• The VOIDRUNNER'S CODEX is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

D&D 5e Lycanthrope Prestige Class

OB1

Jedi Master
Hi all,

I recently had a party all be cursed by lycanthropy during a fight and thought it would be fun to offer up a prestige class (based on the UA design) to control the curse rather than simply remove it. Below is what I have come up with, would love constructive advice and criticism around these ideas. My general goal is to make it a powerful but someone dangerous upgrade, on par with acquiring a legendary magic item by the time the PC has reached 5th level in the prestige class.

Lycanthrope Prestige Class.

Prerequisite: PC has been cursed by Lycanthropy and has not had Remove Curse cast on her

Required Quest: PC must travel to a mystical Island and see and old hermit who can help the PC control, rather than remove the curse. In order to control it, the PC must bring back a special flower from the center of the island that will be used in the tattoo ink to control the curse. The flower is in the lair of an Adult Blue Dragon who is both greedy and paranoid. The lair is actually a Green Dragon lair that the Blue dragon won in a contest of strength. The dragon will not leave the lair for fear that the green dragon who once owned it will return to take it back. The PCs may either margin with the Dragon, try to steal the flower or try to destroy the dragon and take it.

To bargin, the Drgaoon will accept no less than Very Rare or better magic item from the PC. If multiple PCs enter the lair, the dragon will demand this tribute from each party member, regardless of the number of flowers needed. If the PCs do not have Vert Rare magic items, the dragon will ask for a rare item plus treasure worth at least 50,000 gp from each party member. Once win Parlay, the Dragon will be greedy. If the players have the ability to pay and choose not to, the dragon will become hostile and attack the party. Again the dragon will not leave it's lair.

Once you have the flower, the hermit will tattoo the PC. The PC will no longer be in danger of turning into a Lycanthrope from the full moon and can no longer turn other creatures into a Lycanthrope. The next time the PC gains a level, they may then choose to take that live in the Prestige Class, gaining the following benefits.

Class Features
Hit Dice: 1d12 + con modifier
Moon Dice: 1d12 (see Feature table for quantity)
Moon Dice are spent to activate certain class features. Moondice are regained each day when the moon rises.
Ability Changes: As per page 207 of the monster manual, you may change your Str or Dex based on the animal you were bitten by. You also gain proficiency in the skills associated with that lycanthrope type, and gain proficiency in unarmed strikes.

Level/ Moon Dice/ Feature
1/ 4/ Hybrid Transform
2/ 5/ Wild Shape
3/ 6/ Hybrid Partial Control
4/ 7/ ABI
5/ 8/ Hybrid Total Control

Hybrid Transformation
The PC may use her bonus action to transform into the hybrid form of his Lycanthrope for 1 minute by spending at least 1 Moon Die, gaining the following benefits
Gain +1 to AC, any other Lycanthrope special ability (i.e. keen smell, pounce, charge, etc), and unarmed strikes are 1d6 and count as magical.
Additionally, for each moon die spent during the transformation, roll on the following table. Die can either be spent to roll multiple times, or can be spent access higher levels of the table. You also gain temporary hit points equal to the total of those rolls + your character level. You must decide on the total number of die you are using prior to making a roll.

1 Die level
1 to 3 Unarmed Strike becomes +1
4 to 6 Unarmed strike becomes 1d8
7 to 9 Transformation lasts 10 minutes
10 to 12 Natural Armor becomes +3

2 Die level
1 to 3 Unarmed Strike becomes +2
4 to 6 Unarmed strike becomes 2d8
7 to 9 Transformation lasts 1 hour
10 to 12 Resistance to non magical/silvered weapons

3 Die level
1 to 3 Unarmed Strike becomes +3
4 to 6 Unarmed Strike becomes 3d8
7 to 9 Transformation lasts 8 hours
10 to 12 Immune to non magical/silvered weapons

The PC may also transform her Hit Dice into Moon Dice when transforming. When doing so, roll the Hit Dice. On a 1, the PC transforms into hybrid form but does not have control. The DM takes over the PC for the entire transformation time, always attacking the creature nearest the PC. If knocked unconscious, the PC reverts, but cannot be awoken until the transformation time is up and gains a level of exhaustion.

When the moon rises each day, the player must roll each of the moon dice they used that day. If any die rolls a 1, the player transforms for 8 hours, under DM control and will attack any creature near it. PC must make 2 checks to try an break free from any restraints holding her. If the restraints are silvered these checks automatically fail. After transformation, the PC gains one level of exhaustion.

Wild Shape
As per the Druid ability, but can only change into the type of beast the bit the PC and only once per short rest.

Hybrid Partial Control
You choose which benefit you gain when you spend moon die rather than rolling.

Ability Score Improvement
As normal

Hybrid Total Control
When you transform Hit Dice into Moon Dice, rolling a 1 now only gives you a level of exhaustion after you transform back into humanoid form.
When you roll moon dice when the moon rises, you do not transform on a 1, but you still gain a level of exhaustion and are unable to benefit from rest for 8 hours.
 
Last edited:

log in or register to remove this ad



Yunru

Banned
Banned
I can't pin it down. It's just the amount of times the DM takes control seem too high, and the moon dice mechanics seem... awkward. Also, denying the player a long rest is a dick move, and thematically doesn't fit (should be tied to the moon, rather than when the players decide to take a 8 hour period of low activity (long rest =/= sleeping)).
 

OB1

Jedi Master
So perhaps dice are regained at the rise of the moon, and that is also when a roll is made to see if the PC turns. If they do turn, it goes until moonset and leaves them with a level of exhaustion. I'll get rid of the short rest mechanic and gave them start with 4 moon dice instead of 2.
The dm control mechanic is there for the risk/reward element and to push the PC to take all 5 levels in the PrC.
Ant thoughts on how to simplify the dice mechanics? It is a bit clunky, but I like the number of options it gives.
 

Voidrunner's Codex

Remove ads

Top