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Lycanthropy: Werebat

Homebrew Feat for D&D 5e

Prerequisite: Infected with lycanthropy from a Werebat


Description

Werebats are creatures of the night, drawn to the shadows and darkness. They are often solitary hunters, using the cover of night to stalk their prey from above. In their hybrid form, werebats are formidable aerial combatants, capable of delivering swift and precise attacks from the air. They may use their claws and fangs in close-quarters combat, or employ thrown weapons to strike from a distance. Their elusive nature and ability to traverse the skies make them challenging adversaries, as they can appear suddenly, strike swiftly, and retreat into the darkness before their victims fully comprehend the danger.

Werebat Lycanthropy

As a werebat, you gain a Dexterity of 17 if your score isn’t already higher. You also gain immunity to Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered.

Blood Drinkers

As a werebat, you must consume at least 1 pint of fresh blood each night, or you weaken and gain one level of exhaustion that no amount of rest alone can remove. Each pint of blood you consume removes one level of exhaustion gained in this fashion.

Shapechanger

You can use your action to polymorph into a Medium bat-humanoid hybrid, or into a Large giant bat, or back into your true form, which is humanoid. Your statistics, other than your size, are the same in each form. Any equipment you are wearing or carrying isn’t transformed. You revert to your true form if you die.

Keen Hearing

You have advantage on Wisdom (Perception) checks that rely on hearing.

Sunlight Sensitivity

While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Echolocation (Bat or Hybrid Form Only)

In bat or hybrid form, you have blindsight out to a range of 60 feet as long as you’re not deafened.

Flying Speed (Bat or Hybrid Form Only)

In bat or hybrid form, you gain a flying speed equal to your walking speed.

Multiattack (Hybrid Form Only)

In hybrid form, you can make two attacks when you take the attack action, one of which can be a bite attack.

Bite (Bat or Hybrid Form Only)

You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals + your Dexterity modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike. If the target is a humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with werebat lycanthropy.
Illustration: Dall-E
background image

Lycanthropy: Werebat

Homebrew Feat for D&D 5e

Prerequisite: Infected with lycanthropy from a Werebat


Description

Werebats are creatures of the night, drawn to the shadows and darkness. They are often solitary hunters, using the cover of night to stalk their prey from above. In their hybrid form, werebats are formidable aerial combatants, capable of delivering swift and precise attacks from the air. They may use their claws and fangs in close-quarters combat, or employ thrown weapons to strike from a distance. Their elusive nature and ability to traverse the skies make them challenging adversaries, as they can appear suddenly, strike swiftly, and retreat into the darkness before their victims fully comprehend the danger.

Werebat Lycanthropy

As a werebat, you gain a Dexterity of 17 if your score isn’t already higher. You also gain immunity to Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered.

Blood Drinkers

As a werebat, you must consume at least 1 pint of fresh blood each night, or you weaken and gain one level of exhaustion that no amount of rest alone can remove. Each pint of blood you consume removes one level of exhaustion gained in this fashion.

Shapechanger

You can use your action to polymorph into a Medium bat-humanoid hybrid, or into a Large giant bat, or back into your true form, which is humanoid. Your statistics, other than your size, are the same in each form. Any equipment you are wearing or carrying isn’t transformed. You revert to your true form if you die.

Keen Hearing

You have advantage on Wisdom (Perception) checks that rely on hearing.

Sunlight Sensitivity

While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Echolocation (Bat or Hybrid Form Only)

In bat or hybrid form, you have blindsight out to a range of 60 feet as long as you’re not deafened.

Flying Speed (Bat or Hybrid Form Only)

In bat or hybrid form, you gain a flying speed equal to your walking speed.

Multiattack (Hybrid Form Only)

In hybrid form, you can make two attacks when you take the attack action, one of which can be a bite attack.

Bite (Bat or Hybrid Form Only)

You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals + your Dexterity modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike. If the target is a humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with werebat lycanthropy.

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