Therianthropy: Alpha Beast

Prerequisite(s): 9th level, Skinwalker feat

You have mastered the curse that teems within you, becoming a beacon to your fellow therianthropes. You gain the following benefits:

Additionally, in your hybrid or beast form, you also gain the following benefit based on your type of therianthropy:

Therianthropy TypeAbility NameAbility Description
WerebatEcholocationAs an action, you can let out a subsonic sound. For the next minute, you have blindsight of 60 feet, which you can't use while deafened. This action makes a loud sound that can be heard by creatures within 300 feet, but only if they have the Keen Hearing trait. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
WerebearMighty BlowsYour claws deal an additional 1d6 damage. You may expend a flourish with your claws to make a bite attack as a bonus action. Your bite is the same as your claw attack except it deals piercing damage and it always provokes a saving throw to avoid contracting therianthropy.
WereboarChargeIf you move at least 20 feet straight toward a target and then hit it with your tusks on the same turn, the target takes extra damage of the same type. The damage equals a number of d6s equal to half your proficiency bonus (rounded down). If the target is a creature, it must make a saving throw to avoid contracting therianthropy and make a Strength saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or be knocked prone.
WerecatPounceYour claws now deal 1d8 damage. If you move at least 20 feet straight toward a target and then hit it with a melee weapon attack on the same turn, the creature must make a Strength saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or be knocked prone. You can make a single bite attack against a prone target with a bonus action. Your bite is the same as your claw attack except it deals piercing damage and it always provokes a saving throw to avoid contracting therianthropy.
WerecrocodileDeath RollYour bite now deals 1d10 damage, and when you hit with it, you can grapple the target with your bite. While you are grappling a creature with your bite, you cannot speak, and your bite attacks can only be made against that creature. Additionally, when you grapple a creature with your bite, you can spend a flourish with your bite attack to cause the target to be restrained as long as they are grappled, and must make a saving throw to avoid contracting therianthropy.
WereowlFlybyYou don't provoke opportunity attacks when you fly out of an enemy's reach.
WereratPack TacticsYou have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
WereravenRegenerationAt the beginning of your turn, you regain hit points equal to half your level if you have at least 1 hit point. If you take damage from a silvered weapon or a spell, you don't restore hit points at the start of your next turn.
WeresharkBlood FrenzyYour claws now deal 1d8 damage. When you make a melee attack roll against a creature that doesn't have all its hit points, you can give yourself advantage on the attack rolls. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a short or long rest. Using this feature against a creature that is missing over half of its maximum hit point total does not count against this number.
WerewhaleEcholocationYour bite deals an additional 1d6 damage. As an action, you can let out a subsonic sound. For the next minute, you have blindsight of 60 feet, which you can't use while deafened. This action makes a loud sound that can be heard by creatures within 300 feet, but only if they have the Keen Hearing trait. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
WerewolfGo For the ThroatYour claws now deal 2d4 damage. If at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated, and then hit it with a melee weapon attack on the same turn, the creature must make a Strength saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or be knocked prone. You can make a single bite attack against a prone target with a bonus action. Your bite is the same as your claw attack except it deals piercing damage and it always provokes a saving throw to avoid contracting therianthropy.