Punti Ferita
Competenze
Lycanthrope
| Livello | Bonus di Competenza | Caratteristiche | Predatory Strikes | Totem Powers |
|---|---|---|---|---|
| 1 | + 2 | Lycanthrope Origin Hybrid Form | 1d4 | 0 |
| 2 | + 2 | Lycanthrope Origin Hybrid Form | 1d4 | 2 |
| 3 | + 2 | Lycanthrope Origin Hybrid Form | 1d4 | 2 |
| 4 | + 2 | Lycanthrope Origin Hybrid Form | 1d4 | 2 |
| 5 | + 3 | Lycanthrope Origin Hybrid Form | 1d6 | 2 |
| 6 | + 3 | Lycanthrope Origin Hybrid Form | 1d6 | 2 |
| 7 | + 3 | Lycanthrope Origin Hybrid Form | 1d6 | 2 |
| 8 | + 3 | Lycanthrope Origin Hybrid Form | 1d6 | 3 |
| 9 | + 4 | Lycanthrope Origin Hybrid Form | 1d6 | 3 |
| 10 | + 4 | Lycanthrope Origin Hybrid Form | 1d6 | 3 |
| 11 | + 4 | Lycanthrope Origin Hybrid Form | 1d8 | 3 |
| 12 | + 4 | Lycanthrope Origin Hybrid Form | 1d8 | 3 |
| 13 | + 5 | Lycanthrope Origin Hybrid Form | 1d8 | 3 |
| 14 | + 5 | Lycanthrope Origin Hybrid Form | 1d8 | 4 |
| 15 | + 5 | Lycanthrope Origin Hybrid Form | 1d8 | 4 |
| 16 | + 5 | Lycanthrope Origin Hybrid Form | 1d8 | 4 |
| 17 | + 6 | Lycanthrope Origin Hybrid Form | 1d10 | 4 |
| 18 | + 6 | Lycanthrope Origin Hybrid Form | 1d10 | 4 |
| 19 | + 6 | Lycanthrope Origin Hybrid Form | 1d10 | 4 |
| 20 | + 6 | Lycanthrope Origin Hybrid Form | 1d10 | 5 |
Caratteristiche di Classe
Livello 1
Livello 10
Livello 11
Livello 12
Livello 13
Livello 14
Livello 15
Livello 16
Livello 17
Livello 18
Livello 19
Livello 2
Livello 20
Livello 3
Livello 4
Livello 5
Livello 6
Livello 7
Livello 8
Livello 9
Competenze
light
medium
shield
simple
martial
Equipaggiamento Iniziale
Caratteristiche di Classe
Lycanthrope Origin (Level 1)
At 1st level, you choose a origin from the list of those available that describes where your lycanthropic curse came from. The origin you choose grants you features at 1st level and again at 6th, 10th, 14th, and 18th levels.
Hybrid Form (Level 1)
At 1st level, you begin to control the lycanthropic curse that now flows through your blood. As an action, you can transform into your Hybrid form as determined by your Lycanthrope Origin feature. This form lasts for 10 minutes. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier by using an action on your turn. You automatically revert to your normal form if you fall unconscious, drop to 0 Hit Points, or die. You can use this feature twice. You regain expended uses when you finish a short or long rest.
While you are transformed, you gain the following benefits:
Feral Might
You gain a bonus to melee damage rolls equal to half your proficiency bonus, rounded down. You also have advantage on Strength checks and Strength saving throws.
Resilient Hide
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered. While you are not wearing heavy armor or wielding a shield, you gain a +1 bonus to your AC.
Predatory Strikes
Your unarmed strikes are considered a melee weapon. When you transform into your hybrid form and whenever you make an unarmed strike as part of the Attack action, you can make one unarmed strike as a bonus action.
Your unarmed strikes deal 1d4 slashing damage. The damage of your unarmed strikes increases as you gain lycanthrope levels, as shown in the Predatory Strikes column of the Lycanthrope Table.
Cursed Weakness
Your have vulnerability to damage from silvered weapons.
Bloodlust
If you've taken damage since the start of your last turn, you must make a Wisdom saving throw to maintain control of your humanity at the start of your turn. The DC equals 5, or 1/4 of the total damage you've taken since the start of your previous turn, whichever number is higher. On a failed save, you must move directly towards the nearest creature to you and use the Attack action against that creature. If there is more than one possible target, the DM chooses between the targets. You then regain control of your character for the remainder of your turn.
If you are under an effect that prevents you from concentrating (like the Barbarian's rage feature), you automatically fail this saving throw.
The benefits of this feature replace the rules for Lycanthropy within the Monster Manual.
Natural Armour (Level 2)
Starting at the 2nd Level, while you are not wearing any armor nor wielding a shield, your Armor Class equals 11 + your Dexterity modifier + your Constitution modifier.
Totem Powers (Level 2)
At 2nd level, you gain two totem powers of your choice. A list of the available options can be found on the Optional Features page. When you gain certain lycanthrope levels, you gain additional powers of your choice, as shown in the Totem Powers column of the Lycanthrope Table.
Additionally, when you gain a level in this class, you can choose one of the powers you know and replace it with another power that you could learn at that level.
A level prerequisite in a totem power refers to your lycanthrope level, not character level.
Heightened Senses (Level 3)
Starting at 3rd level, you begin to adopt the improved senses of a natural predator. You gain advantage on any Wisdom (Perception) checks that rely on hearing or smell.
Ability Score Improvement (Level 4)
When you reach 4th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Extra Attack (Level 5)
Beginning at 5th level you can attack twice, instead of once, whenever you take the Attack action on your turn.
Origin Feature (Level 6)
At 6th level, you gain a feature granted by your Lycanthrope Origin.
Stalker's Prowess (Level 7)
At 7th level, your speed increases by 10 feet. You also can add 10 feet to your long jump distance and 3 feet to your high jump distance. In addition, unarmed strikes made using your predatory strikes feature and attacks with your hybrid form's natural weapons are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Ability Score Improvement (Level 8)
When you reach 8th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Bleeding Slash (Level 9)
Beginning at 9th level, you can tear deep into your enemies' flesh, leaving gaping wounds. When you make an unarmed strike using your predatory strikes feature you can attempt a bleeding slash.
