Supernatural Gift: Therianthropy | Homebrew Directory

This page was last edited on August 07, 2026, at 09:22 PM

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.
  • Sharpened Senses. You are Proficient in the Perception skill. If you are already proficient, gain expertise instead.

Additionally, as a Bonus 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. 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.
  • Natural Armor. While you are transformed, you gain a +1 to AC and have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered.

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

Therianthropy TypeNatural WeaponDamage TypeMobilityPassive Ability 1Passive Ability 2Additional Penalty
WerebatBitePiercingFlying speed 60 ft.Keen HearingDarkvision 60 ft. (+30 ft.)Sunlight Sensitivity
WerebearClawsSlashingClimb and swim speed equal to walking speedKeen Smell--
WereboarTusksSlashingWalking speed +10 ft.Keen SmellSturdy (Advantage vs. Prone or forced movement)-
WerecatClawsSlashingWalking speed +10 ft.Keen Hearing, Sight, SmellDarkvision 60 ft. (+30 ft.)-
WerecrocodileBitePiercingSwimming speed 40 ft.Keen Hearing and SmellHold Breath (15 minutes)-
WereowlTalonsSlashingFlying speed 60 ft.Keen Hearing and SightDarkvision 60 ft. (+30 ft.)No AC Bonus
WereratBitePiercingBurrow speed equal to half walking speedKeen SmellDarkvision 60 ft. (+30 ft.)-
WereravenBeakPiercingFlying speed 60 ft.Keen Hearing and SightMimicryNo AC Bonus
WererexBitePiercingWalking speed +10 ft.Large Size+5 ft Reach w/Bite-
WeresharkBitePiercingSwimming speed 40 ft.AmphibiousKeen Smell-
WeresnakeBitePiercingClimb and swim speed equal to walking speedBlindsight 10 ft.--
WerevultureBitePiercingFlying speed 60 ft.Keen Smell--
WerewhaleBitePiercingSwimming speed 40 ft.Keen HearingHold Breath (30 minutes)-
WerewolfClawsSlashingWalking speed +10 ft.Keen Hearing and SmellDarkvision 60 ft. (+30 ft.)-

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