Supernatural Gift: Therianthropy
You are a therianthrope, either hereditarily or by contracting it through contact with another. In either sense, your genealogy has been irrevocably changed because of it. You gain the following traits.
- Silver Weakness. You have vulnerability to bludgeoning, piercing, and slashing damage from silver weapons.
- Keen Senses. You are proficient in the Perception skill.
Additionally, as an action, you can assume a hybrid form for up to 1 hour, gaining some of the characteristics of your therianthropic beast. You gain the following benefits:
- Natural Weapons. You grow claws, teeth, tusks, or other natural weapons with the Finesse property that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength or Dexterity modifier damage, the type of which varies depending on your type of therianthropy. The natural weapons of some types of therianthropes have the Finesse property. If you flourish on the attack roll, the target must make a Constitution saving throw or be subjected to your curse of therianthropy. The DC for this save is 8 + your proficiency bonus + your Constitution modifier.
- No Words. You cannot speak, and you cannot cast or concentrate on spells.
While in your hybrid or beast form, you also gain the following benefit based on your type of therianthropy:
Therianthropy Type | Natural Weapon | Damage Type | Mobility | Passive Ability 1 | Passive Ability 2 |
---|---|---|---|---|---|
Werebat | Bite | Piercing | Flying speed 60 ft. | Keen Hearing, Sunlight Sensitivity | Darkvision 60 ft. (+30 ft.) |
Werebear | Claws | Slashing | Walking speed +10 ft., climb speed equal to walking speed | Keen Smell | +1 to AC (natural armor) |
Wereboar | Tusks | Slashing | Walking speed +10 ft. | Relentless Endurance | +1 to AC (natural armor) |
Werecat | Claws | Slashing | Walking speed +10 ft. | Keen Hearing and Smell | Darkvision 60 ft. (+30 ft.) |
Werecrocodile | Bite | Piercing | Swimming speed 40 ft. | Hold Breath (15 minutes) | +1 to AC (natural armor) |
Wereowl | Talons | Slashing | Flying speed 60 ft. | Keen Hearing and Sight | — |
Wererat | Bite | Piercing | Burrow speed equal to half walking speed | Keen Smell | Darkvision 60 ft. (+30 ft.) |
Wereraven | Beak | Piercing | Flying speed 50 ft. | — | Mimicry |
Wereshark | Bite | Piercing | Swimming speed 40 ft. | Amphibious | +1 to AC (natural armor) |
Werewhale | Bite | Piercing | Swimming speed 40 ft. | Keen Hearing | Hold Breath (30 minutes) |
Werewolf | Claws | Slashing | Walking speed +10 ft. | Keen Hearing and Smell | +1 to AC (natural armor) |
Nonmagical clothing and equipment may tear or rip during this transformation; most magical items will grow to accommodate your new form. You can revert to your true form early as a bonus action, and you revert to your true form if you die. Once you use this ability, you can't use it again until you finish a long rest.
Certain circumstances can cause you to transform into your hybrid form, becoming feral. While feral, the DM controls your actions on your turn, during which you revert to the base instincts of the source of your therianthropy. Feral transformations do not count for or against the voluntary transformations use limit. After leaving your hybrid form after being feral, you gain 1 level of fatigue and 1 level of strife.
- If you fail the Constitution save for System Shock immediately transform into your feral hybrid form for 1 minute.
- On a full moon, make a DC 15 Wisdom saving throw. If you fail this saving throw, you transform into your hybrid form and become feral until sunrise.
Therianthropy Feats
- Skinwalker (Requires 3rd level)
- Alpha Beast (Requires 9th level)
- Leader of the Pack (Requires 12th level)