On a hit the target takes the attack's normal damage and must succeed a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) or take 1d10 slashing damage at the start of their next turn. This increases to 2d10 at 13th level and 3d10 at 17th level.
This feature has no effect on inorganic creatures or objects. You can use this feature a number of times equal to your Strength or Dexterity modifier (whichever is higher, minimum of 1). You regain expended uses of this feature when you finish a short or long rest.
Origin Feature (Level 10)
At 10th level, you gain a feature granted by your Lycanthrope Origin.
Advanced Hybrid Form (Level 11)
Starting at 11th level, you learn to unleash and control more of the beast within you. You can now transform into your hybrid form as a bonus action, and your hybrid form now lasts for up to 30 minutes.
In addition, at the start of each of your turns, while you are in your hybrid or animal form and have no more than half of your hit points left, you regain hit points equal to your Constitution modifier + 1 (minimum of 1). You don't gain this benefit if you have 0 hit points.
Ability Score Improvement (Level 12)
When you reach 12th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Bleeding Slash (2d10) (Level 13)
At 13th level, the damage dealt by your Bleeding Slash increases from 1d10 to 2d10.
This increases to 3d10 at 17th level.
Origin Feature (Level 14)
At 14th level, you gain a feature granted by your Lycanthrope Origin.
Iron Volition (Level 15)
Beginning at 15th level, you've honed your willpower to better resist the violent urges of your lycanthropic curse. Whenever you make a Wisdom saving throw to maintain control of your hybrid form, you do so with advantage. Additionally in the event of there being more than one possible nearest target after a failed save you, not the DM, now choose between the targets.
Ability Score Improvement (Level 16)
When you reach 16th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Bleeding Slash (3d10) (Level 17)
At 17th level, the damage dealt by your Bleeding Slash increases from 2d10 to 3d10.
Origin Feature (Level 18)
At 18th level, you gain a feature granted by your Lycanthrope Origin.
Ability Score Improvement (Level 19)
When you reach 19th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Hybrid Form Mastery (Level 20)
At 20th level, you have wrestled with your inner predator and mastered it. You can now use your hybrid form feature three times instead of two, and your hybrid form now lasts for up to an hour.
Additionally when you roll initiative and have no uses of your hybrid form left, you regain one use.
Multiclasse
Requisiti Multiclasse
- DEX: 13 o STR: 13
Competenze Ottenute
Sottoclassi
Caratteristiche Sottoclasse
Lupus Virtute
Lupus Virtute (Level 1)
Sacramentum. Nocturnarum. Nefarious. Oremus. Deus Sanctus, Deum Filium. Dominum. Martyrum. Oremus. Convertere Apostolicus. Cedere. Animus. Debitus. Et Catholicus. Debere. Deum Animalum. Dominum. Et imperitum. Here We Are. E Nomine. Sanctus Dominus. Halleluja! Christus Animus. Halleluja! Et Sanctus Spiritus. Call me in the Night. Sanctus Dominus. Amen.
Lupi Nothus Forma
When choosing this origin at 1st level your hybrid form takes the shape of a wolf-humanoid and your bite becomes a natural weapon you are proficient with whilst in that form.
When making a melee attack with your bite, you have a reach of 5 feet and deal 1d8 piercing damage on a hit. You add your Strength modifier to the attack and damage rolls.
A creature hit by your bite must succeed on a Constitution saving throw with a DC of 8 + your proficiency bonus + your Constitution modifier or be cursed with werewolf lycanthropy.
Sacerdotales Artes
Also at 1st level you gain proficiency in the Persuasion skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. Additionally you gain a holy symbol, a prayer book, and vestments alongside your starting equipment.
Bonus Origins and Totem Powers
For the purposes of Totem Power prerequisites the Lupus Virtute origin is considered the same as the "Werewolf" origin; likewise it's the same for Call Animal Allies.
Deus Virtutum (Level 6)
At 6th level you gain the power to channel divine wrath into your weapons. You can cast the spell searing smite at 2nd level a number of times equal to your Charisma Modifier (minimum of 1). Charisma is your spellcasting ability for this spell. You regain expended uses when you finish a long rest.
Indolis Vigor (Level 10)
Starting at 10th level, you and friendly creatures within 15 feet of you can't be charmed or frightened while you are conscious.
Exercitus Immortuorum (Level 14)
At 14th level as an action you may command a number of humanoid corpses or piles of bones within 30 feet of you, up to your Charisma modifier (minimum of 1), to rise and become zombies or skeletons under your control.
The undead creatures are under your control for 1 minute or until the effect ends, at which point they become dead once again.
While they are under your control and within 30 feet of you, you can continue this effect and command them on your turn as a bonus action.
A single command can be issued to as many of your undead minions as you wish and can be specific, like directing their movement and what action they will take, or be more general, as in guarding a person or place. They will continue to follow your orders until they are complete or the effect ends, but if you don't command them at all, they will do nothing except defend themselves against attack.
This feature requires concentration, as if concentrating on a spell; the effect ends if this concentration is broken. You must finish a short or long rest before you can use this feature again.
Massa Metallum (Level 18)
At 18th level you can use your action to read aloud holy litanies to inspire your allies and strike fear into your enemies. Choose a number of creatures up to your Charisma modifier (minimum of 1) that are within 30 feet of you. The chosen creatures may add your Charisma modifier (minimum of 1) to one ability check, attack roll, damage roll or saving throw on their turn. A creature that is deafened or otherwise can't hear you is unaffected by this feature. If a creature moves further than 30 feet away from you on their turn they no longer receive this bonus unless they are once again within 30 feet of you at the start of their next turn whilst this feature is still active.
Once started, you can continue this effect on each of your turns as a bonus action for up to 1 minute. The effects of this feature end either after 1 minute or at the end of one of your turns where you do not continue it with your bonus action.
You must finish a short or long rest before you can use this feature again.
Were-Ape
Were-Ape (Level 1)
An uncommon breed, these secretive simians are often mistaken for a gangly gorilla when in their hybrid forms but are nevertheless just as dangerous as any other. Able to strike with their thick skulls, hurl their enemies away without trouble, and move with terrifying speed.
