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What is the build of lycanthrope

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Vladmir's Offering. Core Medallion of Courage. Abyssal Blade. Late Game Daedalus. Hero Skills Summon Wolves 1 3 5 7. Howl 2 8 10 Feral Impulse 4 9 13 Shapeshift 6 11 Quick Comment 4 View Comments You need to log in before commenting. Any equipment you are wearing or carrying isn't transformed. You revert back to your true form if you die. Your size is Medium. You gain a climb speed of 30ft.

Your Strength Score increases by 1. You can use an action to polymorph into a medium Boar-Humanoid hybrid or into a medium Boar, or back into your true form. If you move at least 15 feet straight towards a target and then hit it with your Tusks on the same turn, the target takes an extra 2d6 slashing damage. Your Dexterity Score increases by 1.

You can use an action to polymorph into a medium Rat-Humanoid hybrid or into a small Rat, or back into your true form. Rat-Humanoid Hybrid Form. Your size is Small. Rat Hybrid Form.

Your size is tiny. Keen Smell. While in your Rat-Humanoid Hybrid form, or your Rat form, gain advantage on Wisdom Perception checks that rely on smell. You can use an action to polymorph into a Medium Tiger-Humanoid hybrid or into a Medium Tiger, or back into your true form.

If the target is prone, you can make one bite attack against it as a bonus action. You can use an action to polymorph into a Medium Wolf-Humanoid hybrid or into a Medium Wolf, or back into your true form.

Wolf-Humanoid Hybrid Form. Wolf Form. Your walking speed is 40ft. Keen Hearing and Smell. While in your Wolf-Humanoid Hybrid form, or your Wolf form, gain advantage on Wisdom Perception checks that rely on hearing or smell.

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Reason: Needs to be moved to templates. Terminology needs improving. Edit this Page All stubs This page is of questionable balance. Reason: Needs better design in places. Whenever you make a Wisdom saving throw to maintain control of your hybrid form, you do so with advantage.

At 20th level, you have wrestled with your inner predator and mastered it. You can now use your hybrid form feature three times instead of two, and your hybrid form now lasts for up to an hour.

Additionally when you roll initiative and have no uses of your Hybrid Form left, you regain one use. Each lycanthrope will have their origins either from being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. Seven widely known varieties of lycanthrope are werebears , wereboars , wererabbits , wererats , wereravens , weretigers , and werewolves. 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 provided they can grow hair. When a werebear transforms, it grows to enormous size, lashing out with weapons or claws and fighting with the ferocity of a bear.

When choosing this origin at 1st level your hybrid form takes the shape of a bear-humanoid and you become proficient with your bite whilst in that form. When making a melee attack with your bite, you have a reach of 5 feet and deal 3d4 piercing damage on a hit. You add your Strength modifier to the attack and damage rolls.

At 6th level you gain the might of a bear. Your carrying capacity including maximum load and maximum lift is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects. Starting at 10th level you can transform into a bear instead of your hybrid form when using your Hybrid Form feature. You retain the benefits granted by the hybrid form feature. Any equipment you are wearing or carrying isn't transformed and you can't wear any armor 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. Your statistics other than your AC and size remain the same in your animal form.

At 18th level you can use your action to roar at any number of creatures within 30 feet, chilling their blood and stunning them with fear. If a creature fails this saving throw by 5 or more, they are instead stunned until the end of your next turn.

A creature that succeeds on this saving throw is immune to this feature for the next 24 hours. You must finish a short or long rest before you can use this feature again.

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. When choosing this origin at 1st level your hybrid form takes the shape of a boar-humanoid and you become proficient with your tusks whilst in that form. When making a melee attack with your tusks, you have a reach of 5 feet and deal 2d6 slashing damage on a hit.

At 6th level you gain proficiency with improvised weapons. In addition, weapons with the Heavy property no longer impose disadvantage on attack rolls if your size is Small.

Starting at 10th level you can transform into a boar instead of your hybrid form when using your Hybrid Form feature. You have disadvantage when using equipment meant for humanoids and cannot cast spells that require material components while in this form. Starting at 14th level, while you are in your hybrid or boar form, move at least 15 feet straight toward a target and then hit it with your tusks on the same turn, the target takes an extra 2d6 piercing damage.

When you reach the 18th Level, if you drop to 0 hit points 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, you can't use it again until you take a long rest. Wererabbits, occasionally called werehares, are a rare breed of lycanthropes and somewhat of an anomaly amongst their brethren. Whereas other lycanthropes are born of more predatory species, wererabbits evoke a lot of traits typically found in prey animals; however this only disguises their deadly potential.

