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Cursed Class: Lycanthrope

One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire, features suggestive of their animal form, such as extra body hair, a fantastic mane of hair, or sharpened teeth and fingernails. In their animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark.

Evil lycanthropes hide among normal folk, emerging in animal form at night to spread terror and bloodshed, especially under a full moon. Good lycanthropes are reclusive and uncomfortable around other civilized creatures, often living alone in wilderness areas far from villages and towns.


Lycanthropy was originally created by Hiricine as a blessing, bestowed on to his worshipers and those he deemed as the greatest hunters. Many followers of Hiricine pass on their gift to their fellow pack members as a ritual.

A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. Drinking the blood of a were-creature is particularly potent and almost immediately converts the drinker. The transformation is uniquely intense and happens within minutes.

A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form-or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams.

Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak.


After a humanoid contracts the disease, known as Sanies Lupinus, they suffer from sluggishness and general drowsiness. The character endures one level of exhaustion and suffers from vivid ravenous nightmares. A remove curse spell or potion of cure disease can rid an afflicted humanoid of the curse, but only if it hasn't turned the creature yet.

In around three days time, the disease progresses into full blown lycanthropy, and after that time, curing the disease becomes a lot more complicated. Rumor has it that the Glenmoril witches of High Rock have the power to stop the curse. It is said that the ritual involves the sacrifice of an innocent, who is then infected with the afflicted's disease. The victim is then raised from the dead for the lycanthrope to kill the undead innocent. This destroys the creature's inner beast and stops the curse. Another way, is to remove the head of a glenmoril witch and use in a special ritual that summons forth you inner beast as a spirit. Destroy the spirit and you conquer your curse.

There are certain herbs that are known to be exceptionally powerful against lycanthropes. Canis Root is known to ward off were-creaturs, while Wolfsbane and Belladonna are poisonous. Certain combinations of these herbs are known to be effective cures as well.


Werebears are powerful lycanthropes with the ability to temper their monstrous natures and reject their violent impulses. In humanoid form, they are large, muscular, and covered in hair matching the color of their ursine form's fur. A were bear is a loner by nature, fearing what might happen to innocent creatures around it when its bestial nature takes over.

When a werebear transforms, it grows to enormous size, lashing out with weapons or claws. It fights with the ferocity of a bear, though even in its bestial forms, it avoids biting so as to not pass on its curse. Typically, a were bear passes on its lycanthropy only to chosen companions or apprentices, spending the time that follows helping the new lycanthrope accept the curse in order to control it.

Solitary creatures, werebears act as wardens over their territory, protecting flora and fauna alike from humanoid or monstrous intrusion. Though most werebears are of good alignment, some are every bit as evil as other lycanthropes.


Wereboars are ill-tempered and vulgar brutes. As humanoids, they are stocky and muscular, with short, stiff hair. In their humanoid and hybrid forms, they use heavy weapons, while in hybrid or animal form, they gain a devastating goring attack through which their curse is spread. A wereboar infects other creatures indiscriminately, relishing the fact that the more its victims resist the curse, the more savage and bestial they become.

Wereboars live in small family groups in remote forest areas, building ramshackle huts or dwelling in caves. They are suspicious of strangers but sometimes ally themselves with other intelligent beasts.


Werecrocodiles are calculating and lewd. They are patient while stalking their prey and erupt in sudden violence. As humanoids, they are tall and have powerful builds. Their skin is dry and rough, and sometimes their pupils narrow. In their humanoid and hybrid forms, they use tribal large swords, but prefer to use their powerful jaws to subdue their prey.

Werecrocodiles live in swamps, rivers, and coastal areas and decorate their lairs with skulls and totems that inspire dread in trespassers. They are known to pose as guides to lure victims away from safety and into their territory where they either drown their prey or viciously rip them apart.


Werelions are communal predators that stalk their prey. In their humanoid form, they are toned and muscular with heroic features and thick, mane-like hair. In their hybrid form, they fight with grace and elegance, and take care to not pass on their curse to those outside of their pride.