Ape-Hybrid Form
When choosing this origin at 1st level your hybrid form takes the shape of an ape-humanoid and your head becomes a natural weapon you are proficient with whilst in that form.
When making a melee attack with your head, you have a reach of 5 feet and deal 1d10 bludgeoning damage on a hit. You add your Strength modifier to the attack and damage rolls.
A creature hit by your head must succeed on a Constitution saving throw with a DC of 8 + your proficiency bonus + your Constitution modifier or be cursed with were-ape lycanthropy.
Additionally, while in your hybrid form you gain a climbing speed equal to your movement speed and your predatory strikes deal bludgeoning damage instead of slashing damage.
Simian Strength (Level 6)
Starting at 6th level you gain the might of a gorilla. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
Additionally when you grapple another creature, its speed becomes 0 until it escapes the grapple. When you take the Attack action on your turn while grappling a creature you may replace one of your attacks with throwing the creature up to 20 feet away, ending the grapple.
Ape Form (Level 10)
Starting at 10th level you can transform into an ape instead of your hybrid form when using your Hybrid Form feature. You retain the benefits granted by the hybrid form feature. Any equipment you are wearing or carrying isn't transformed and you can't wear any armor unless it is made to fit your animal form.
Your statistics other than your AC and size remain the same in your animal form. Your AC when in your animal form is 12 + your Dexterity modifier + your Constitution modifier (you still get the bonus AC from your Resilient Hide feature in situations when it would apply) and your size becomes Medium.
To discern that you aren't a normal animal of your type, a creature can use its action to inspect your appearance and must make an Intelligence (Investigation) check contested by your Charisma (deception) check.
Transforming this way counts as a use of your hybrid form feature.
Aggression (Level 14)
At 14th level, you can move with surprising speed and ferocity. As a bonus action, you can move up to your speed toward a hostile creature you can see. If you attack the same creature after moving this way, your first attack against it deals an extra 1d10 bludgeoning damage.
Primal Scream (Level 18)
At 18th level you can use your action to beat your chest and roar at any number of creatures of your choice within 30 feet, chilling their blood and causing them to flee with fear. Any of the targeted creatures that can hear you must succeed on a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Charisma modifier or become frightened of you until the end of your next turn.
If a creature fails this saving throw by 5 or more, it must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. A creature that succeeds on this saving throw is immune to this feature for the next 24 hours.
You may use this feature a number of times equal to your Charisma modifier (minimum of 1) and you regain all expended uses when you finish a long rest.
Were-Chimera
Were-Chimera (Level 1)
An exceptionally rare and bizarre strain of Lycanthrope, the Were-Chimera is a twisted amalgamation of other lycanthropic animals sporting a mismatch of body parts, they may sport the head of one creature, the tail of another, their body and limbs split between two others or have an altogether more strange composition.
Each is a unique blend of varying bestial features but all are equally vicious and deadly beasts.
Chimeric-Hybrid Form
When choosing this origin at 1st level your hybrid form takes the shape of an animalistic humanoid, composed of several different bestial traits reflecting your choices of subclass features and possessed of one dominant deadly natural weapon.
Choose an origin from the Chimeric Traits table, you gain the feature for the 1st level of that origin.
| Origin | 1st Level | 6th Level | 14th Level | 18th Level |
|---|---|---|---|---|
Ape | ||||
Bat | ||||
Bear | ||||
Boar | ||||
Dragon¹ | ||||
Fox | ||||
Hell Hound | ||||
Rabbit | ||||
Rat | ||||
Raven | ||||
Stag | ||||
Tiger | ||||
Wolf |
¹ When you choose the Dragon origin you also gain the Draconic Ancestry feature from that subclass.
Additionally if a Totem Power requires a specific origin that you have chosen as part of this feature or you choose as part of the Chimeric Mutation feature, you may choose that totem power as if you were that origin; for Call Animal Allies you may choose one option to summon from any of origins you have chosen.
Chimeric Mutation (Level 6)
At 6th level, you develop another trait from a different lycanthropic origin. Choose one option from the Chimeric Traits table, however you can't choose the same origin more than once.
At 14th level you may choose another origin from the Chimeric Traits table, and at 18th level you may choose another.
If a feature refers to its origin's Hybrid Form, your Chimeric Hybrid Form counts as that origin's Hybrid form.
Chimera Form (Level 10)
Starting at 10th level you can transform into a winged, quadrupedal chimera instead of your hybrid form when using your Hybrid Form feature. You retain the benefits granted by the hybrid form feature. Any equipment you are wearing or carrying isn't transformed and you can't wear any armor unless it is made to fit your chimera form. You have disadvantage when using equipment meant for humanoids and cannot cast spells that require material components whilst in this form.
The appearance of your chimera form is an amalgamation of the origins you have chosen from the Chimeric Traits table, arranged in a configuration of your choice; regardless of your specific appearance your statistics other than your AC and size remain the same.
Your AC when in your chimera form is 12 + your Dexterity modifier + your Constitution modifier (you still get the bonus AC from your Resilient Hide feature in situations when it would apply) and your size becomes Large.
Additionally you sprout a pair of draconic wings from your back, gaining a flying speed equal to your movement speed.
Transforming this way expends a use of your hybrid form feature.
Chimeric Mutation Improvement (Level 14)
At 14th level you may choose another origin from the Chimeric Traits table, and at 18th level you may choose another.
However you can't choose the same origin more than once.
Chimeric Mutation Improvement (Level 18)
At 18th level you may choose another origin from the Chimeric Traits table.
However you can't choose the same origin more than once.
Were-Dragon
Were-Dragon (Level 1)
Sometimes mistaken for other kinds of dragon kin, this ancient and rare form of lycanthropy's origins are now but a mystery. This particular variation of the curse spawns draconic hybrids replete with impenetrable scales, powerful wings, and deadly elemental exhalations.
