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DC Lycanthropy System 3
Build-A-Lycan ����������������������������������������������������������������������������������������������������������������������������������������������������������������������� 6
Traps / Riddles / Puzzles 12
Traps......................................................................................................................................................................................... 12
Riddles..................................................................................................................................................................................... 14
Puzzles...................................................................................................................................................................................... 15
Random Roll Tables 16
Adventuring Gear 29
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Lycanthropy Lycanthropy
Creatures born with lycanthropy usually embrace their beastly 2nd-Level, Transmutation
nature. Those that contract lycanthropy later in life often view Casting Time: 1 hour
it as an affliction that needs to be cured. No matter how the Range: 15ft
lycan obtained their power, it grants them the supernatural
ability to transform into a beastly form. Lycans transform Components: V, S, M (blood of the target, blood of a beast)
involuntarily while in the presence of a full moon. However, Duration: Instantaneous
exceptionally powerful creatures can gain some measure of
Choose a vial within range that contains the blood of a beast
control over their curse that allows them to transform at will.
mixed with the blood of a Humanoid creature. The blood
becomes cursed with lycanthropy. If the Humanoid creature
Contracting Lycanthropy whose cursed blood is contained within the vial drinks the
blood, or is hit by a weapon coated in the blood, it must
Lycanthropy is a curse, but many consider it to be a magical make a Con Save. A willing creature can choose to fail its
disease. Whatever it is, one thing is certain - a creature save. Failure: They become cursed with lycanthropy, and
can contract lycanthropy when its blood mixes with a their lycan form is determined by the blood of the beast also
lycanthrope’s biological fluid (its saliva or blood), which contained within the vial. The curse ends early if the target
usually happens as the result of being bitten by a lycan. It can is subjected to Remove Curse before the next full moon. If the
also be contracted through a dark blood ritual that bestows curse is not removed before the next full moon, it becomes
the curse onto a willing or unwilling creature. Lycans often permanent and can only be removed with Wish.
refer to one another by the means in which they contracted
the curse: Natural Born (lycan parent), Contracted (bitten), or
Cursed (blood ritual). Natural Born
A creature born from 1 lycan parent has a 50% chance to inherit
Contracted the curse (the creature makes a Death Save immediately after
birth, and becomes a lycan on a failed save). If both of the
Once a lycan (no matter their origin) transfers any bodily fluid creature’s parents are lycans, it automatically becomes a lycan
to another creature, the creature must resist being infected. at birth. Roll on the table below if both parents are different
A bite is the most common method of spreading lycanthropy types of lycans.
because the lycan’s saliva can enter the target's bloodstream.
Alternative ways to contract lycanthropy are also possible,
such as from an open wound that gets splattered with the
lycan’s blood, or even something as simple as kissing a lycan. Lycan Lineage table (d20)
1-6 Gain features of Mother Lycan Type
DC Tip: As the GM, you control what you feel is enough
7-12 Gain features of Father Lycan Type
“transference” to trigger a Con Save for Lycanthropy. If it is a
small cut that gets bloody, or a simple kiss, then you don't need 13-18 Balance of both features
to have them make a save. Additionally you can lower the DC 19-20 Full list of BOTH features
on saves that are less aggressive and even just do a flat DC of
8. I would also say that, if the target contracts a “light case” of
this from something small, they could cure it with something
like lesser restoration if cast within 1 minute, remove curse if
cast within a day, or greater restoration if cast within 7 days.
After that the target would become infected and be a full
blown Lycan.
Cursed
A dark ritual can be performed to transform a creature into a
lycan. The ritual requires the blood of the target creature and
the blood of a beast. The target’s lycanthropic forms are based
on the chosen beast.
This small chamber brims with life and is brightly lit. A carpet Of their ten you need only three
with a sunflower pattern covers the floor. There’s a large Strands which you pull when you’ve lost your wits
wardrobe on the left side by the door that is scribbled over One that looks just like the other
with multi-colored chalk pictures. A child-sized bed stands That which long since ceased to pound
on the opposite side of the room, with a small drawer by it. Then just mix for a tasty treat.
