Aspect Codex

Therianthropy

Therianthropy is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.

TherianthropyNon-spellcastingChargesCurse

What This Aspect Does

Therianthropy defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.

Power Links

42 separate powersReusable by characters, items, curses, and locations
Tier 0Bonus ActionAt-Will

Cursed Senses

Your curse sharpens your animal instincts. For the duration, add 1d4 to Perception or Survival checks relying on smell, hearing, tracks, fear, blood, or fresh wounds. You also know if a creature within 30 ft. is bleeding, poisoned, diseased, or frightened if you can smell or hear it.

Tier 0ActionAt-Will

Feral Claws

Briefly manifest claws, fangs, crushing paws, hooked talons, or ratlike teeth. Make a melee power attack. On a hit, the target takes 1d8 slashing, piercing, or bludgeoning damage. The appearance hints at your chosen therianthropic archetype.

Tier 1Bonus ActionAt-Will

Curse-Blooded Form

Choose your therianthropic curse archetype: Werewolf, Wererat, Werebat, or Werebear. For the duration, minor traits appear and you gain advantage on one related check: Werewolf Athletics or Survival, Wererat Stealth or Sleight of Hand, Werebat Perception or Acrobatics, Werebear Athletics or Intimidation.

Tier 1Bonus ActionAt-Will

Werewolf: Pack Howl

Release a cursed howl. Until the start of your next turn, allies of your choice in the emanation add 1d4 to the first attack roll or Survival check they make against a creature you can smell, see, or have wounded this encounter.

Tier 1Bonus ActionAt-Will

Wererat: Slink Through

Your bones and posture compress with ratlike flexibility. Until the end of this turn, you can move through spaces as narrow as 6 inches, ignore nonmagical difficult terrain made of rubble, trash, crowds, or sewer terrain, and add 1d4 to Stealth checks.

Tier 1Bonus ActionAt-Will

Werebat: Night Echo

Your ears sharpen and your voice clicks with cursed echo. For the duration, gain darkvision 60 ft. or increase existing darkvision by 30 ft., and add 1d4 to Perception checks based on hearing. This does not function in magical silence.

Tier 2Bonus ActionAt-Will

Werebear: Bear's Endurance

The bear-curse thickens your body and steadies your breath. Gain temporary hit points equal to 2d8 + your CON modifier. While these temporary hit points remain, you have advantage on saves against being shoved, knocked prone, or frightened.

Tier 2Bonus ActionAt-Will

Hybrid Shift

Enter a partial hybrid form tied to your curse. Your natural weapons deal 1d8 damage, you may use CON instead of STR or DEX for their attack and damage rolls, and your clothing/gear adjusts enough not to break unless the GM says otherwise.

Tier 2ReactionAt-Will

Moonlit Recovery

When you take bludgeoning, piercing, or slashing damage from a non-silvered, nonmagical source, reduce the damage by 2d8 + your CON modifier. If you are in moonlight, darkness, wilderness, ruins, caves, or sewers, also gain temporary hit points equal to your CON modifier.

Tier 2ActionAt-Will

Cursed Bite

Make a melee power attack with your bite. On a hit, the target takes 3d8 piercing damage. If the target is a living creature, it must make a CON save or suffer a minor curse-fever until the end of its next turn, subtracting 1d4 from its next attack roll or ability check.

Tier 3Bonus ActionAt-Will

Werewolf: Blood Hunt

Choose one creature whose blood, scent, tracks, or voice you have encountered. For the duration, you have advantage on Survival and Perception checks to find it, and your first natural weapon hit against it each round deals extra damage equal to your CON modifier.

Tier 3ActionAt-Will

Wererat: Plague Skitter

Move up to your speed without provoking opportunity attacks, passing through hostile spaces if they are your size or larger. One creature you pass within reach must make a CON save, taking 3d8 piercing or poison damage on a failed save, or half on a success.

Tier 3Bonus ActionAt-Will

Werebat: Winged Hybrid

Your hybrid form grows membranous wings. Gain a climbing speed equal to your walking speed and a limited fly speed of 30 ft.; you fall safely if you end your turn airborne without moving at least 10 ft. or without space to glide.

Tier 3ActionAt-Will

Werebear: Mauling Grip

Make a melee power attack with claws or crushing paws. On a hit, the target takes 4d8 slashing or bludgeoning damage and, if Large or smaller, must make a STR save or become grappled by you.