Draconic Ancestry
At 1st level, you choose one type of dragon as the origin of your lycanthropic curse. Choose one type of dragon from the Draconic Ancestry table.
| Dragon | Damage Type | Breath Weapon |
|---|---|---|
Black | Acid | 5 by 30 ft. line (Dex. save) |
Blue | Lightning | 5 by 30 ft. line (Dex. save) |
Brass | Fire | 5 by 30 ft. line (Dex. save) |
Bronze | Lightning | 5 by 30 ft. line (Dex. save) |
Copper | Acid | 5 by 30 ft. line (Dex. save) |
Gold | Fire | 15 ft. cone (Dex. save) |
Green | Poison | 15 ft. cone (Con. save) |
Red | Fire | 15 ft. cone (Dex. save) |
Silver | Cold | 15 ft. cone (Con. save) |
White | Cold | 15 ft. cone (Con. save) |
You gain resistance to the damage type associated with your draconic ancestry while in your hybrid form. The damage type and breath weapon associated with each dragon is used by features you gain later.
Dragon-Hybrid Form
When choosing this origin at 1st level your hybrid form takes the shape of a dragon-humanoid and your bite becomes a natural weapon you are proficient with whilst in that form.
When making a melee attack with your bite, you have a reach of 5 feet and deal 1d6 piercing damage plus 1d4 damage of your draconic ancestry's type on a hit. You add your Strength modifier to the attack and damage rolls.
A creature hit by your bite must succeed on a Constitution saving throw with a DC of 8 + your proficiency bonus + your Constitution modifier or be cursed with were-dragon lycanthropy.
Additionally you can speak, read and write Draconic.
Breath Weapon (Level 6)
At 6th level, whilst in your hybrid form you can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.
When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
You may use your breath weapon a number of times equal to your Constitution modifier (minimum of 1) and you regain all expended uses when you finish a long rest.
Dragon Wings (Level 10)
At 10th level, you sprout a pair of dragon wings from your back whilst in your hybrid form, gaining a flying speed equal to your current speed.
Armor and clothing not made to accommodate your wings might be destroyed when you enter your hybrid form.
Draconic Scales (Level 14)
At 14th level, while you are in your hybrid form and not wearing armor, you gain a +2 bonus to your AC (cumulative with the bonus from resilient hide).
Frightful Presence (Level 18)
At 18th level, whilst in your hybrid form you can use your action to force each creature of your choice that is within 60 feet of you and aware of you to make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier or become frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours.
You may use this feature a number of times equal to your Charisma modifier (minimum of 1) and you regain all expended uses when you finish a long rest.
Were-Hell Hound
Were-Hell Hound (Level 1)
Whilst they may look similar to werewolves at first glance, there's no mistaking their long horns and glowing red eyes. Much like their quadruped counterparts these monstrous fire-breathing fiends are fierce foes and are often seen stalking the lower planes for their infernal masters.
Hell Hound-Hybrid Form
When choosing this origin at 1st level your hybrid form takes the shape of a hell hound-humanoid, you have resistance to fire damage and your bite becomes a natural weapon you are proficient with whilst in that form.
When making a melee attack with your bite, you have a reach of 5 feet and deal 1d8 piercing damage plus 1d6 fire damage on a hit. You add your Strength modifier to the attack and damage rolls.
A creature hit by your bite must succeed on a Constitution saving throw with a DC of 8 + your proficiency bonus + your Constitution modifier or be cursed with were-hell hound lycanthropy.
Additionally you can speak, read and write Infernal, and can be affected by effects that affect fiends whilst in your hybrid form.
Bonus Origins and Totem Powers
For the purposes of Totem Power prerequisites the Were-Hell Hound origin is considered the same as the "Werewolf" origin; likewise it's the same for Call Animal Allies.
Infernal Combustion (Level 6)
At 6th level, whilst in your hybrid or animal form you can exhale a cone of searing flame in a 15 foot cone as an action. Each creature in that area must make a Dexterity saving throw with a DC equal to 8 + your proficiency + your Constitution modifier, taking 4d6 Fire Damage on a failed save or half as much on a successful one. At 14th level the fire damage increases to 5d6, and it increases to 6d6 at 18th level.
You may use this feature a number of times equal to your Constitution modifier (minimum of 1) and you regain all expended uses when you finish a long rest.
Hell Hound Form (Level 10)
Starting at 10th level you can transform into a hell hound instead of your hybrid form when using your Hybrid Form feature. You retain the benefits granted by the hybrid form feature. Any equipment you are wearing or carrying isn't transformed and you can't wear any armor unless it is made to fit your animal form. You have disadvantage when using equipment meant for humanoids and cannot cast spells that require material components while in this form.
Your statistics other than your AC and size remain the same in your animal form. Your AC when in your animal form is 12 + your Dexterity modifier + your Constitution modifier (you still get the bonus AC from your Resilient Hide feature in situations when it would apply) and your size becomes Medium. Additionally you gain immunity to fire damage instead of resistance when in this form.
To discern that you aren't a normal animal of your type, a creature can use its action to inspect your appearance and must make an Intelligence (Investigation) check contested by your Charisma (deception) check.
Transforming this way counts as a use of your hybrid form feature.
Pack Hunter (Level 14)
At 14th level while you are in your hybrid or hell hound form you have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Hell's Hunt (Level 18)
At 18th level you can, as an action let out an infernal hunting cry, calling other hell hounds into the frey. Choose 4 unoccupied spaces you can see within 30 feet of you, a hell hound appears in each. A summoned creature disappears when it drops to 0 hit points or after 1 hour has passed.
The summoned creatures are friendly to you and your allies. Roll initiative for the summoned creatures as a group. The summoned creatures share a place in initiative and take their turn at the same time. They obey any verbal command given to them by you that isn't outright suicidal. Giving verbal commands to the summoned creatures is a free action. If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. If a hell hound has not taken the Attack action in the last minute it turns hostile to all creatures around it until it drops to 0 hit points or disappears.
You must finish a long rest before you can use this feature again.
Werebat
Werebat (Level 1)
Commonly, though incorrectly, thought to be lycanthropes exclusive to goblinoids, Werebats are shrieking and deadly winged creatures of the night. As humanoids they're typically pug-nosed and sharp-toothed, but such differences are so minute that they are virtually indistinguishable; often intelligent, these ambush predators enjoy hunting the most dangerous game.
Bat-Hybrid Form
When choosing this origin at 1st level your hybrid form takes the shape of a bat-humanoid and your bite becomes a natural weapon you are proficient with whilst in that form.
