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Contents

Racial Variant: Therianthropy 2


Variants 4
Werebadger ..................................................................... 6
Werebat ................................................................................7
Werebear ............................................................................ 8
Wearboar ........................................................................... 9
Werecow ........................................................................... 10
Werecrab ..........................................................................11
Weredragon ..................................................................12
Werefrog ......................................................................... 13
Weregator ......................................................................14
Weregoat ......................................................................... 15
Werehyena ..................................................................... 16
Werejaguar ....................................................................17
Weremonkey .................................................................18
Wererabbit .....................................................................19
Wererat ............................................................................. 20
Wereraven ...................................................................... 21
Weresharks ................................................................... 22
Wereserpent ................................................................. 23
Weretiger ........................................................................24
Werewolf .........................................................................25
Feats 26

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T
he fire warmed our backs as we turned outward toward the cold mist. Trails of it reached towards our feet like outstretched
claws.
This was the third night. The third, sleepless night under the bright moon. We had been warned that it was dangerous to
travel the road during the peak of the moon's cycle. We foolishly thought that we would pass unnoticed. We were wrong.
Instead, our small group had been watched- had been hunted- from the first night.
Wolves are one thing. If it had just been wolves, or bandits, I'm sure our group would have managed without much
trouble. But that first night, the moon rose high and bright... and full.
That is when we heard it...

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Racial Variant: Therianthropy
The Illusion of Control
Racial Variants On the surface, and in the light of day, you maintain some
Among the various mortal races there are individuals that are semblance of control over the savagery beneath. You
changed in such a fundamental way that they can no longer maintain your alignment and personality while in your
be categorized along with their kin. In some cases, this is human form and if you transform willingly.
caused by disease or curse. A familiar example of this would If you spend more than 5 minutes in the light of the full
be therianthropy, or were-creatures. The most famous of moon, or are under the effect of a spell or similar effect, you
which would by the lycan or werewolf. must make a Wisdom saving throw (the DC is 16 - your
These individuals are often shunned in the best of cases Constitution modifier). On a failed save, your alignment
and hunted in the worst. changes to the alignment noted below for your form of
therianthropy in the Hybrid and Animal Forms section and
Making a Racial Variant your DM chooses what form you take. On a success you
When using a racial variant, consider the following questions choose the form and retain your alignment.
as a starting point. Were they born with it? Did they come At the beginning of subsequent turns that you are no longer
across a magical item, or run afoul of deity? Do they attempt in the light of the full moon or under the effect of a spell, you
to keep their true nature a secret, or do they dare anyone to may remake your saving throw. On a success, you can choose
defy their existence? Have they accepted this fate, or do they whether to change forms as an action or remain in your
search for a cure? How has it impacted their life and current one. If your alignment had changed previously, it is
relationships? restored to your original alignment.
A variant can be chosen at the beginning of a campaign or Once you have made this save, you can transform at any
can be the result of choices and events in the middle of one. time as an action as long as you have not spent another 5
In either case, follow the guidelines below . minutes in the moonlight or come under the effects of a spell,
at which point you must make another Wisdom saving throw
Changed Nature or lose control again.
To make a racial variant, first select your primary race (elf, Loss of Control
human, dwarf, etc.). Note this race's age, alignment, language,
size, speed, skill proficiencies, darkvision, and any damage Each stage of a therianthrope's transformation represents a
resistance. Also note other relevant details such as naming descent further from man and toward beast. As you change
and cultural background. These characteristics will carry from human to hybrid to animal form, your ability to use
over to your variant. If the selected race possesses a physical various class features changes.
trait such as wings that allow flight, or a trunk that can carry In human form, you can use all of your class features as
items, this may carry over also. normal.
All other racial features are lost when using this variant. In hybrid form, you lose the ability to access any magical
For example: A Hill Dwarf would retain it's age, alignment, ability or cast spells. This includes both divine and arcane
size, speed, darkvision, Dwarven Combat Training, Tool magics and ki abilities. Physical abilities, such as rage,
Proficiency, Stonecunning, and languages. They would lose multiattack, and sneak attack are still accessible.
access to Dwarven Resilience and Dwarven Toughness. In animal form, you are not able to use any ability granted
Likewise, a Red Dragonborn would retain their age, by your class. You are unable to speak, and if you previously
alignment, size, speed, fire resistance, and language, but had a trunk, wings, or other physical feature, you no longer
would look their Breath Weapon. possess these unless the animal you transform into also
possess these features.
Therianthropy A Cursed Transformation
One of the most ancient and feared of all curses, As a therianthrope, you have access to the primary racial
therianthropy can transform the most civilized humanoid into features regardless of which form you take (human, hybrid, or
a ravening beast. In its natural humanoid form, a creature animal). When you transform into your hybrid or animal
cursed by therianthropy appears as its normal self. Over time, forms, the following rules apply:
however, many therianthropes acquire features suggestive of
their animal form. In that animal form, a therianthrope You gain the additional features listed under the form you
resembles a powerful version of a normal animal. On close are using.
inspection, its eyes show a faint spark of unnatural
intelligence and might glow red in the dark.
Evil therianthropes hide among normal folk, emerging in
animal form at night to spread terror and bloodshed,
especially under a full moon. Good therianthropes are
reclusive and uncomfortable around other civilized creatures,
often living alone in wilderness areas far from villages and
towns.

