Werewolves Curse

Werewolves Curse

Wisdom Decrease

Your wisdom score drops by 2

Strength Increase

Your strength score in humanoid form rises to 17 if not already that high

Dark Vision

You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it dim light. You cant see colors in darkness, only grey.

Impulsive: Your character is now strongly compelled to indulge and seek out their pleasures, whether drugs, sex, gambling, etc. This does not mean they are forced to but refusing to do them will result in a rise in stress.

Bad Temper: Requires you to make a charisma saving roll when in a stressful situation. If you fail it, you respond aggressively to the cause of the stress. If you fail by more than 5 you respond with an almost animalistic like response. (Eyes turn yellow for a second, a growl escapes your throat, you partly transform for a few seconds.) Insults or annoying characters are the most common causes.


Transforming into a controllable hybrid form takes 1 minute and is very noisy. Any equipment being worn or carried is not transformed and will be torn or dropped as appropriate. If the werewolf drops to zero hitpoints it reverts to its true form. Taking any damage or dealing any damage requires the user to make a DC 10 charisma save or lose control. The player can purposely choose to lose control.

Losing Control

A character that has lost control transforms into a bloodthirsty beast and doesn't care much for friendships or bonds. During this time your character will be taken over by the DM and act accordingly to your new main goals: eating fresh meat, huntin, and staying alive. You are also more aggressive than normally and will always be in wolf or hybrid form. You will attack anyone trying to harm or entrap you. 

You also gain resistance to all damage types except psychic.

This state lasts until the specified time or until the polymorph is reverted or the curse is removed. When you regain your control, you take a level of exhaustion.


The werewolf takes stat scores from their character. Their highest stat number becomes the werewolves Strength score. For example if the character has a Wisdom of 20, the werewolf will have a strength of 20. The second highest score becomes Constitution and the third highest becomes Dexterity. These stats will always scale with the character. At baseline the Werewolves Intelligence, Wisdom and Charisma scores are 7.

Its total and current hit points are the same as the character has. Aside from that the werewolf uses a separate character sheet. No proficiencies or abilities are carried across. Hybrid form has a speed of 30 ft and AC10+Dexterity+Constitution. The werewolf cannot speak in hybrid form.

Uncontrollable Transformation: 

1. Every full moon the humanoid will transform and lose control for the whole night, no matter how much they resist, only once morning rises will they transform back instantly falling unconscious. 

2. If the humanoid drops to 0 hitpoints they will instantly regain all hitpoints, and transform into their werewolf form. They lose control and use all attacks and movement on the target who attacked them. If the target dies or cant be reached they attack the next creature. This only stops if the werewolf drops to 0 hit points or after 1 minute. Afterwards they transform back and start making death saves.

3. In extreme cases, if the humanoid is stressed out through pain, anger, or even despair. At the DMs discretion, the humanoid must make a charisma save to avoid transforming and losing control.

Exhausting Ordeal: After reverting back to humanoid form, the lycanthrope suffers two points of exhaustion

Attack: The werewolf makes one attack with its bite and 2 with its claws

Bite: Melee Weapon Attack: +Strength to hit, reach 5 ft., one target. Hit: (1d8+ Strength) piercing damage. 

Claws: Melee Weapon Attack: +Strength to hit, reach 5 ft., one creature. Hit: (2d6+Strength) slashing damage.

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