
Massa Metallum Hell Hound Form
At 18th level you can use your action to read aloud holy Starting at 10th level you can transform into a hell hound
litanies to inspire your allies and strike fear into your instead of your hybrid form when using your Hybrid Form
enemies. Choose a number of creatures up to your Charisma feature. You retain the benefits granted by the hybrid form
modifier (minimum of 1) that are within 30 feet of you. The feature. Any equipment you are wearing or carrying isn't
chosen creatures may add your Charisma modifier transformed and you can't wear any armor unless it is made
(minimum of 1) to one ability check, attack roll, damage roll to fit your animal form. You have disadvantage when using
or saving throw on their turn. A creature that is deafened or equipment meant for humanoids and cannot cast spells that
otherwise can't hear you is unaffected by this feature. If a require material components while in this form.
creature moves further than 30 feet away from you on their Your statistics other than your AC and size remain the
turn they no longer receive this bonus unless they are once same in your animal form. Your AC when in your animal form
again within 30 feet of you at the start of their next turn is 12 + your Dexterity modifier + your Constitution modifier
whilst this feature is still active. (you still get the bonus AC from your Resilient Hide feature in
Once started you can continue this effect on each of your situations when it would apply) and your size becomes
turns as a bonus action for up to 1 minute. The effects of this Medium. Additionally you gain immunity to fire damage
feature end either after 1 minute or at the end of one of your instead of resistance when in this form.
turns where you do not continue it with your bonus action. To discern that you aren't a normal animal of your type, a
You must finish a short or long rest before you can use this creature can use its action to inspect your appearance and
feature again. must make an Intelligence (Investigation) check contested by
your Charisma (deception) check.
Were-Hell Hound Transforming this way counts as a use of your hybrid form
Whilst they may look similar to werewolves at first glance, feature.
there's no mistaking their long horns and glowing red eyes. Pack Hunter
Much like their quadruped counterparts these monstrous At 14th level while you are in your hybrid or hell hound form
fire-breathing fiends are fierce foes and are often seen you have advantage on attack rolls against a creature if at
stalking the lower planes for their infernal masters. least one of your allies is within 5 feet of the creature and the
ally isn't incapacitated.
Hell Hound-Hybrid Form
When choosing this origin at 1st level your hybrid form takes Hell's Hunt
the shape of a hell hound-humanoid, you have resistance to At 18th level you can, as an action let out an infernal hunting
fire damage and your bite becomes a natural weapon you are cry, calling other hell hounds into the frey. Choose 4
proficient with whilst in that form. unoccupied spaces you can see within 30 feet of you, a hell
When making a melee attack with your bite, you have a hound appears in each. A summoned creature disappears
reach of 5 feet and deal 1d8 piercing damage plus 1d6 fire when it drops to 0 hit points or after 1 hour has passed.
damage on a hit. You add your Strength modifier to the attack The summoned creatures are friendly to you and your
and damage rolls. allies. Roll initiative for the summoned creatures as a group.
A creature hit by your bite must succeed on a Constitution The summoned creatures share a place in initiative and take
saving throw with a DC of 8 + your proficiency bonus + your their turn at the same time. They obey any verbal command
Constitution modifier or be cursed with were-hell hound given to them by you that isn't outright suicidal. Giving verbal
lycanthropy. commands to the summoned creatures is a free action. If you
Additionally you can speak, read and write Infernal, and don't issue any commands to them, they defend themselves
can be affected by effects that affect fiends whilst in your from hostile creatures, but otherwise take no actions. If a hell
hybrid form. hound has not taken the attack action in the last minute it
turns hostile to all creatures around it until it drops to 0 hit
Infernal Combustion points or disappears.
At 6th level, whilst in your hybrid or animal form you can You must finish a long rest before you can use this feature
exhale a cone of searing flame in a 15 foot cone as an action. again.
Each creature in that area must make a Dexterity saving
throw with a DC equal to 8 + your proficiency + your
Constitution modifier, taking 4d6 Fire Damage on a failed
save or half as much on a successful one. At 14th level the
fire damage increases to 5d6, and it increases to 6d6 at 18th
level.
You may use this feature a number of times equal to your
Constitution modifier (minimum of 1) and you regain all
expended uses when you finish a long rest.

