Lycan (5e Race)
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|“||Poor lost soul. In your time of need, allow me to open another door in the stead of your rusted lock.||”|
|From Zombie Loan by Peach-Pit|
Lycans are a type of feral human. For the most part, they seem to be normal people at a glance. However, their eyes are inhuman colors, like gold, red, or cyan. The pupils will usually be a thin diamond shape. Their skull structures have a longer nasal bridge, allowing for enhanced olfactory senses. Their ears are another telltale sign of their aberrational nature, as they are pointed, but not thin like an elfs. Their nails and teeth never stop growing, being the lethal weapons they use to tear into prey. Additionally, they have longer tarsal and metatarsal bones in the feet, which assist them in ambulation, as they often walk on all fours as well as on two legs. Their bodies are usually very lithe and thin in build.
Lycans are born of a curse that, despite what common sense would dictate, is not lycanthropy. This curse is a rarer kind often used by malevolent nature gods that want to cause mischief. Druids who follow these gods, or seek to enact terrible punishment for offenses against nature, also use this curse as a means of retribution. The curse consists of inserting an animals soul into that of a living human body and having them irreparably fuse in an incomplete way. This does not result in drastic changes like werewolf lycanthropy, but it does mutate the human host into something else entirely, retaining only the outer semblance of a human. Being fused in the soul in such a way often makes lycans maddened individuals who behave no better than beasts as their instinct is usually stronger than their sense of reason.
There was a society known as Keykeepers who dedicated themselves to combating lycans, and they developed a method of taming them, allowing them to come to terms with their mutation to better serve the whole of society. this method is only known to a few, but is rumored to have to do with opening a "door to the soul."
In the wild, lycans live and travel in packs. They can be a menace to the natural world around them, as well as civilizations. Unlike lycanthropes, they do not spread their curse by claws, but they do reproduce offspring the same as they are in temperament. Like gnolls, they have a voracious appetite to mate and produce children quickly. There is usually an alpha who ensures supremacy over the pack by mating with all the females. Like beasts they usually do not wear clothes.
Lycans who have adapted to civil society are very articulate creatures, showing an undiminished human mind. They like to eschew violence and tend to have very strong connections to the ones who granted them a second chance in civilization. Most are loyal or servile to the Keykeepers, and hope to guide more of their brethren towards the "unlocked door." Those in the midst of conversion are usually marked by a collar from the Keykeepers.
Wild lycans have no use for names. Reformed lycans usually are given a name by the Keykeeper who reforms them.
Male: Lucian, Raze, Lyca, Thrup
Female: Lucia, Veril, Hara, Juil
Humans turned aberrations by nature's curse
Ability Score Increase. Your Constitution score increases by 2.
Age. Lycans normally have short life spans due to the curses' strain, not living over 40. They do not physically show signs of aging.
Alignment. Lycans tend to be chaotic, but reformed lycans are lawful.
Size. Lycans retain a human size range, varying widely in height and build, from barely 5 feet to well over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Keen Senses. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Claws. You have long, sharp claws with which to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength or Dexterity modifier.
Languages. You can read, write and speak in Common.
Subrace. Choose either the feral or reformed subrace.
These lycans remain adamant against efforts to help them integrate into civilization. They are persistent beasts.
Ability Score Increase. Your Dexterity score increases by 1.
Hunter's Rush. Your base walking speed increases to 35 feet.
Beastly Persistence. You are proficient in the Survival skill.
Underdeveloped Tongue. When talking, you cannot elucidate very well with the mentality of a beast. You speak in broken sentences and limited grammar, syntax, and vocabulary (e.g., "Grr... want eat!").
Also known as key-touched, reformed lycans live among human and other racial societies for the betterment of their whole.
Ability Score Increase. Either your Intelligence or Charisma increases by 1.
Sharpened Mind. Coming out of the fog that had enveloped your sense has granted you heightened awareness. You have advantage in saving throws against being charmed.
Civilized. You are quite well-versed in the ways of organized societies. You are proficient in either one tool, one weapon, or one Charisma or Intelligence skill of your choice.
Random Height and Weight
|4′ 5″||+3d12||124 lb.||× (1d6) lb.|
*Height = base height + height modifier