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You choose whether your equipment falls to the ground in
your space, merges into your new form, or is worn by it.
Worn equipment functions as normal, but the DM decides
whether it is practical for the new form to wear a piece of
equipment, based on the creature's shape and size. Your
equipment doesn't change size or shape to match the new
form, and any equipment that the new form can't wear
must either fall to the ground or merge with it. Equipment
that merges with the form has no effect until you leave the
form.
If you drop to 0 hit point, fall unconscious, or die, you
revert back to your human form. Your hit points are
shared between all forms and remain the same regardless
of transformation.

Note to the DM: Playing with a


Therianthrope
Your players may begin with the curse or come
into contact with it as they progress through your
campaign. These variants provided a way for the
curse to take a more substantial role in their story.
While a player cursed with therianthropy has a
degree of control over when and how they
transform, as the DM you also have the ability to
introduce scenarios in which the player might
transform against their will.
When this happens, their alignment may change.
Discuss with your player whether they will maintain
control of their character or if you will assume
temporary control in these cases.
Transformations happening at just the right
moment, or even just the wrong moment, can
prove to be impactful parts of a session or
campaign.

5
Werebadger

W
erebadgers are stubborn and, while not easily If the target is a humanoid, on a hit, you can attempt to
provoked, can be relentless. As humanoids, curse them with therianthropy. The target must succeed on a
they are stocky with thick, coarse hair. In their Constitution saving throw (DC 8 + your proficiency bonus +
humanoid and hybrid forms, they use your Constitution modifier) or be cursed with werebadger
makeshift blades, while in hybrid or animal therianthropy.
form, they gain a devastating bite attack You can not attempt this again until you have completed a
through which their curse is spread. A short or long rest.
werebadger typically does not seek out victims to spread their Claws. Your claws are natural weapons, which you can use
curse, but will not hesitate to do so if challenged. to make unarmed strikes. If you hit with them, you can deal
Werebadgers tend to live alone either in caves or burrows slashing damage equal to 1d6 + your Strength modifier,
of their own make. instead of the bludgeoning damage normal for an unarmed
strike.
Werebadger Traits
In addition to your retained racial traits, you have the Badger Form
following traits in common with all werebadgers. The following traits apply when in your badger form.
Ability Score Increase. Your Constitution increases by 1, Language. You can't speak while in badger form.
to a maximum of 20. Speed. Your base walking speed increases by 10 feet.
Keen Smell. You have advantage on Wisdom (Perception), Burrow. You have a burrowing speed of 10 feet.
and Intelligence (Investigation) checks that rely on smell. Natural Armor. Your AC is 12 + your Constitution
Shapechanger. Your creature type is considered modifier. You cannot wield a shield or wear armor while in
humanoid. You can use your action to polymorph into a badger form.
badger-humanoid hybrid or into a Large badger, or back into Natural Weapons. You are unable to wield normal
your true form. When in your hybrid or badger form your weapons while in badger form. You can make one bite attack
creature type is also considered shapechanger. Your per turn, or two claw attacks per turn.
statistics, other than its size and AC, are the same in each Bite. Your teeth are natural weapons, which you can use to
form. make unarmed strikes. If you hit with them, you can deal
Hybrid and Badger Forms. When transforming by choice piercing damage equal to 1d8 + your Strength modifier,
you can choose between your hybrid, badger, and true forms. instead of the bludgeoning damage normal for an unarmed
If transforming against your will, due to a spell, the full moon, strike.
or a similar effect you may lose control of your If the target is a humanoid, on a hit, you can attempt to
transformation (see The Illusion of Control section). When curse them with therianthropy. The target must succeed on a
transforming in this way, your alignment becomes neutral for Constitution saving throw (DC 8 + your proficiency bonus +
the duration. your Constitution modifier) or be cursed with werebadger
therianthropy.
Hybrid Form
You can not attempt this again until you have completed a
The following traits apply when in your hybrid form. short or long rest.
Speed. Your base walking speed increases by 10 feet. Claws. Your claws are natural weapons, which you can use
Burrow. You have a burrowing speed of 10 feet. to make unarmed strikes. If you hit with them, you can deal
