Were Who? A Lycanthropy Guide
Legal Information
This work is part of the tabletop role-playing game Swords & Sceptres: The Pulp Fantasy, licensed under the Creative Commons Attribution 4.0 International License, which can be accessed at https://creativecommons.org/licenses/by/4.0/legalcode.
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
How to Use This Document
Nothing here is part of the core rules, and none of it is available in a game unless the GM has said it is. A player should not treat the lycanthropy curse as something she may take at character creation without asking, and should not assume that a setting has werecreatures in it at all.
The material has two uses. The four creature entries can be used as ordinary monsters, run by the GM. The curse entry can be laid on a player character — either because a player wants to play a werecreature, or because the GM has decided that something in play has left her one.
On the Sources
The werecreature in this document is not the one from the modern films. There is no full moon, no silver, and no transmission by a bite.
The inspiration source used instead is older. In the medieval romances a werecreature keeps his mind entirely: he reasons, he remembers, he recognises his wife and his king, and he is understood to be a man by anyone who watches him closely enough. What he loses is speech and hands, and with them any means of asserting who he is. His clothes lie where he left them, and if someone takes them he cannot change back. The lycanthropy comes from a curse, a stolen item, or a betrayal — never from a bite.
The Lycanthropy Curse
Curse
A cursed creature takes the shape of a beast at intervals it does not control. It keeps its own mind throughout, and remembers everything.
When the curse is laid, name the werecreature attached to it — Werebear, Wereowl, Wererat, or Werewolf. That creature is fixed. Nothing in play changes which beast a given curse produces, and a cursed character cannot choose between forms.
A creature can carry only one lycanthropy curse. If a second is laid on someone already cursed, it fails and has no effect; the first curse stands. A character whose curse is lifted can be cursed again later, but only with the same creature she carried before.
Contracting the Curse
Lycanthropy cannot be caught from a werecreature in a fight. It is laid deliberately, by someone who meant to lay it. The cause may be the working of a spiteful relative or spouse, a stolen garment or pelt put on, the judgement of a saint upon a family line, a bargain whose terms were not fully read, or inheritance from a parent who carried it.
Severity
The curse has a severity die: d4, d6, d8, d10, d12, or d20. The smaller the die, the more often the change comes.
If a player takes the curse as a defining feature of her character, she chooses the severity die. If the GM lays the curse in play — as a complication, as a challenge to be overcome, or as a consequence of what a character has done — the GM chooses it.
The die cannot be changed.
The Change
At the start of each Long Rest, a cursed character rolls a severity die. On a 1, the transformation begins.
While transformed, the character cannot take a Long Rest, or sleep, and an elf cannot enter trance. The night’s rest is lost.
The transformation lasts 8 hours. When it ends, the character returns to her original shape with the Weakened condition and the Hit Points, Spell Points, and other parameters as they were before the change.
If the werecreature is reduced to 0 Hit Points, it does not revert to its original shape. It remains a beast while Unconscious, and while dying. Only death returns it to its own shape — which means a party that kills a werecreature watches a person appear on the ground in front of it.
What Carries Over
The body comes from the creature. The mind comes from the character.
| Source | |
|---|---|
| Strength, Dexterity, Constitution | Creature |
| Intelligence, Wisdom, Charisma, Luck | Character |
| Armour Class, Resistance Points | Creature |
| Senses | Creature |
| Size and Speed | Creature |
| Hit Points | The creature’s Hit Point Die × your character level + creature’s Constitution modifier added once |
Skills follow the same rule. A skill that uses Strength, Dexterity, or Constitution uses the creature’s ability and the creature’s training, and your own Skill Ranks in it do not apply. A skill that uses Intelligence, Wisdom, or Charisma keeps your Skill Ranks and Knacks. A scholar remains a scholar as a bear; an acrobat does not remain an acrobat.
Saving throws work the same way. You keep your Intelligence, Wisdom, and Charisma saving throws, their Knacks and your Save Bonus, while Strength, Constitution, and Dexterity saving throws come from the werecreature’s stat block.
Attacks are the creature’s own. Use the attack bonus printed in its entry. Your Skill Ranks and Knacks in weapons do not apply, and neither does anything else you have learned about fighting.
Nothing else carries over. Your racial traits, your feats, and every other feature your character has are unavailable while transformed. So are any effects those features were sustaining.
Damage from a natural creature’s weapon scales with your character level, as shown on the Natural Weapon Damage table. The ability modifier is added once, regardless of how many dice are rolled.
Natural Weapon Damage
| Character Level | Damage Dice |
|---|---|
| 1st | 1 die |
| 5th | 2 dice |
| 10th | 3 dice |
| 15th | 4 dice |
A werebear’s claws are listed as 2d4, so a 10th-level character in that form rolls 6d4 and adds the werebear’s Strength modifier once.
What You Lose
You cannot speak. You cannot use hands. You cannot use weapons, tools, or items of any kind; you cannot wear or benefit from armour; and you cannot cast spells or use any feature that requires speech, gesture, or a component.