Extremely agile, wererabbits can move with blinding speed and deliver kicks that can snap bones like twigs. When choosing this origin at 1st level your hybrid form takes the shape of a rabbit-humanoid and you become proficient with your bite whilst in that form. When making a melee attack with your bite, you have a 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. Starting at 6th level you are able to make use of your strong legs to strike your foes.

Whilst in your hybrid form you become proficient with your kicks. When making a melee attack with your kick, you have a reach of 5 feet and deal 1d8 bludgeoning damage on a hit. You add your Dexterity modifier to the attack and damage rolls. Starting at 10th level you can transform into a rabbit instead of your hybrid form when using your Hybrid Form feature.

Starting at 14th level if you take the dash action on your turn you can dash or dodge as a bonus action. Additionally when in your hybrid form you gain a burrowing speed equal to your base movement speed. At 18th level you're able to make almost near-miraculous escapes from danger. You may choose to make one melee, ranged, or spell attack that would hit you, miss you instead. This is done after you know you have been hit, but before the damage is rolled.

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. When choosing this origin at 1st level your hybrid form takes the shape of a rat-humanoid and you become proficient with your bite whilst in that form. Starting at 6th level if you take the Disengage action on your turn you can Dash as a bonus action. Additionally, if you take the Attack action on your turn, you can Disengage as a bonus action.

Starting at 10th level you can transform into a giant rat instead of your hybrid form when using your Hybrid Form feature. At 14th level you gain advantage on Dexterity Stealth checks made to hide. You also gain a climbing and swimming speed equal to your base movement speed. At 18th level if you hit a surprised creature with an attack on your first turn in combat, the attack deals an extra 3d6 damage to it.

The extra damage is of the same type as the attack itself. Wereravens are secretive and extraordinarily cautious lycanthropes that trust one another but are wary of just about everyone else.

Although skilled at blending into society they keep mostly to themselves, respect local laws, and strive to do good whenever possible. In their human and hybrid forms, wereravens tend to favour light weapons. When choosing this origin at 1st level your hybrid form takes the shape of a raven-humanoid and you become proficient with your beak whilst in that form.

When making a melee attack with your beak, you have a reach of 5 feet and deal 1d4 piercing damage on a hit. Additionally, while in your hybrid form you gain a flying speed equal to your base movement speed. Starting at 6th level you can mimic sounds you have heard, including voices.

A creature that hears the sounds you make can tell they are imitations with a successful Wisdom Insight check opposed by your Charisma Deception check. Starting at 10th level you can transform into a raven instead of your hybrid form when using your Hybrid Form feature. At 14th level, while you are in your hybrid or raven form, fly at least 15 feet straight toward a target and then hit it with a melee attack on the same turn, the target takes an extra 2d6 damage of the type done by that attack.

If the target is a creature and you move out of its reach after doing so, the creature has disadvantage on attacks of opportunity made against you. At 18th level you can see up to 1 mile away without difficulty, able to discern even fine details as though looking at something no more than feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom Perception checks and you have advantage on Perception checks made to spot items.

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.

When choosing this origin at 1st level your hybrid form takes the shape of a tiger-humanoid and you become proficient with your bite whilst in that form. When making a melee attack with your bite, you have a reach of 5 feet and deal 1d10 piercing damage on a hit. Starting at 6th level, you have advantage on Dexterity Acrobatics checks.

Additionally if you take the Dodge action on your turn you may use your bonus action to make a single attack with your unarmed strikes. Starting at 10th level you can transform into a tiger instead of your hybrid form when using your Hybrid Form feature. At 14th level you gain feet of darkvision if you don't already have it and you gain advantage on any Wisdom Perception checks that rely on sight. If the target is knocked prone, you can make one bite attack against it as a bonus action.

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.

When choosing this origin at 1st level your hybrid form takes the shape of a wolf-humanoid and you become proficient with your bite whilst in that form. When making a melee attack with your bite, you have a reach of 5 feet and deal 1d8 piercing damage on a hit. At 6th Level You gain the hunting sensibilities of a wolf.

You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace see chapter 8 for rules on travel pace.

Starting at 10th level you can transform into a wolf instead of your hybrid form when using your Hybrid Form feature. At 18th level you can use your action to give a long and loud howl, inspiring your allies and terrifying your enemies. Any friendly creature within 30 feet that can hear you when you howl has advantage on their next attack roll and are no longer charmed nor frightened.

You need to finish a short or long rest before you can use this feature again.


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