14
Class by Michael Williams
Were-Dragon Dragon Wings
At 10th level, you sprout a pair of dragon wings from your
Sometimes mistaken for other kinds of dragon kin, this back whilst in your hybrid form, gaining a flying speed equal
ancient and rare form of lycanthropy origins are now but a to your current speed.
mystery. This particular variation of the curse spawns Armor and clothing not made to accommodate your wings
draconic hybrids replete with impenetrable scales, powerful might be destroyed when you enter your hybrid form.
wings, and deadly elemental exhalations.
Draconic Scales
Draconic Ancestry At 14th level, while you are in your hybrid form and not
At 1st level, you choose one type of dragon as the origin of wearing armor, you gain a +2 bonus to your AC (cumulative
your lycanthropic curse. Choose one type of dragon from the with the bonus from resilient hide).
Draconic Ancestry table. The damage type associated with
each dragon is used by features you gain later. Frightful Presence
Draconic Ancestry
At 18th level, whilst in your hybrid form you can use your
action to force each creature of your choice that is within 60
Dragon Damage Type Breath Weapon feet of you and aware of you to make a Wisdom saving throw
Black Acid 5 by 30 ft. line (Dex. save) with a DC of 8 + your proficiency bonus + your Charisma
Blue Lightning 5 by 30 ft. line (Dex. save)
modifier or become frightened of you for 1 minute. A creature
can repeat the saving throw at the end of each of its turns,
Brass Fire 5 by 30 ft. line (Dex. save) ending the effect on itself on a success. If a creature's saving
Bronze Lightning 5 by 30 ft. line (Dex. save) throw is successful or the effect ends for it, the creature is
immune to your Frightful Presence for the next 24 hours.
Copper Acid 5 by 30 ft. line (Dex. save) You may use this feature a number of times equal to your
Gold Fire 15 ft. cone (Dex. save) Charisma modifier (minimum of 1) and you regain all
Green Poison 15 ft. cone (Con. save) expended uses when you finish a long rest.
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
Bonus Origins and Totem
White Cold 15 ft. cone (Con. save) Powers
If you've decided to use any of the bonus origins you may
Dragon-Hybrid Form notice the lack of any subclass specific Totem Powers akin to
When choosing this origin at 1st level your hybrid form takes the other origins. For the purposes of Totem Power
the shape of a dragon-humanoid, you have resistance to the prerequisites the Lupus Virtute and Were-Hell Hound origins
damage type associated with your draconic ancestry and your are considered the same as the "Werewolf" origin; likewise
bite becomes a natural weapon you are proficient with whilst it's the same for Call Animal Allies, with a Were-Dragon
in that form. summoning eight kobolds when using that power.
When making a melee attack with your bite, you have a Additionally for the Were-Dragon, here are two additional
reach of 5 feet and deal 1d6 piercing damage plus 1d4 Totem Powers:
damage of your draconic ancestry's type on a hit. You add
your Strength modifier to the attack and damage rolls. Mighty Wings
A creature hit by your bite must succeed on a Constitution Prerequisite: 10th level, Weredragon Lycanthrope Origin

saving throw with a DC of 8 + your proficiency bonus + your As an action you beat your wings, each creature within 5 feet
Constitution modifier or be cursed with were-dragon of you must succeed on a Dexterity saving throw with a DC
lycanthropy. equal to 8 + your proficiency + your Strength modifier, or take
Additionally you can speak, read and write Draconic. 2d4 bludgeoning damage and be knocked prone. You can
then fly up to half your flying speed.
Breath Weapon
At 6th level, whilst in your hybrid form you can use your Towering Transformation
action to exhale destructive energy. Your draconic ancestry Prerequisite: 20th level, Weredragon Lycanthrope Origin
determines the size, shape, and damage type of the When you use your hybrid form feature your size doubles
exhalation. in all dimensions, and your weight is multiplied by eight. This
When you use your breath weapon, each creature in the increases your size by one category—from Medium to Large,
area of the exhalation must make a saving throw, the type of for example. If there isn't enough room for you to double in
which is determined by your draconic ancestry. The DC for size, you attain the maximum possible size in the space
this saving throw equals 8 + your Constitution modifier + available. Armor and clothing not made to accommodate your
your proficiency bonus. A creature takes 3d6 damage on a new size might be destroyed when you enter your hybrid
failed save, and half as much damage on a successful one. form.