Werelions live in prides on the edges of great plains and jungles. They work together to lead their prey into ambushes and are masters of stealth and deception.


Wererats are cunning lycanthropes with sly, avaricious personalities. They are wiry and twitchy in humanoid form, with thin hair and darting eyes. In their humanoid and hybrid forms, wererats prefer light weapons and use ambush tactics rather than fighting as a pack. Although a wererat can deliver a nasty bite in its rat form, it favors that form for stealthy infiltration and escape rather than combat.

A wererat clan operates much like a thieves' guild, with wererats transmitting their curse only to creatures they want to induct into the clan. Wererats that are accidentally cursed or break loose from the clan's control are quickly hunted down and killed.

Wererat clans are found throughout urban civilization, often dwelling in cellars and catacombs. These creatures are common in the sewers beneath major cities, viewing those subterranean areas as their hunting grounds. Rats and skeevers are commonly found living among wererats.


Weretigers are ferocious hunters and warriors with a haughty and fastidious nature. Lithe and sleekly muscular in humanoid form, they are taller than average and meticulously groomed. Weretigers grow to enormous size in animal and hybrid form, but they fight in their more refined humanoid form when they can. They don't like to pass on their curse, because every new were tiger means competition for territory and prey.

Weretigers live in jungles on the fringes of humanoid civilization, traveling to isolated settlements to trade or revel. They live and hunt alone or in small family groups.


A werewolf is a savage predator. In its humanoid form, a werewolf has heightened senses, a fiery temper, and a tenqency to eat rare meat. Its wolf form is a fearsome predator, but its hybrid form is more terrifying by far – a furred and well-muscled humanoid body topped by a ravening wolf's head. A werewolf can wield weapons in hybrid form, though it prefers to tear foes apart with its powerful claws and bite.

Most werewolves flee civilized lands not long after becoming afflicted. Those that reject the curse fear what will happen if they remain among their friends and family. Those that embrace the curse fear discovery and the consequences of their murderous acts. In the wild, werewolves form packs that also include wolves and dire wolves.


The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, an altmer werewolf might have the Highborn trait.


Not all lycanthropes are equal. Any character can become a lycanthrope by contracting the disease. Refer to page 207 of the Monster Manual for the general guidelines for player characters as lycanthropes. Players that want to become more powerful lycanthropes can train in the lycanthrope cursed class, as outlined below.


In order to advance as a lycanthrope, you must meet the following prerequisites:

  • You must have contracted the Sanies Lupinus disease. The next time you level, you can choose to gain your first level as a lycanthrope, granting you the Beast Shape of the creature that infected you.

  • You can't already be a vampire. The disease that causes vampirism and the disease that cause lycanthropy are not compatible and can't be mixed.

  • If you have previously been cured of lycanthropy, you can't contract the disease again.



As a cursed class, you can gain an amount of levels of your choice up to 10th level, using the Multiclass rules, as shown in chapter 6 of the Player's Handbook.


As a Lyncanthrope, you gain the following class features:


Hit Dice: d12

Hit Points per Levels: 1d12 (or 7) + your Endurance modifier per lycanthrope level.


Tools: None

Saving Throws: None

Skills: None


The lycanthrope cursed class does not grant any special equipment.


When you become cursed, you can use your action to magically assume your were-creature shape that you have been cursed with for 1 minute. You can use this feature twice. You regain expended uses when you finish a short or long rest. As your character gains levels in the lycanthropy class, you can use this feature more often. Refer to the Beast Shape column of the lycanthrope table.

After 1 minute has passed you revert to your humanoid form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your retain your game statistics except as specified by lycanthrope type. You gain the lycanthrope's speeds, traits, and actions that don't involve equipment. You are proficient with the lycanthrope's natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope's statistics.

  • You gain any immunities granted by your were-creature statistics.

  • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.

  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so.

  • Your worn equipment merges into your new form and has no effect until you leave the form.

