SnakeEyes097
Villager
So there is an encounter coming up in my campaign against a wereboar, and there is no help in either the DMG or PHB. All I can find is on p. 207 of the MM, and everything in there is awesome and lycanthropy apparently has no downside.
I was thinking that if a character is infected with lycanthropy, it would be cool if they got sicker, after two days their stats got a -1 and they had -10 max hp, -2/-20 after four days, then better over the course of 5 days and then make them turn at night on the 9th night, and have them uncontrollably attack the party. I'm not sure how to handle the progression of it from there though, and as I say the only official D&D source I can find has all positives, and nothing sucky.
Maybe they make Charisma checks at disadvantage and some other out of combat penalty, have a descending DC to keep control each time they change until they can control it, and if they choose to embrace their curse they get the benefits from the book but keep the made up penalties? And to cure it, maybe a jumped up version of Remove Curse or Greater Restoration that they will have to find an NPC capable of casting and have a fun side quest session that has a time limit to obtain a rare material to cast the spell.
I think my group would find this challenge to be really fun, and different party members would react differently; one would be inclined to keep it, one would be undecided, and two would be inclined to be cured. What I would like is input from the community here as to what would be a good way to implement it that has a clear cost/benefit trade off that is neither unfair for the character nor gamebreaking in it's greatness. I'd only like one lycanthrope in the party, not for everyone to seek being turned themselves as a way to have an iwin button.
I was thinking that if a character is infected with lycanthropy, it would be cool if they got sicker, after two days their stats got a -1 and they had -10 max hp, -2/-20 after four days, then better over the course of 5 days and then make them turn at night on the 9th night, and have them uncontrollably attack the party. I'm not sure how to handle the progression of it from there though, and as I say the only official D&D source I can find has all positives, and nothing sucky.
Maybe they make Charisma checks at disadvantage and some other out of combat penalty, have a descending DC to keep control each time they change until they can control it, and if they choose to embrace their curse they get the benefits from the book but keep the made up penalties? And to cure it, maybe a jumped up version of Remove Curse or Greater Restoration that they will have to find an NPC capable of casting and have a fun side quest session that has a time limit to obtain a rare material to cast the spell.
I think my group would find this challenge to be really fun, and different party members would react differently; one would be inclined to keep it, one would be undecided, and two would be inclined to be cured. What I would like is input from the community here as to what would be a good way to implement it that has a clear cost/benefit trade off that is neither unfair for the character nor gamebreaking in it's greatness. I'd only like one lycanthrope in the party, not for everyone to seek being turned themselves as a way to have an iwin button.