When making a melee attack with your bite, you have a reach of 5 feet and deal 1d4 piercing damage on a hit. You may add your Strength or Dexterity modifier to the attack and damage rolls.
A creature hit by your bite must succeed on a Constitution saving throw with a DC of 8 + your proficiency bonus + your Constitution modifier or be cursed with werebat lycanthropy.
Additionally, while in your hybrid form you gain a flying speed equal to your movement speed. To use this speed, you can't be wearing medium or heavy armor. You can also use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes made using your predatory strikes feature.
Echolocation (Level 6)
Starting at 6th level you gain blindsight out to a range of 30 feet as long as you are not deafened while in your hybrid form.
At 14th level the range of your blindsight increases to 60 feet.
Bat Form (Level 10)
Starting at 10th level you can transform into a bat instead of your hybrid form when using your Hybrid Form feature. You retain the benefits granted by the hybrid form feature. Any equipment you are wearing or carrying isn't transformed and you can't wear any armor unless it is made to fit your animal form. You have disadvantage when using equipment meant for humanoids and cannot cast spells that require material components while in this form.
Your statistics other than your AC and size remain the same in your animal form. Your AC when in your animal form is 12 + your Dexterity modifier + your Constitution modifier (you still get the bonus AC from your Resilient Hide feature in situations when it would apply) and your size becomes Tiny.
To discern that you aren't a normal animal of your type, a creature can use its action to inspect your appearance and must make an Intelligence (Investigation) check contested by your Charisma (deception) check.
Transforming this way counts as a use of your hybrid form feature.
Dark Ambusher (Level 14)
At 14th level you learn to strike with blinding speed against the unprepared. You have advantage on initiative rolls, additionally on your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
Screech (Level 18)
Beginning at 18th level you can use your action to let loose an ear-shattering screech. Each creature within 15 feet of you that can hear the screech must make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier. On a failure, the creature takes 8d6 thunder damage and is deafened for 1 minute. On a success, the creature takes half as much damage and isn't deafened. The screech deals double damage to objects and structures, emits a dreadful sound audible out to 300 feet and also deafens you for 1 minute.
Once you use this feature you can't use it again until you finish a long rest.
Werebear
Werebear (Level 1)
Werebears are powerful lycanthropes with the ability to temper their monstrous natures and reject their violent impulses. In humanoid form, they are large, muscular, and covered in hair matching the color of their ursine form's fur provided they can grow hair. When a werebear transforms, it grows to enormous size, lashing out with weapons or claws and fighting with the ferocity of a bear.
Bear-Hybrid Form
When choosing this origin at 1st level your hybrid form takes the shape of a bear-humanoid and your bite becomes a natural weapon you are proficient with whilst in that form.
When making a melee attack with your bite, you have a reach of 5 feet and deal 3d4 piercing damage on a hit. You add your Strength modifier to the attack and damage rolls.
A creature hit by your bite must succeed on a Constitution saving throw with a DC of 8 + your proficiency bonus + your Constitution modifier or be cursed with werebear lycanthropy.
Formidable Strength (Level 6)
At 6th level you gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
Bear Form (Level 10)
Starting at 10th level you can transform into a bear instead of your hybrid form when using your Hybrid Form feature. You retain the benefits granted by the hybrid form feature. Any equipment you are wearing or carrying isn't transformed and you can't wear any armor unless it is made to fit your animal form. You have disadvantage when using equipment meant for humanoids and cannot cast spells that require material components whilst in this form.
Your statistics other than your AC and size remain the same in your animal form. Your AC when in your animal form is 12 + your Dexterity modifier + your Constitution modifier (you still get the bonus AC from your Resilient Hide feature in situations when it would apply) and your size becomes Large.
To discern that you aren't a normal animal of your type, a creature can use its action to inspect your appearance and must make an Intelligence (Investigation) check contested by your Charisma (deception) check.
Transforming this way expends a use of your hybrid form feature.
Ursine Toughness (Level 14)
At 14th level, while you are in your hybrid or bear form, not wearing armor and not wielding a shield, you gain a +2 bonus to your AC (cumulative with the bonus from resilient hide).
Terrifying Roar (Level 18)
At 18th level you can use your action to roar at any number of creatures within 30 feet, chilling their blood and stunning them with fear. Any of the targeted creatures that can hear you must succeed on a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Charisma modifier or become frightened of you until the end of your next turn.
If a creature fails this saving throw by 5 or more, they are instead stunned until the end of your next turn. A creature that succeeds on this saving throw is immune to this feature for the next 24 hours.
You may use this feature a number of times equal to your Charisma modifier (minimum of 1) and you regain all expended uses when you finish a long rest.
Wereboar
Wereboar (Level 1)
Wereboars are ill-tempered and vulgar brutes. As humanoids, they are stocky and muscular, with short, stiff hair. In their humanoid and hybrid forms, they use heavy weapons, while in hybrid or animal form, they gain a devastating goring attack through which their curse is spread.
Boar-Hybrid Form
When choosing this origin at 1st level your hybrid form takes the shape of a boar-humanoid and you gain tusks that become a natural weapon you are proficient with whilst in that form.
When making a melee attack with your tusks, you have a reach of 5 feet and deal 2d6 slashing damage on a hit. You add your Strength modifier to the attack and damage rolls.
A creature hit by your tusks must succeed on a Constitution saving throw with a DC of 8 + your proficiency bonus + your Constitution modifier or be cursed with wereboar lycanthropy.
Brutish Swine (Level 6)
At 6th level you gain proficiency with improvised weapons. In addition, weapons with the Heavy property no longer impose disadvantage on attack rolls if your size is Small.
Boar Form (Level 10)
Starting at 10th level you can transform into a boar instead of your hybrid form when using your Hybrid Form feature. You retain the benefits granted by the hybrid form feature. Any equipment you are wearing or carrying isn't transformed and you can't wear any armor unless it is made to fit your animal form. You have disadvantage when using equipment meant for humanoids and cannot cast spells that require material components while in this form.
Your statistics other than your AC and size remain the same in your animal form. Your AC when in your animal form is 12 + your Dexterity modifier + your Constitution modifier (you still get the bonus AC from your Resilient Hide feature in situations when it would apply) and your size becomes Medium.
