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Therianthropy

How it's obtained: Bought with 0 Aethyr points, or taken with a free pick that allows it.

Aethyrpoint Cost
0
Level Requirement
1
Technique Requirement
General
Source Reference
Heritage (Racial) Feature
Source Requirement
General
Activation Time
Free
Domain Requirement
General
Recharge Type
Long Rest
Concentration?
No

Description

To become a Shifter, you’ve survived the Shifter’s Plague, known as Therianthropy by scholars. Therianthropy is a magical disease contracted through direct contact with the bodily fluids of Vitaean Beastfolk, who are often benign carriers of the disease. The disease has also been observed to occasionally be spread by Shifters as well. The condition is often referred to as the "were-curse" and manifests in stages, leading the afflicted to gradually adopt animalistic traits and behaviors. If left unchecked or improperly managed, it can result in the loss of one's humanity, or even death.

As a survivor, you are well acquainted with the stages of suffering you endured:

Stage 1: Infection

  • Method of Contraction: Contact with the bodily fluids of a Vitaean Beastfolk or Shifter who is a carrier.
  • Incubation Period: 1d4 days.
  • Symptoms: Fever, chills, and unnatural cravings for raw meat.
  • Checks and Saves: Wisdom saving throw DC 15 to resist the urge to consume raw meat.

Stage 2: Emergence

  • Onset: 1d6 days after the Incubation Period.
  • Symptoms: Uncontrollable shifts into a hybrid beast-humanoid form during periods of emotional stress or when under the light of the moon.
  • Checks and Saves: Wisdom saving throw DC 17 to prevent involuntary shifting (during which the DM controls your character according to your primal instincts).

Stage 3: Struggle

  • Onset: 2d6 days after the Emergence.
  • Symptoms: The struggle between one's born and beast forms becomes a constant battle. Infected creatures must make regular Wisdom saving throws during moments of high stress, combat, or environmental triggers to retain their human form.
  • Checks and Saves: Wisdom saving throw DC 18 to retain human consciousness.

Stage 4: Mastery or Madness

  • Onset: 3d6 days after the Struggle.
  • Symptoms: Two paths diverge at this point.
    • Mastery: Success in three consecutive Wisdom saving throws allows the character to gain control over their shifting ability. They may now choose to shift willingly into their hybrid or beast form, gaining various abilities depending on their specific beast lineage.
    • Madness: Failure in three consecutive Wisdom saving throws will result in losing one's humanity. The character becomes an NPC under the DM's control, driven by animalistic instincts.

Stage 5: Mortality or Immortality

  • Onset: 7 days after Mastery or Madness.
  • Symptoms:
    • Mortality: Some do not survive the final transformation. Roll a Constitution saving throw DC 15. Failure results in death.
    • Immortality: Success in the Constitution saving throw results in the stabilization of the therianthropic condition. The character now lives as a therianthrope, with an extended lifespan and enhanced physical abilities but remains a carrier of the disease.