The damage increases to 4d6 at 11th level, and 5d6 at 16th While in your hybrid form your breath weapon, natural
level. You may use your breath weapon a number of times weapons, and predatory strikes roll twice the normal number
equal to your Constitution modifier (minimum of 1) and you of damage dice.
regain all expended uses when you finish a long rest.

15
Class by Michael Williams
Additional Works The Blood Hunter Re-Balanced
Hello! Hopefully you've enjoyed what you read here! If you're If you've ever wanted to play a Blood Hunter but either the
interested in checking out other things I've done, here's some mechanical/power issues put you off, or your DM wouldn't let
things that may take your fancy: you because they considered it "too overpowered" compared
to other classes, then now is your chance to give it a whirl.
This is a full balance rework of the class, taking a fine tooth
The Inquisitor comb through each and every feature to iron out any unruly
The Inquisitor is a class designed to represent those balance issues players could use and abuse in your games
dedicated to a cause; be it foiling fiends, stopping spellcasters while keeping the same flavour you know and love!
or annihilating aberrations Inquisitors will stop at nothing to Check it out here!
thwart the machinations of their foes. Drawing inspiration
from both its pathfinder counter-part and a grim, far-distant Advanced Arcaneries Vol.1
future it's a half-caster with its own list of spells capable of A collection of 46 new spells designed to add some variety
both martial prowess and support magic to harry foes and and innovation to your caster's spell lists! Every spell has
help allies. been balanced for it's level and lists the classes and
Check it out here! subclasses that can access these newfound powers.
Check it out here!
The Spellblade
There exists a versatile brand of warriors who combine the Armour, Items, and Weapons
talents of both casting and combat into one deadly blend of Galore!
death and destruction. These are the Spellblades, a rare but
powerful figure certain to be more than a match for most This collection of gear includes 45 new melee weapons, 6
foes. new ranged weapons, 7 new firearms, 4 new sets of armour,
A capable magical and martial class that fans of the 3 new types of shields and 8 new pieces of equipment all
Eldritch Knight and the Hexblade are sure to love! designed to add the spice of variety into your games and
Check it out here! character builds; from the mundane such as Bardiches and
Broadswords to the exotic such as Meteor Hammers and
Honorable Heroes Kusarigama there's bound to be something for everyone!
Check it out here!
Ever thought encounters with humanoid enemies seemed a
little samey? Wanted to spice things up with a few new School of Explosion Magic
surprises for your players? Honorable Heroes has you
covered! Apathetic to Abjuration? Tired of Transmutation? Bored of
A set of 30 humanoid "hero" stat blocks with CRs ranging Bladesinging and disinterested in Divination? Well have I got
from 5 to 9, each has their own unique combat style to the school of magic that's right for you: Explosion Magic!
challenge your party; it even has rules for your players to use Who needs things like shatter or fireball when you can
the new armour, gear, and weapons that the heroes carry. create cataclysmic columns of conccussive catastrophe with
Check it out here! but a few spell slots and a modicum of time! Learn the
secrets of the most powerful magic known to all the planes
The Oath Daemonicus but be warned, such incantations can toll a heavy price if one
strains themselves too far; for the pay off may be mighty but
A Paladin subclass primarily designed for evil aligned player so too will be the cost!
characters and evil NPCs, and inspired by the possessed Check it out here!
warrior monks of a dark and far flung future this subclass lets
you invite a demon along for the ride; adding a whole new Gnoll, Kitsune & Rat-men
dimension to making an oath.
Check it out here! A three-pack of different races to add some more variety to
your adventuring parties and worlds, complete with racial
College of Metal feats, naming conventions & height & weight tables!
Check it out here!
A strange breed of Bards the members of the college of metal
are known for their love of loud music and raucous, near- Way of the Brick Brawler
violent parties which often involve a strange form of dance-
combat; a style copied by their more enthusiatic fans. Monks of the Way of the Brick Brawler are taught to study
A fan of heavy metal? A lover of power chords and killer the ways in which anything around them can be made into a
shreds? No matter the world, where there is music one can weapon, from the smallest stone to the biggest brick.
still rock. A martial bard with a twist, the College of Metal Inspired by brash brawlers, and savvy street fighters the
shoots to thrill. Way of the Brick Brawler brings a uniquely resourceful style
Check it out here! of martial arts, capable with anything they have to hand. If
you're a fan of Jackie Chan (or even Gambit) this is one
subclass to check out!