Tier 4ActionAt-Will

Full Beast Shape

Assume the full animal shape of your curse: wolf, rat, bat, or bear. Your size and movement adjust to the form. You retain your mind, cannot speak normally, and may use Therianthropy powers that make sense for the form. Gear melds into the form unless the GM rules otherwise.

Tier 4PassiveAt-Will

Silver Vulnerability

Your curse hardens against ordinary harm but recoils from silver. You have resistance to nonmagical bludgeoning, piercing, and slashing damage that is not silvered. Silvered weapons ignore this resistance and deal extra damage equal to the attacker’s proficiency bonus.

Tier 4ActionAt-Will

Feral Rampage

Make two natural weapon attacks. Each hit deals 3d8 damage of the appropriate natural weapon type. If both attacks hit the same creature, it must make a WIS save or become frightened of you until the start of your next turn.

Tier 4ReactionAt-Will

Moon Curse Surge

When you drop below half hit points, take silver damage, smell fresh blood, or become frightened, let the curse surge. Until the start of your next turn, your natural weapon attacks deal extra damage equal to your CON modifier and you have advantage on STR and CON saves.

Tier 5ActionAt-Will

Werewolf: Pack Alpha

Your curse radiates pack dominance. For the duration, allies of your choice in the emanation have advantage on attack rolls against a creature if you hit that creature with a natural weapon since the start of your last turn. Hostile beasts and lycanthropes must make a WIS save to willingly attack anyone other than you.

Tier 5ActionAt-Will

Wererat: Vermin King

Rats, vermin, sewer-creatures, and similar scavengers recognize your curse. For the duration, you may command mundane swarms or vermin in the emanation with simple non-suicidal commands. Hostile swarms must make a WIS save or become indifferent for 1 minute.

Tier 5ActionAt-Will

Werebat: Screech of Ruin

Release a cursed ultrasonic shriek. Creatures of your choice in the cone must make a CON save, taking 6d8 thunder damage and becoming deafened until the start of your next turn on a failed save, or half damage only on a success.

Tier 5ReactionAt-Will

Werebear: Unyielding Hide

When you take damage, reduce it by 5d8 + your CON modifier. If the damage is from a non-silvered weapon or natural attack, you may also stand firm and cannot be pushed, knocked prone, or moved by the triggering effect.

Tier 6PassiveAt-Will

Therianthropy Dominion

You can shift between humanoid, hybrid, and full beast forms without damaging mundane gear. Your natural weapons count as magical for overcoming resistance, and you have advantage on saves against curses, disease, poison, and involuntary transformation from sources below Tier 6.

Tier 6ActionAt-Will

Infectious Wound

Make a natural weapon attack. On a hit, the target takes 7d8 piercing or slashing damage and must make a CON save. On a failure, the target is cursed for the duration: it cannot regain hit points from nonmagical sources and has disadvantage on saves against fear or your Therianthropy powers.

Tier 6Bonus ActionAt-Will

Savage Regrowth

Your cursed body knits itself while the beast is near the surface. For the duration, regain hit points equal to your CON modifier at the start of each of your turns if you have at least 1 hit point and did not take silver damage since the end of your last turn.

Tier 6ActionAt-Will

Moon-Mad Terror

Your hybrid form becomes a nightmare silhouette. Hostile creatures of your choice in the emanation must make a WIS save or become frightened for the duration. A frightened creature repeats the save at the end of each turn. A creature that succeeds is immune for 24 hours.

Tier 7ActionAt-Will

Werewolf: Moonpack Hunt

Choose one quarry whose trace you can smell, see, or name while holding something it touched. For the duration, you and up to six allies in the emanation can follow its trail if one exists within 1 mile. The first time each round you hit the quarry, one ally may move 10 ft. without provoking opportunity attacks.

Tier 7ActionAt-Will

Wererat: Black Market Curse

Your curse knows hidden routes, holes, debts, and refuse paths. For the duration, you have advantage on checks to navigate cities, sewers, ruins, prisons, docks, and criminal districts, and you can find a plausible hidden entrance, escape route, or illicit contact if one exists.

Tier 7Bonus ActionAt-Will

Werebat: Blood Moon Flight

Your bat curse fully opens its wings. Gain a fly speed of 60 ft. for the duration and blindsight out to 30 ft. while not deafened. If you hit a creature after flying at least 20 ft., deal extra piercing damage equal to your CON modifier.