To discern that you aren't a normal animal of your type, a creature can use its action to inspect your appearance and must make an Intelligence (Investigation) check contested by your Charisma (deception) check.
Transforming this way counts as a use of your hybrid form feature.
Charge (Level 14)
Starting at 14th level, while you are in your hybrid or boar form, move at least 15 feet straight towards a target and then make an attack against it with your tusks on the same turn, the target takes an extra 2d6 piercing damage on a hit. If the target is a creature, it must succeed on a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier or be knocked prone.
Relentless (Level 18)
When you reach the 18th Level, if you drop to 0 hit points while in your hybrid or animal form and don't die outright, you can drop to 1 hit point instead. Once you use this feature, you can't use it again until you finish a long rest.
Werefox
Werefox (Level 1)
Werefoxes are sly and clever lycanthropes, typically thought to be self-centered, hedonistic and vain; some are instead simply mischievous tricksters. As humanoids they radiate and elven-like countenance regardless of their race, while in their hybrid form they retain a lean and lithe physique; both of these aid their preferred deceptive and illusive tactics. Although werefoxes are overwhelmingly female, rare exceptions do exist.
Fox-Hybrid Form
When choosing this origin at 1st level your hybrid form takes the shape of a fox-humanoid and your bite becomes a natural weapon you are proficient with whilst in that form.
When making a melee attack with your bite, you have a reach of 5 feet and deal 1d6 piercing damage on a hit. You add your Strength modifier to the attack and damage rolls.
A creature hit by your bite must succeed on a Constitution saving throw with a DC of 8 + your proficiency bonus + your Constitution modifier or be cursed with werefox lycanthropy.
Additionally, while in your hybrid form you gain a burrowing speed equal to half your movement speed.
Vulpine Charm (Level 6)
Starting at 6th level you have advantage on saving throws against being charmed, magic can't put you to sleep, and you gain advantage on any Charisma (Deception) or Charisma (Persuasion) checks you make.
Additionally on a successful Charisma (Deception) or Charisma (Persuasion) check you can spend a use of this feature to cause the creature to be charmed by you for 1 minute or until you or your companions do anything harmful to it. You can use this part of the feature a number of times equal to your Charisma modifier (minimum of 1). You regain expended uses of this feature when you finish a short or long rest.
Fox Form (Level 10)
Starting at 10th level you can transform into a fox instead of your hybrid form when using your Hybrid Form feature. You retain the benefits granted by the hybrid form feature. Any equipment you are wearing or carrying isn't transformed and you can't wear any armor unless it is made to fit your animal form. You have disadvantage when using equipment meant for humanoids and cannot cast spells that require material components while in this form.
Your statistics other than your AC and size remain the same in your animal form. Your AC when in your animal form is 12 + your Dexterity modifier + your Constitution modifier (you still get the bonus AC from your Resilient Hide feature in situations when it would apply) and your size becomes Small.
To discern that you aren't a normal animal of your type, a creature can use its action to inspect your appearance and must make an Intelligence (Investigation) check contested by your Charisma (deception) check.
Transforming this way counts as a use of your hybrid form feature.
Infravision (Level 14)
At 14th level, whenever you are in your hybrid or animal form you are able to see normally in dim light and darkness within 60 feet of you. You can't discern colours in darkness, only shades of grey.
Elude (Level 18)
At 18th level, when you take the disengage action or you are hit by an opportunity attack, you can spend a use of this feature and gain a +5 bonus to your AC until the start of your next turn.
You can use this feature a number of times equal to your Dexterity modifier (minimum of 1). You regain expended uses of this feature when you finish a short or long rest.
Wererabbit
Wererabbit (Level 1)
Wererabbits, occasionally called werehares, are a rare breed of lycanthropes and somewhat of an anomaly amongst their brethren. Whereas other lycanthropes are born of more predatory species, wererabbits evoke a lot of traits typically found in prey animals; however this only disguises their deadly potential. Extremely agile, wererabbits can move with blinding speed and deliver kicks that can snap bones like twigs.
Rabbit-Hybrid Form
When choosing this origin at 1st level your hybrid form takes the shape of a rabbit-humanoid and your bite becomes a natural weapon you are proficient with whilst in that form.
When making a melee attack with your bite, you have a reach of 5 feet and deal 1d4 piercing damage on a hit. You may add your Strength or Dexterity modifier to the attack and damage rolls.
A creature hit by your bite must succeed on a Constitution saving throw with a DC of 8 + your proficiency bonus + your Constitution modifier or be cursed with wererabbit lycanthropy.
Powerful Kick (Level 6)
Starting at 6th level you are able to make use of your strong legs to strike your foes. Whilst in your hybrid form you become proficient with your kicks.
When making a melee attack with your kick, you have a reach of 5 feet and deal 1d8 bludgeoning damage on a hit. You add your Strength or Dexterity modifier (your choice) to the attack and damage rolls.
Additionally on a hit, the creature must succeed a Strength saving throw with a DC of 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) or be pushed 10 feet away from you and incapacitated until the start of their next turn.
Rabbit Form (Level 10)
Starting at 10th level you can transform into a rabbit instead of your hybrid form when using that feature. You retain the same features granted by your hybrid form. Any equipment you are wearing or carrying isn't transformed and you can't wear any armour unless it is made to fit your animal form. You have disadvantage when using equipment meant for humanoids and cannot cast spells that require material components whilst in this form.
Your statistics other than your AC and size remain the same in your animal form. Your AC when in your animal form is 12 + your Dexterity modifier + your Constitution modifier (you still get the bonus AC from your Resilient Hide feature in situations when it would apply) and your size becomes Tiny.
To discern that you aren't a normal animal of your type, a creature can use its action to inspect your appearance and must make an Intelligence (Investigation) check contested by your Charisma (deception) check.
Transforming this way counts as a use of your hybrid form feature.
El-ahrairah's Blessing (Level 14)
Lucky Rabbit's Foot (Level 18)
At 18th level you're able to make almost near-miraculous escapes from danger. You may choose to make one melee, ranged, or spell attack that would hit you, miss instead. This is done after you know you have been hit, but before the damage is rolled.
You regain the use of this feature once you finish a short or long rest.