Check it out here!

16
Class by Michael Williams
Changelog Update - 23/04/2019
Removed Beastly Precision feature.
Update - 10/04/2019 Lowered the DC and damage fraction for Bloodlust.
Work on Version 2 started Bruin Grip can be used out of hybrid/animal form.
Added "Rending Claws" Totem Power.
Moved "Natural Armour" from a Totem Power to a 2nd Update - 30/04/2019
level feature. Formatting!
Second half of "Cat-Like Reflexes" Totem Power made Added in Ability Score Improvement & Extra Attack which
into "Feline Balance" Totem Power. were missing.
"Immovable Beast", "Rampager" and "Lunar Various Updates for wording.
Transformation" Totem Powers added. Removed advantage against being paralyzed for the
Bleeding Slash no longer affects inorganic creatures or "Quickrunner" Totem Power.
objects. "Plague Rat" now only deals 2d4 poison damage.
Added "Cannibalistic Regeneration" Totem Power. "Pack Master" now has a 15th level requirement.
Added "Call Animal Allies" Totem Power. "Inspiring Howl" now removes frightened and charmed
Animal Forms no longer let you cast spells. conditions for allies.
Added "Wounded Fury" Totem Power. "Feline Agility" no longer gives advantage on dex saves,
Added "Signs of the Lycan" Totem Power. instead you can make an unarmed attack as a bonus
Added "Hunt the Prey" Totem Power. action after dodging.
Typo fixes and clarifications. "Keen Sight" now applies to perception checks for all
Natural Armour now works with a shield. items.
Resilient Hide no longer works with a shield. "Disease Carrier" now inflicts poisoned condition and the
save is repeated every minute (instead of 24 hours).
Update - 17/04/2019
Added "Night Vision" Totem Power. Update - 13/09/2019
Reworded "Surprise" feature for Wererats. Added time limit to "Call Animal Allies" Totem Power.
Fixed more typos and formatting.
Added multiclassing information. Update - 05/10/2019
Update - 18/04/2019 Added lore and adjusted formatting.
Added clarification to "Totem Powers" that the level
Fixed number of uses for "Bleeding Slash" feature to use requirement is based on Lycanthrope not character level.
preferential stat and have a minimum of one use. Updated description for "Lupus Virtute" origin.
Animal Forms base AC is now 11 + Dexterity +
Constitution which doesn't include the bonus from Update - 27/02/2020
Resilient Hide, additionally you can cast spells that don't Updated wording on "Hybrid Form"'s Bloodlust to clarify
require somantic or material components in animal form. it's 1/4 of all the damage you've taken since your previous
Update - 19/04/2019 turn.
Updated wording on "Advanced Hybrid Form" to remove a
Added "Wereraven" lycanthrope origin reference to having less that 0 Hit Points.
Updated wording on "Ursine Toughness" to remove
Update - 20/04/2019 redundant text.
Fixed disparity between animal form AC, it now all follows Updated wording on "Hunt the Prey" to specify Wisdom
the "11 + Dex + Con" formula. (Perception/Survival) checks.
Wording for animal form AC simplified too. "Immovable Beast" now applies to saves against being
Wereraven's "Raven Form" no longer turns you into a pushed.
flying rat. "Cannibalistic Regeneration" now recharges on a short
Werebear's bite attack now deals 3d4 damage instead of rest; done to match a Fighter's second wind feature.
2d8. Updated wording on "Feral Lope" to specify holding
Werebear's Ursine Toughness feature's wording made anything in your hands rather than just nebulously holding
easier to understand, the bonus no longer stacks with anything.
shields. Updated wording on "Rending Claws" to specify hold any
Wererats can now disengage as a bonus action after items in your hands rather than just nebulously hold any
attacking from 6th level. items.
Wererat's "Skulk" feature now gives climb & swim speed Updated wording on "Rampager" to specify your bonus
equal to your base movement speed. action instead of a bonus action.
More clarifications. Updated extremely minor wording issues.
"Signs of the Lycan" renamed to "Signs of the Curse". "Keen-Feathered" now has an 8th level prerequisite.
Can no longer use a shield with Natural Armour. "Ingenii Vigor" range increased to 15 feet.