Tier 7ActionAt-Will

Werebear: Cave-King's Wrath

Slam the ground with bear-might. Creatures of your choice in the emanation must make a STR save, taking 8d10 bludgeoning damage and falling prone on a failed save, or half damage only on a success. Objects and structures take the damage automatically.

Tier 8Bonus ActionAt-Will

Moonless Rampage

Let the curse act even without moonlight. For the duration, your natural weapon attacks deal an extra 2d8 damage once per turn, your speed increases by 20 ft., and you have advantage on saves against exhaustion, fear, charm, and pain.

Tier 8Action1/Long Rest

Curse the Blood

Make a bite attack against one living creature. On a hit, the target takes 8d8 piercing damage and must make a CON save. On a failure, it contracts a powerful therianthropic curse seed. The curse does not transform a player character without consent, and its story effects are determined with the GM.

Tier 8Reaction1/Long Rest

Beast Within Unchained

When you would be reduced to 0 hit points, fail a save against charm, fear, curse, paralysis, or restraint, or take silver damage, the beast breaks loose. You instead drop to 1 hit point, enter hybrid form, end one frightened or restrained condition on yourself, and gain 8d8 temporary hit points.

Tier 8ActionAt-Will

Hunt Under Any Moon

Choose one creature, group, place, or bloodline you have a physical trace of. For the duration, your curse recognizes its trail if one exists within 10 miles, and you can tell whether the trail is fresh, injured, afraid, hidden by magic, or crossing water, stone, city, forest, or cavern.

Tier 9PassiveAt-Will

Apex Therianthrope

Your curse reaches apex stability. Your natural weapons ignore resistance to nonmagical damage, you have resistance to non-silvered bludgeoning, piercing, and slashing damage, and effects below Tier 9 cannot force you to transform, reveal your curse, or suppress your hybrid form unless you choose.

Tier 9Action1/Long Rest

Howl of the Accursed

Release the full voice of your curse. Hostile creatures of your choice in the emanation must make a WIS save. On a failure, a creature is frightened for the duration and takes 6d8 psychic or force damage whenever it willingly moves closer to you or attacks one of your allies. It repeats the save at the end of each turn.

Tier 9Reaction1/Long Rest

Silver Cannot Save You

When you take silver damage, force the curse through the wound instead of recoiling. Reduce the damage by 9d10 + your CON modifier. Until the start of your next turn, your natural weapon attacks ignore resistance and immunity unless the target is divine, Artifact-grade, or story-protected.

Tier 9ActionAt-Will

Blood Moon Massacre

Move up to twice your speed. Choose up to six creatures you pass within reach. Each must make a DEX save, taking 10d8 slashing, piercing, or bludgeoning damage on a failed save, or half on a success. You do not provoke opportunity attacks during this movement.

Tier 10Bonus ActionAt-Will

Overrun the Hunt

Become the perfect expression of your were-curse. For the duration, your speed increases by 30 ft., your natural weapons deal an extra 4d8 once per turn, you regenerate hit points equal to your CON modifier at the start of each turn unless you took silver damage, and you may shift forms once per turn without an action.

Tier 10Action1/Long Rest

Curse of the Full Moon

Manifest a blood-red full moon or primal curse aura above the battlefield. Hostile creatures of your choice in the emanation must make a WIS save, taking 16d10 psychic or force damage and becoming frightened on a failed save, or half damage only on a success. Your Therianthropy allies gain temporary hit points equal to 10d10 + your CON modifier.

Tier 10Action1/Long Rest

Apex Predator

Make four natural weapon attacks against one or more creatures within reach. Each hit deals 6d10 damage. If two or more attacks hit the same creature, it must make a CON save or be cursed until the end of your next turn, losing resistance to your natural weapon damage and becoming unable to regain hit points.

Tier 10Action1/Ever

Moonmist Ascension

Declare a mythic transformation of the curse tied to a bloodline, moon, pack, city, plague, guardian beast, or ancient hunt. Define its principle with the GM: a curse no silver can end, a pack born beneath a false moon, a guardian bear-spirit awakened, a bat-winged exodus, or a rat-king covenant under the streets. It can be opposed only by Tier 10 curse magic, divine intervention, or a story condition set when declared.

Characters With This Aspect