Wererat
Wererat (Level 1)
Wererats are cunning lycanthropes with sly, avaricious personalities. They are wiry and twitchy in humanoid form, with thin hair and darting eyes. In their humanoid and hybrid forms, wererats prefer light weapons and use ambush tactics rather than fighting as a pack. Although a wererat can deliver a nasty bite in its rat form, it favors that form for stealthy infiltration and escape rather than combat.
Rat-Hybrid Form
When choosing this origin at 1st level your hybrid form takes the shape of a rat-humanoid and your bite becomes a natural weapon you are proficient with whilst in that form.
When making a melee attack with your bite, you have a reach of 5 feet and deal 1d4 piercing damage on a hit. You may add your Strength or Dexterity modifier to the attack and damage rolls.
A creature hit by your bite must succeed on a Constitution saving throw with a DC of 8 + your proficiency bonus + your Constitution modifier or be cursed with wererat lycanthropy.
Scurry (Level 6)
Rat Form (Level 10)
Starting at 10th level you can transform into a giant rat instead of your hybrid form when using that feature. You retain the same features granted by your hybrid form. Any equipment you are wearing or carrying isn't transformed and you can't wear any armour unless it is made to fit your animal form. You have disadvantage when using equipment meant for humanoids and cannot cast spells that require material components whilst in this form.
Your statistics other than your AC and size remain the same in your animal form. Your AC when in your animal form is 12 + your Dexterity modifier + your Constitution modifier (you still get the bonus AC from your Resilient Hide feature in situations when it would apply) and your size becomes Small.
To discern that you aren't a normal animal of your type, a creature can use its action to inspect your appearance and must make an Intelligence (Investigation) check contested by your Charisma (deception) check.
Transforming this way counts as a use of your hybrid form feature.
Skulk (Level 14)
At 14th level you gain advantage on Dexterity (Stealth) checks made to hide. You also gain a climbing and swimming speed equal to your movement speed.
Surprise (Level 18)
At 18th level if you hit a surprised creature with an attack on your first turn in combat, the attack deals an extra 3d6 damage to it. The extra damage is of the same type as the attack itself.
Wereraven
Wereraven (Level 1)
Wereravens are secretive and extraordinarily cautious lycanthropes that trust one another but are wary of just about everyone else. Although skilled at blending into society they keep mostly to themselves, respect local laws, and strive to do good whenever possible. In their human and hybrid forms, wereravens tend to favour light weapons.
Raven-Hybrid Form
When choosing this origin at 1st level your hybrid form takes the shape of a raven-humanoid and you gain a beak that becomes a natural weapon you are proficient with whilst in that form.
When making a melee attack with your beak, you have a reach of 5 feet and deal 1d4 piercing damage on a hit. You may add your Strength or Dexterity modifier to the attack and damage rolls.
A creature hit by your beak must succeed on a Constitution saving throw with a DC of 8 + your proficiency bonus + your Constitution modifier or be cursed with wereraven lycanthropy.
Additionally, while in your hybrid form you gain a flying speed equal to your movement speed. To use this speed, you can't be wearing medium or heavy armor.
Mimicry (Level 6)
Starting at 6th level you can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
Raven Form (Level 10)
Starting at 10th level you can transform into a raven instead of your hybrid form when using your Hybrid Form feature. You retain the benefits granted by the hybrid form feature. Any equipment you are wearing or carrying isn't transformed and you can't wear any armor unless it is made to fit your animal form. You have disadvantage when using equipment meant for humanoids and cannot cast spells that require material components while in this form.
Your statistics other than your AC and size remain the same in your animal form. Your AC when in your animal form is 12 + your Dexterity modifier + your Constitution modifier (you still get the bonus AC from your Resilient Hide feature in situations when it would apply) and your size becomes Tiny.
To discern that you aren't a normal animal of your type, a creature can use its action to inspect your appearance and must make an Intelligence (Investigation) check contested by your Charisma (deception) check.
Transforming this way counts as a use of your hybrid form feature.
Swooping Blow (Level 14)
At 14th level, if you fly at least 15 feet straight towards a target while you are in your hybrid or raven form and then hit it with a melee attack on the same turn, the target takes an extra 2d6 damage of the type done by that attack. If the target is a creature and you move out of its reach after doing so, the creature has disadvantage on attacks of opportunity made against you.
Keen Sight (Level 18)
At 18th level you can see up to 1 mile away without difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you.
Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks and you have advantage on (Perception) checks made to spot items.
Werestag
Werestag (Level 1)
Rare and elusive lycanthropes that typically inhabit the wild forests of the Upper Planes, Werestags are guardians of their native arboreal realms. Devoted protectors they have an innate connection to nature, able to harness its magic, and are oft allies to druids and rangers; however being a tempting prize for trophy hunters they normally stay well hidden. Also contrary to their name, female Werestags do exist.
Deer-Hybrid Form
When choosing this origin at 1st level your hybrid form takes the shape of a deer-humanoid and you gain antlers that become a natural weapon you are proficient with whilst in that form.
When making a melee attack with your antlers, you have a reach of 5 feet and deal 1d6 bludgeoning damage on a hit. You add your Strength modifier to the attack and damage rolls.
A creature hit by your antlers must succeed on a Constitution saving throw with a DC of 8 + your proficiency bonus + your Constitution modifier or be cursed with werestag lycanthropy.
Spellcasting (Level 6)
By the time you reach 6th level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid and ranger spell lists.
Cantrips
You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.
Spell Slots
The Werestag Spellcasting table shows how many spell slots you have to cast your druid and ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
Spells Known of 1st-Level and Higher
You know four 1st-level spells of your choice, three of which you must choose from the divination and transmutation spells on the druid and ranger spell lists.
The Spells Known column of the Werestag Spellcasting table shows when you learn more druid and ranger spells of 1st level or higher. Each of these spells must be an divination or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the druid or ranger spells you know with another spell of your choice from the druid or ranger spell list. The new spell must be of a level for which you have spell slots, and it must be an divination or transmutation spell, unless you're replacing the spell you gained at 6th, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Wisdom is your spellcasting ability for your druid and ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid or ranger spell you cast and when making an attack roll with one.
