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Lycanthropy: Werewolf

Homebrew Feat for D&D 5e

Prerequisite: Infected with lycanthropy from a Werewolf


Description

A werewolf is a fierce hunter, displaying savage instincts. When in its humanoid state, a werewolf possesses heightened senses, a fiery temperament, and a preference for consuming rare meat. In its wolf form, it becomes a formidable predator, but the most fearsome aspect is its hybrid form — a muscular humanoid body covered in fur, topped with the menacing head of a wolf. Even in this hybrid state, a werewolf can use weapons, but it generally opts to rend opponents with its formidable claws and bite.

Werewolf Lycanthropy

As a werewolf, you gain a Strength of 15 if it isn’t already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). you also gain immunity to Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered.

Shapechanger

You can use an action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into your true form. Your statistics, other than AC, 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 and Smell

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

Bite (Wolf 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 Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.

Multiattack (Hybrid Form Only)

In hybrid form, you can make one bite and one claw attack when you take the attack action.

Claws (Hybrid Form Only)

Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Illustration: Dall-E
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Lycanthropy: Werewolf

Homebrew Feat for D&D 5e

Prerequisite: Infected with lycanthropy from a Werewolf


Description

A werewolf is a fierce hunter, displaying savage instincts. When in its humanoid state, a werewolf possesses heightened senses, a fiery temperament, and a preference for consuming rare meat. In its wolf form, it becomes a formidable predator, but the most fearsome aspect is its hybrid form — a muscular humanoid body covered in fur, topped with the menacing head of a wolf. Even in this hybrid state, a werewolf can use weapons, but it generally opts to rend opponents with its formidable claws and bite.

Werewolf Lycanthropy

As a werewolf, you gain a Strength of 15 if it isn’t already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). you also gain immunity to Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered.

Shapechanger

You can use an action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into your true form. Your statistics, other than AC, 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 and Smell

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

Bite (Wolf 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 Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.

Multiattack (Hybrid Form Only)

In hybrid form, you can make one bite and one claw attack when you take the attack action.

Claws (Hybrid Form Only)

Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

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