Cursed Resistance. You have resistance to piercing slashing damage equal to 1d6 + your Strength modifier,
damage from nonmagical attacks that aren't silvered. instead of the bludgeoning damage normal for an unarmed
Natural Armor. Your body toughens as you transform. strike.
When you aren't wearing armor, your AC is 12 + your
Constitution modifier. You can use your natural armor to
determine your AC if the armor you wear would leave you
with a lower AC. A shield's benefits apply as normal while you
use your natural armor.
Natural Weapons. In addition to the weapons you wield,
you can use the natural weapons listed below. If your class
grants you the multiattack ability, you can use your bite attack
as one of these attacks or the claws attack for any number of
attacks.
Bite. Your teeth are natural weapons, which you can use to
make unarmed strikes. If you hit with them, you can deal
piercing damage equal to 1d8 + your Strength modifier,
instead of the bludgeoning damage normal for an unarmed
strike.

6
Werebat

W
erebats are ill-tempered and resourceful. As Claw. You can use your sharp claws to make unarmed
humanoids, they are thin and boney, with strikes. If you hit with them, you can deal slashing damage
short, stiff hair. In their humanoid and hybrid equal to 1d6 + your Strength modifier.
forms, they use easily hidden daggers, while in
hybrid or animal form, they gain a devastating Bat Form
bite attack with their sharp fangs through The following traits apply when in your bat form.
which their curse is spread. A werebat infects Language. You can't speak while in bat form.
any creature that ventures too close. Flying. You have a flying speed of 40 feet.
Werebats live in large colonies found deep in remote caves. Natural Armor. Your AC is 10 + your Dexterity modifier.
Where one is found, others are sure to be nearby. You cannot wield a shield or wear armor while in bat form.
Natural Weapons. You are unable to wield normal
Werebat Traits weapons while in bat form. You can make one bite attack per
In addition to your retained racial traits, you have the turn, or two claw attacks per turn.
following traits in common with all werebats. Bite. Your fangs are natural weapons, which you can use to
Ability Score Increase. Your Dexterity increases by 1, to a make unarmed strikes. If you hit with them, you can deal
maximum of 20. piercing damage equal to 1d8 + your Strength modifier,
Keen Hearing. You have advantage on Wisdom instead of the bludgeoning damage normal for an unarmed
(Perception), and Intelligence (Investigation) checks that rely strike.
on hearing. If the target is a humanoid, on a hit, you can attempt to
Shapechanger. Your creature type is considered curse them with therianthropy. The target must succeed on a
humanoid. You can use your action to polymorph into a bat- Constitution saving throw (DC 8 + your proficiency bonus +
humanoid hybrid or into a Large bat, or back into your true your Constitution modifier) or be cursed with werebat
form. When in your hybrid or bat form your creature type is therianthropy.
also considered shapechanger. Your statistics, other than its You can not attempt this again until you have completed a
size and AC, are the same in each form. short or long rest.
Hybrid and Bat Forms. When transforming by choice you Claw. You can use your sharp claws to make unarmed
can choose between your hybrid, bat, and true forms. If strikes. If you hit with them, you can deal slashing damage
transforming against your will, due to a spell, the full moon, equal to 1d6 + your Strength modifier.
or a similar effect you may lose control of your
transformation (see The Illusion of Control section). When
transforming in this way, your alignment becomes lawful evil
for the duration.
Hybrid Form
You transform into a hybrid-bat creature. Your stature
remains the same, but powerful, leathery wings grow from
your back. The following traits apply when in your hybrid
form.
Flying. You have a flying speed of 25 feet. To use this
speed, you can't be wearing medium or heavy armor.
Cursed Resistance. You have resistance to piercing
damage from nonmagical attacks that aren't silvered.
Natural Weapons. In addition to the weapons you wield,
you can use the natural weapons listed below. If your class
grants you the multiattack ability, you can use your bite attack
as one of these attacks or the claw attack for any number of
attacks.
Bite. Your fangs are natural weapons, which you can use to
make unarmed strikes. If you hit with them, you can deal
piercing damage equal to 1d8 + your Strength modifier,
instead of the bludgeoning damage normal for an unarmed
strike.
If the target is a humanoid, on a hit, you can attempt to
curse them with therianthropy. The target must succeed on a
Constitution saving throw (DC 8 + your proficiency bonus +
your Constitution modifier) or be cursed with werebat
therianthropy.
You can not attempt this again until you have completed a
short or long rest.