  • You do not gain the multiattack action granted by your were-creature unless you have learned the Extra Attack feature from your original class or this cursed class.

The following information applies to specific lycanthropes.

Werebear. Your Strength score becomes 19 if it isn't already higher, and a +1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.

Wereboar. Your Strength score becomes 17 if it isn't already higher, and a +1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge trait, the DC is 8 + your proficiency bonus + your Strength modifier.

Werecrocodile. Your Strength score becomes 17 if it isn't already higher, and a +1 bonus to AC while in crocodile or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength. For the Lockjaw trait, the DC is 8 + your proficiency bonus + your Strength modifier.

Werelion. Your Strength score becomes 19 if it isn't already higher, and a +1 bonus to AC while in lion or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.

Wererat. Your Agility score becomes 15 if it isn't already higher. Attack and damage rolls for the bite are based on whichever is higher of your Strength and Agility.

Weretiger. Your Strength score becomes 17 if it isn't already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + your proficiency bonus + your Strength modifier.

Werewolf. Your Strength score becomes 15 if it isn't already higher, and a+ 1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.


At 2nd level, your speed increases by 10 feet.

In addition, you can add half your proficiency bonus (round up) to any Strength, Agility, or Endurance check you make that doesn't already use your proficiency bonus. Also, when you make a running long jump, the distance you cover increases by a number of feet equal to your strength modifier.


Starting at 3rd level, your natural attacks made while in your beast or hybrid form deal additional damage. Your attack and damage rolls are increased by +1. Additionally, your natural armor is increased by +1.

When you reach 6th level, your attack and damage rolls, as well as your natural armor, increases by +2. At 9th level, your attack and damage rolls, as well as your natural armor, increases by +3.


At 4th level, when you transform into your beast or hybrid form, you gain temporary hit points equal to twice your character level + your Endurance modifier. Once you use this feature, you can't use it again until you finish a long rest.


Beginning at 5th level, you can attack twice, instead of once, whenever you use the Attack action on your turn. While you are in your beast or hybrid form, you can use your multiattack action.


At 7th level, you choose a beast totem and gain its feature. You are gifted a physical totem by Hircine – an amulet or similar adornment – that incorporates fur, scales, claws, teeth, or bones of your beast shape animal. As an action, you can use your totem to grant you a powerful ability. Once you use this feature, you must complete a short or long rest before you can use it again.

Totem of the Moon. You can use an action to summon spirit beasts that appear in an unoccupied space that you can see within range. Your spirit beast takes the same form of your beast shape. The number of beasts that aid you depends on the type of beast summoned.


Beast Number CR

Black Bear 2 ½

Boar 4 ¼

Brown Bear 1 1

Crocodile 2 ½

Giant Rat 8 1/8

Lion 1 1

Tiger 1 1

Wolf 4 ¼

A summoned spirit disappears when it drops to 0 hit points or after 30 seconds.

The summoned spirits are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

Use the statistics as found in the Monster Manual.

Totem of the Hunt. While in beast or hybrid form, you sense the presence of life within 30 feet of you. If you sense life in this way, you can use your action to see a faint aura around any visible creature in the area that bears life.

The feature can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Totem of Terror. Every creature of your choice that can see or hear you within 30 feet of you must make a Willpower saving throw. If the creature fails its saving throw, it is feared for 1 minute or until it takes any damage.

A feared creature must spend its turn trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.


At 8th level, while you are in your beast or hybrid form, you can use an action to devour a corpse, restoring some of your vitality. You gain hit points equal to half your character level (round up).

To be able to use this feature, the body you devour must leave a corpse that can provide sustenance, such as a humanoid or beast. Undead corpses have no affect, regardless of their body type.


When you reach 10th level, you master your power over your curse. You have unlimited uses of your Beast Shape feature and remain in your beast shape until you use a bonus action to revert to your humanoid form.



Use the statistics for the werecreatures as shown in the Monster Manual, starting on page 207. There are two new werecreatures, the Werecrocodile and the Werelion, with their statistics shown below.

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