Spell
Spell
Deer Form (Level 10)
Starting at 10th level you can transform into a deer instead of your hybrid form when using your Hybrid Form feature. You retain the benefits granted by the hybrid form feature. Any equipment you are wearing or carrying isn't transformed and you can't wear any armor unless it is made to fit your animal form. You have disadvantage when using equipment meant for humanoids and cannot cast spells that require material components while in this form.
Your statistics other than your AC and size remain the same in your animal form. Your AC when in your animal form is 12 + your Dexterity modifier + your Constitution modifier (you still get the bonus AC from your Resilient Hide feature in situations when it would apply) and your size becomes Medium.
To discern that you aren't a normal animal of your type, a creature can use its action to inspect your appearance and must make an Intelligence (Investigation) check contested by your Charisma (deception) check.
Transforming this way counts as a use of your hybrid form feature.
Charge (Level 14)
Starting at 14th level, while you are in your hybrid or deer form, move at least 15 feet straight towards a target and then make an attack against it with your antlers on the same turn, the target takes an extra 2d6 bludgeoning damage on a hit. If the target is a creature, it must succeed on a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier or be knocked prone.
Forest Protector (Level 18)
At 18th level you can use your action to target one creature you can see within 30 feet. If the target can see you, the target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can.
Each time you or your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 1 hour or until you die, are on a different plane of existence than the target, or you take a bonus action to end the effect. When the effect ends, the creature knows it was charmed by you.
Weretiger
Weretiger (Level 1)
Weretigers are ferocious hunters and warriors with a haughty and fastidious nature. Lithe and sleekly muscular in humanoid form, they are taller than average and meticulously groomed. Weretigers grow to enormous size in animal and hybrid form, but they fight in their more refined humanoid form when they can.
Tiger-Hybrid Form
When choosing this origin at 1st level your hybrid form takes the shape of a tiger-humanoid and your bite becomes a natural weapon you are proficient with whilst in that form.
When making a melee attack with your bite, you have a reach of 5 feet and deal 1d10 piercing damage on a hit. You add your Strength modifier to the attack and damage rolls.
A creature hit by your bite must succeed on a Constitution saving throw with a DC of 8 + your proficiency bonus + your Constitution modifier or be cursed with weretiger lycanthropy.
Feline Agility (Level 6)
Starting at 6th level, you have advantage on Dexterity (Acrobatics) checks. Additionally if you take the Dodge action on your turn you may use your bonus action to make a single attack with your unarmed strikes.
Tiger Form (Level 10)
Starting at 10th level you can transform into a tiger instead of your hybrid form when using your Hybrid Form feature. You retain the benefits granted by the hybrid form feature. Any equipment you are wearing or carrying isn't transformed and you can't wear any armor unless it is made to fit your animal form. You have disadvantage when using equipment meant for humanoids and cannot cast spells that require material components while in this form.
Your statistics other than your AC and size remain the same in your animal form. Your AC when in your animal form is 12 + your Dexterity modifier + your Constitution modifier (you still get the bonus AC from your Resilient Hide feature in situations when it would apply) and your size becomes Large.
To discern that you aren't a normal animal of your type, a creature can use its action to inspect your appearance and must make an Intelligence (Investigation) check contested by your Charisma (deception) check.
Transforming this way counts as a use of your hybrid form feature.
Eye of the Tiger (Level 14)
At 14th level you gain 120 feet of darkvision if you don't already have it and you gain advantage on any Wisdom (Perception) checks that rely on sight.
Pounce (Level 18)
Starting at 18th level whilst you are in your hybrid or tiger form, move at least 15 feet straight towards a creature and then hit it with an unarmed strike on the same turn, that target must succeed on a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier or be knocked prone. If the target is knocked prone, you can make one bite attack against it as a bonus action.
Werewolf
Werewolf (Level 1)
A werewolf is a savage predator. In its humanoid form, a werewolf has heightened senses, a fiery temper, and a tenqency to eat rare meat. Its wolf form is a fearsome predator, but its hybrid form is more terrifying by far - a furred and well-muscled humanoid body topped by a ravening wolf's head. A werewolf can wield weapons in hybrid form, though it prefers to tear foes apart with its powerful claws and bite.
Wolf-Hybrid Form
When choosing this origin at 1st level your hybrid form takes the shape of a wolf-humanoid and your bite becomes a natural weapon you are proficient with whilst in that form.
When making a melee attack with your bite, you have a reach of 5 feet and deal 1d8 piercing damage on a hit. You add your Strength modifier to the attack and damage rolls.
A creature hit by your bite must succeed on a Constitution saving throw with a DC of 8 + your proficiency bonus + your Constitution modifier or be cursed with werewolf lycanthropy.
Silent Tracker (Level 6)
At 6th level you gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see Chapter 8 of the Player's Handbook for rules on travel pace).
Additionally on your first turn of each combat, you have advantage on all attack rolls against a creature if you were hidden from it.
Wolf Form (Level 10)
Starting at 10th level you can transform into a wolf instead of your hybrid form when using your Hybrid Form feature. You retain the benefits granted by the hybrid form feature. Any equipment you are wearing or carrying isn't transformed and you can't wear any armor unless it is made to fit your animal form. You have disadvantage when using equipment meant for humanoids and cannot cast spells that require material components while in this form.
Your statistics other than your AC and size remain the same in your animal form. Your AC when in your animal form is 12 + your Dexterity modifier + your Constitution modifier (you still get the bonus AC from your Resilient Hide feature in situations when it would apply) and your size becomes Medium.
To discern that you aren't a normal animal of your type, a creature can use its action to inspect your appearance and must make an Intelligence (Investigation) check contested by your Charisma (deception) check.
Transforming this way counts as a use of your hybrid form feature.
Pack Hunter (Level 14)
At 14th level while you are in your hybrid or wolf form you have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Inspiring Howl (Level 18)
At 18th level you can use your action to give a long and loud howl, inspiring your allies and terrifying your enemies. Any friendly creature within 30 feet that can hear you when you howl has advantage on their next attack roll and is no longer charmed nor frightened. Hostile creatures within 30 feet of you that can hear you must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or have disadvantage on their next attack roll or saving throw. A creature that succeeds on this saving throw is immune to this feature for the next 24 hours. You need to finish a short or long rest before you can use this feature again.