D&D 5E Lycanthrope Cursed PC

As a DM, how do you handle a PC that miss a saving throw and become lycanthrope? Do you give the additional features and let it immediatly master them? Do you make it transform uncontrollably during full moons and control their PC in were form, slowly mastering it over time? Do you retire the PC completly having now become a monster? Do you handle it a different way entirely?
 

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First question for the DM is: Is the Lycanthropy an important factor in the big story that you are creating together with your players?

If Yes, then the sky is the limit. I would discuss with the player (one-on-one) if they want to go through a period during which they master their new abilities and curses... or whether it's immediately effective. Of course the DM can adjust challenge ratings while one PC is sub-optimal. Also, decide whether the affected PC will still fight on the same side together with the party.

If No, then I would minimize the effects, and allow an easy way out. E.g. the antidote is available immediately.

I would NEVER allow a situation where a single saving throw can mean the player loses their character. Because that just sucks.
 

The running joke with a newly-infected werebear PC (which are NG) in our Frostmaiden campaign is that after a night with a full moon, he awakens in a construction yard with no memory of having just built an orphanage.

In my campaigns, I take away the chance of being afflicted with lycanthropy altogether.
 



It occured after an encounter with wererats. Its not an important factor in the big story and a cure is always a possibility via remove curse.
It kind of became a joke in our games because the players would be like (deadpan voice) "Oh no please don't bite me have mercy" followed by laying prone at their feet or leaping into their open jaws. Being immune to nonmagical bludgeoning, piercing, and slashing is just too good to pass up.

So unless I'm writing a scenario where lycanthropy features heavily as a theme, I just take away the curse from the stat block. Most of the time werewolves or the like are just random encounters on a table and not a significant part my overall adventure or campaign.
 

If my adventure/campaign has enemies able to inflict the lycanthropy curse, I tell that straight to my players (preferably on Session Zero). Then we decided how it will be handled if it comes to pass (failing the saving throw):
  • If the players don't want to be cursed at all, I simply omit lycanthropy.
  • If the players want to embrace it as part of character development, but not giving in and controling it, I allow them to be cursed - gaining the benefits- and ask them what they do/try to resist and control it.
  • If the players don't want to embrace the curse, but also don't mind too much to be cursed, I prepare a quest for finding the cure if that is not at their disposal (nobody has Remove Curse, for example).
What I don't allow is the player losing control of his/her character for only one failed saving throw, it's not funny.
 

It kind of became a joke in our games because the players would be like (deadpan voice) "Oh no please don't bite me have mercy" followed by laying prone at their feet or leaping into their open jaws.
At which point I have the lycanthrope shrug, say "okay, whatever you say", and proceed to maul them to death with claw attacks before devouring them.
 

I have the affliction arise over time for afflicted PCs, with accompanying nightmares (ala American Werewolf In London) and hallucinations that slowly warp the character’s alignment to match the norm. Once the character is a “full“ lycanthrope, they become NPC. I also happen to handle vampirism similarly.

I make it clear it is a curse, not a power-up.

I do also allow shifter-style races as PCs, with feat chains that mimic full lycanthropy.
 


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