Your equipment does not travel with you. It falls where you stood, and stays there. A character who changes in a public street will wake naked, some hours later, wherever the beast finished, and the sword will be wherever somebody carried it.
You understand every language you understood before, but you cannot speak.
Traits of the Curse
A few curses leave a mark that has nothing to do with the shape. These traits are carried by the cursed character at all times, in either form, waking or transformed, and they remain until the curse is lifted.
Of the Pack
Werewolf
You have Advantage on Constitution saving throws made against raw or spoiled meat.
While in wild country you know where the wolves are within 5 miles of you — how many, in what direction, and how far, without needing to see or hear them.
Wolves accept you as one of their own, in either shape. A pack will tolerate you at their side, and will suffer your presence in their territory. While you camp among a pack, you cannot be surprised while resting, and no beast will trouble the camp.
Rats’ Tongue
Wererat
In wererat form you can speak with rats, and giant rats, and rats will speak back. They are not compelled and they do not obey; they are simply willing, and they are everywhere.
Rats know what rats know: where the food is, which walls have gaps, what came through here recently and how badly it smelled, which cellars flood, and who has been feeding them. They do not know names, or what a letter says, or what anyone intended.
While not in wererat form, you can understand rats, but you cannot speak back.
Playing It
Write out a second character sheet for the werecreature form and keep it with the first. Update it whenever the character gains a level or an Ability Score Improvement.
The curse is worth playing only if the player wants to play it. Its interest is not that the character becomes dangerous — several of these forms are nearly harmless — but that the character is entirely herself and cannot say so. Or it is just about the liberty of roaming the forest in a beast form.
Ending the Curse
Remove Curse and comparable magic do not lift lycanthropy. They can suppress it: a successful casting prevents the next change that would come, and no more than that.
Ending it for good is not a spell and should not have a fixed price. In the old stories the curse breaks when someone who matters looks at the beast and recognises the person inside it, and then acts on what she has seen — a king who calls off the hunt, a priest who hears a confession from something that cannot speak, a spouse who returns what she took. A GM should decide what that is for a given character, and it should be difficult, and it should involve somebody.
Werecreatures
Werebear
Large Monstrosity, Any Alignment
Armour Class 11 (natural armour)
Hit Points 9 (1d10 + 3)
Speed 30 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 10 (+0) | 16 (+3) | 10 (+0) | 12 (+1) | 10 (+0) |
Skills Perception +3
Damage Resistances Bludgeoning +5, Slashing +5
Senses Darkvision 60 ft., Scent 60 ft., Passive Perception 10
Languages —
Challenge 2 (450 XP)
Proficiency Bonus +2
Actions
Multiattack. The werebear makes one Bite attack and one Claw attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) Piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) Slashing damage.
Wereowl
Tiny Monstrosity, Any Alignment
Armour Class 14
Hit Points 3 (1d4)
Speed 5 ft., Fly 60 ft.
Initiative +4 (14)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (−2) | 18 (+4) | 10 (+0) | 10 (+0) | 15 (+2) | 8 (−1) |
Skills Perception +4, Stealth +6
Senses Darkvision 120 ft., Hearing 60 ft., Passive Perception 14
Languages —
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Flyby. The wereowl doesn’t provoke an Opportunity Attack when it flies out of an enemy’s reach.
Silent Flight. The wereowl makes no sound while flying. It has Advantage on Dexterity (Stealth) checks made while airborne.
Actions
Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) Slashing damage.
Wererat
Small Monstrosity, Any Alignment
Armour Class 10
Hit Points 5 (1d6 + 1)
Speed 30 ft., Climb 20 ft.
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (−1) | 17 (+3) | 12 (+1) | 12 (+1) | 13 (+1) | 8 (−1) |
Skills Perception +3, Stealth +7
Damage Resistances Poison +15
Senses Darkvision 30 ft., Scent 30 ft., Passive Perception 13
Languages Rats’ Tongue
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Narrow Openings. The wererat can move through a space as narrow as 3 inches wide without squeezing.
Rats’ Tongue. The wererat can speak with rats.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) Piercing damage.
Werewolf
Medium Monstrosity, Any Alignment
Armour Class 13 (natural armour)
Hit Points 7 (1d8 + 2)
Speed 40 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 15 (+2) | 14 (+2) | 8 (−1) | 13 (+1) | 11 (+0) |
Skills Perception +3, Stealth +4
Damage Resistances Bludgeoning +3, Slashing +3
Senses Darkvision 60 ft., Scent 120 ft., Passive Perception 13
Languages —
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Of the Pack. The werewolf has Advantage on Constitution saving throws made against raw or spoiled meat. While in wild country, it knows how many wolves are within 5 miles of it, in what direction, and how far, without needing to see or hear them. Wolves accept it as one of their own, in either shape, and will not attack it.
Running Down. The werewolf ignores Difficult Terrain caused by undergrowth, snow, or loose ground, and has Advantage on Wisdom (Survival) checks made to follow a trail by scent.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) Piercing damage.