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:
- Beast Lord. The starting attitude of beasts, celestials, elementals, fey, fiends, monstrosities, and elementals related to your therianthrope creature is one step higher. The DM can ignore this trait during an encounter; if they do, you gain a Willpower.
- Moonlit Weapons. Your natural weapons deal deal an additional 1d6 damage of the same type, and are considered magic.
Additionally, in your hybrid or beast form, you also gain the following benefit based on your type of therianthropy:
| Therianthropy Type | Ability Name | Ability Description |
|---|---|---|
| Werebat | Echolocation | You have blindsight out to a range of 60 feet as long as you're not deafened. |
| Werebear | Ravage | If 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.. |
| Wereboar | Charge | If 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. |
| Werecat | Pounce | 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. |
| Werecrocodile | Mighty Maw | When you hit with your Bite attack, 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. |
| Wereowl | Flyby | You don't provoke opportunity attacks when you fly out of an enemy's reach. |
| Wererat | Pack Tactics | You 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. |
| Wereraven | Regeneration | At the beginning of your turn, you regain hit points equal to 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. |
| Wererex | Mighty Maw | When you hit with your Bite attack, 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. |
| Wereshark | Blood Frenzy | 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. |
| Weresnake | Constrictor OR Venomous | Constrictor: When you hit with your Bite attack, 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. Venomous: When you hit a creature with your Bite attack, the creature must make a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or take poison damage equal to a number of d6s equal to half your proficiency bonus. On a successful saving throw, the creature takes half damage. |
| Werevulture | Pack Tactics | You 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. |
| Werewhale | Echolocation | You have blindsight out to a range of 60 feet as long as you're not deafened. |
| Werewolf | Pack Tactics | You 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. |