17
Class by Michael Williams
Update - 11/03/2020 Rabbit, Rat & Raven subclasses now allow dexterity to be
used for unarmed strikes as per the previous change.
Action economy added to "Call Animal Allies". Natural Armour is now 11 + Dexterity + Constitution
Were-Hell Hound bonus origin added. instead of 10 + Dexterity + Constitution.
Stalker's Prowess and Bleeding Slash are now worded
Update - 21/04/2020 correctly to work with the Signs of the Curse totem power.
"Fearless" totem power now grants immunity to the All animal forms' base AC is now 12 + Dexterity +
frightened condition rather than advantage. Constitution instead of 11 + Dexterity + Constitution.
Adjusted wording for each Origin's Hybrid Form so the All instances of "base movement speed" changed to
bite attack or equivalent is now an attack, allowing it to be "movement speed" for clarity.
used twice on a turn from 5th level. Specified that the bonus from Ursine Toughness and
Added the "Wererabbit" Lycanthrope Origin. Draconic Scales is cumulative with Resilient Hide.
Added "Leporine Escape" and "Other Foot's Lucky Too" Thrash totem power now has no usage limit, similar to the
totem powers. Hunter Ranger's 11th level feature "Whirlwind Attack".
Added "Rabbit" stat block. Immovable Beast totem power now gives advantage on
Updated "Call Animal Allies" to include a wererabbit magic and other effects that'd knock you prone too.
option. Boar Rush totem power moved from requiring 10th level
Updated DC for Hybrid Form lycanthropy saves to 8 + to 8th level.
proficiency + Consitution instead of 10 + Constitution. Fixed the wrong damage type being referenced in the
Added shameless plugs for my other work. Breath of the Winter Wolf totem power.
Night Vision totem power given utility outside of simply
Update - 25/01/2021 granting darkvision.
Terrifying Roar limit changed from once to scaling based
Version update. on Charisma modifier.
Updated the wording of each hybrid form's "bite" attack to Iron Volition given more utility and allow a modicum of
specify it's a natural weapon. control when failing a bloodlust save.
Various wording and formatting fixes. Disease Carrier totem power no longer works on
Update - 28/01/2021 creatures immune to disease or the poisoned condition.
Vigorous Shifting totem power now specifies "lycanthrope
Updated disease immunity to include posion damage and level".
poisoned condition but requirement is now 10th level. Deus Virtutum now casts searing smite at 2nd level
Fearless now also makes you immune to any effects that instead of 1st when used.
make you flee. Fixed concentration related wording on Exercitus
Feral Lope speed increase changed from 10ft to 20ft. Immortuorum.
Immovable Beast updated to prevent being knocked prone Added in wording to each animal form about disguising
entirely in addition to advantage on saves against being yourself as a creature of the same type so the Bestial
pushed or knocked prone. Mask totem power makes more sense; also added
Spirit of the Beast's reference to commune with nature is Deception to the class skill list due to said wording.
now italicised.
Terror of the Night now applies to all creatures, not just Update - 28/12/2021
humanoids. Added note about Shapechanger tag being added to
Various minor updates to the Latin of the Lupus Virtute. someone with levels in this class.
Rampager Totem Power now uses your reaction instead
Update - 01/04/2021 of your bonus action.
Added Were-Dragon origin.
Vigorous Shifting reworded to be clearer. Update - 11/04/2022
Predatory Strike damage progression changed to match Added the Werebat subclass.
the Monk's unarmed damage. Added Enfeebling Fangs and Vampiric Bite totem powers
Clarified how Bonus Origins work with Totem Powers. for the Werebat.
Update - 19/07/2021 Adjusted formatting once again.
Revision 1.5! Update - 05/10/2022
Increased the number of totem powers by 1 from the start Added the Werefox subclass.
to 2/3/4/5, allowing for more "fun" choices. Added Nine-Tails and Silver Tongued Trickster totem
Added shield proficiency to the list given that features powers for the Werefox.
which may combo to be too strong are already made to Adjusted formatting yet again.
not work with shields due to being proofed against Updated the shameless plugs for my other work.
multiclassing.
Predatory Strikes no longer allows dexterity to be used,
however you can now attack once the turn you transform
as a bonus action.

18
Class by Michael Williams

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