On the bed, something tiny is tucked comfily and hidden in a
multitude of colourful blankets. Solution: The first line describes three of the fingers or toes of
the corpse, The second line denotes hair, the third - an eye,
If the blankets are unfurled, it is revealed to be a stuffed teddy and the fourth - the heart. Each of the ingredients has to be
bear. The wardrobe contains child-sized clothing of all colors put inside the kettle, and the kindling lit. After the concoction
of the rainbow, while within the drawer by the bed, one can is made “just right”, it starts glowing an eerie green, before
find painting supplies and a large stack of children’s drawings. evaporating in a puff of miasma. After the miasma dissipates,
Left room: something important can be found at the bottom of the kettle,
or a way forward reveals itself.
On the contrary, the left room is a decrepit mess. There is a
wardrobe that has partially fallen through the old floorboards
on the left, brownish remnants of the carpet remain on the
floor, and a drawer lying on its side by a bed which barely
stands. The bed has rags heaped on top of it. There is no
teddy bear. Looking under the bed reveals a small skeleton
lying in the fetal position.
Screamkeeper Actions
Mulitattack (3)
Medium Undead
Strangled Cry (1): All Silenced creatures within 60ft of the
—
AC: 16 screamkeeper must make a DC 15 Int Save. Failure: they take
HP: 60 2d8 Psychic damage.
Speed: 10 ft, fly 40ft
Sanity Rend (2): Melee Attack +7 to hit, 2d8+4 Psychic
—
STR DEX CON INT WIS CHA damage, and if the target is Silenced, their speed is reduced by
-1 +4 +3 -1 +1 +4 10ft until the end of their next turn.
—
Prof. Bonus: +3 Bonus Actions
Saves: Dex +7, Wis +4, Cha +7
Senses: Darkvision 60ft, Blindsight 10ft Silenced: The screamkeeper manifests scream-pockets, 10ft
Languages: Understands all languages but can’t speak radius spheres of magical silence at two points within 60ft. A
CR: 7 creature within one of these spheres is Silenced as if under the
effects of Silence. Alternatively, the screamkeeper expands
— the radius of a scream-pocket it is entirely within by 5ft and
Dynamic Features manifests one scream-pocket within range. The screamkeeper
can manifest no more than 5 scream-pockets at one time.
Passives/ Auras
Amorphous: The screamkeeper can move through a space as Reactions
narrow as 1in wide without squeezing.
Break the Silence: As a Reaction to taking damage from a
Quiet Protection: Attacks against the screamkeeper have creature within a scream-pocket, the screamkeeper may shatter
DisADV if the attacking creature is Silenced. the scream-pocket in a wail of ear-piercing screams. Every
creature previously within this radius must make a DC 15 Int
Strengths Save. Failure: The target takes 2d8 Psychic damage plus 1d8
Condition Immunities: Exhaustion, Grappled, Paralyzed, Psychic damage for every 5ft of radius the scream-pocket has
Petrified, Poisoned, Prone, Restrained and is Silenced until the end of their next turn. Success: The
Damage Immunities: Necrotic, Poison target takes half damage and suffers no additional effects.
Damage Resistances: Acid, Cold, Fire, Lightning, Thunder,
Bludgeoning, Piercing, Slashing Apex Features
Weaknesses Legendary Actions (3)
Move (1): The screamkeeper moves up to its movement speed.
Fright or Flight: The screamkeeper makes checks to resist being
Frightened with DisADV and if Frightened will always attempt to Silent Scream (1): The screamkeeper expands the radius of a
move their full distance away from the source of their fear unless scream-pocket it is entirely within by 5ft.
line of sight is broken.
Bone Umbrella
Heroic Trinket (Attunement by a spellcaster)
While holding this magical umbrella made of bone, you are
always under the effects of feather fall. Further, while attuned
to this umbrella you can use it as a spellcasting focus and are
considered a Fiend.
This umbrella holds 3 charges and regains them when
you take a long rest. You can expend these charges in the
following ways:
Spells: While attuned to the umbrella, you learn Chill Touch.
While holding this magic item, you can expend 1 charge to
cast one of the following spells using your Spell Save DC:
• Animate Dead
• Speak With Dead
• Vampiric Touch