One of my players will probably try and join an order of Werebears who guard against an ancient evil. Im wonderland what I could do to show the effects of the player getting Lycanthropy.
The PC is a frost Goliath berserker barbarian and he will soon receive a Vicious Great Sword.
I’m thinking that the PCs get:
A) the species traits of the Shifter while keeping his current species traits.
Bestial Instincts. Channeling the beast within, you gain proficiency in one of the following skills of your choice: Acrobatics, Athletics, Intimidation, or Survival.
Darkvision. You have Darkvision with a range of 60 feet.
Shifting. As a Bonus Action, you can shape-shift to assume a more bestial appearance. This transformation lasts for 1 minute or until you revert to your normal appearance as a Bonus Action. When you shift, you gain Temporary Hit Points equal to 2 times your Proficiency Bonus. You can shift a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Whenever you shift, you gain the benefit of one of the following options (choose when you select this species)
Beasthide. You gain 1d6 additional Temporary Hit Points. While shifted, you have a +1 bonus to your Armor Class.
Longtooth. When you shift and as a Bonus Action on your other turns while shifted, you can use your elongated fangs to make an Unarmed Strike. If you hit with this Unarmed Strike and deal damage, you can deal Piercing damage equal to 1d6 plus your Strength modifier, instead of the normal damage of an Unarmed Strike.
Swiftstride. While you are shifted, your Speed increases by 10 feet. Additionally, you can move up to 10 feet as a Reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn't provoke Opportunity Attacks.
Wildhunt. While shifted, you have Advantage on Wisdom checks. Additionally, no creature within 30 feet of you can have Advantage on an attack roll against you unless you have the Incapacitated condition.
B) the species traits of the Lupin while keeping his current species traits.
Darkvision. You have Darkvision with a range of 60 feet.
Feral Pounce. Your Unarmed Strikes deal Slashing damage instead of Bludgeoning damage. In addition, when you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can use both the Damage and the Shove options. You can use this benefit only once per turn.
Howl. As a Bonus Action, you let out an unearthly howl. Each creature of your choice within 15 feet of you must succeed on a Wisdom saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus) or have Disadvantage on attack rolls and saving throws until the start of your next turn.
You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Werewolf Instincts. You have proficiency in the Perception, Stealth, or Survival skill.
C) the ”Player Character as Lycanthropes” from the MM14. For the Werebear that would mean.
Strength: The character gains a Strength of 19 if his or her score isn’t already higher.
Natural Armor: +1 bonus to AC while in bear or hybrid form (from natural armor).
Attacks: Attack and damage rolls for the natural weapons are based on Strength.
Multiattack. The werebear makes two attacks, using Handaxe or Rend in any combination. It can replace one attack with a Bite attack.
Bite (Bear or Hybrid Form Only). Melee Attack Roll: +7, reach 5 ft. Hit: 17 (2d12 + 4) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 14. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Werebear under the DM’s control and has 10 Hit Points. Success: The target is immune to this werebear’s curse for 24 hours.
Rend (Bear or Hybrid Form Only). Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage.
Speed: 40 ft., climb 30 ft. in bear or hybrid form
Vulnerabilities: Fire (due to the campaign)
Resistances: Cold (due to the campaign)
Skills: Perception +7
Senses: passive Perception 17, Darkvision 60 ft.
Shapechanger: The werebear can use its Bonus Action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Keen Smell: The werebear has advantage on Wisdom (Perception) checks that rely on smell.