7
Werebear

W
erebears are powerful therianthropes with the Bite. Your teeth are natural weapons, which you can use to
ability to temper their monstrous natures and make unarmed strikes. If you hit with them, you can deal
reject their violent impulses. In humanoid piercing damage equal to 1d8 + your Strength modifier,
form, they are large, muscular, and covered in instead of the bludgeoning damage normal for an unarmed
hair matching the color of their ursine form's strike.
fur. A werebear is a loner by nature, fearing If the target is a humanoid, on a hit, you can attempt to
what might happen to innocent creatures curse them with therianthropy. The target must succeed on a
around it when its bestial nature takes over. Constitution saving throw (DC 8 + your proficiency bonus +
When a werebear transforms, it grows to enormous size, your Constitution modifier) or be cursed with werebear
lashing out with weapons or claws. It fights with the ferocity therianthropy.
of a bear, though even in its bestial forms, it avoids biting so You can not attempt this again until you have completed a
as to not pass on its curse. Typically, a werebear passes on its short or long rest.
therianthropy only to chosen companions or apprentices, Claws. Your claws are natural weapons, which you can use
spending the time that follows helping the new therianthrope to make unarmed strikes. If you hit with them, you can deal
accept the curse in order to control it. slashing damage equal to 1d6 + your Strength modifier,
Solitary creatures, werebears act as wardens over their instead of the bludgeoning damage normal for an unarmed
territory, protecting flora and fauna alike from humanoid or strike.
monstrous intrusion. Though most werebears are of good
alignment, some are every bit as evil as other therianthropes. Bear Form
The following traits apply when in your bear form.
Werebear Traits Language. You can't speak while in bear form.
In addition to your retained racial traits, you have the Speed. Your base walking speed increases by 10 feet.
following traits in common with all werebears. Climb. You have a climb speed of 30 feet.
Ability Score Increase. Your Strength increases by 1, to a Natural Armor. Your AC is 12 + your Constitution
maximum of 20. modifier. You cannot wield a shield or wear armor while in
Keen Smell. You have advantage on Wisdom (Perception), bear form.
and Intelligence (Investigation) checks that rely on smell. Natural Weapons. You are unable to wield normal
Shapechanger. Your creature type is considered weapons while in bear form. You can make one bite attack
humanoid. You can use your action to polymorph into a bear- per turn, or two claw attacks per turn.
humanoid hybrid or into a Large bear, or back into your true Bite. Your teeth are natural weapons, which you can use to
form. When in your hybrid or bear form your creature type is make unarmed strikes. If you hit with them, you can deal
also considered shapechanger. Your statistics, other than its piercing damage equal to 1d8 + your Strength modifier,
size and AC, are the same in each form. instead of the bludgeoning damage normal for an unarmed
Hybrid and Bear Forms. When transforming by choice strike.
you can choose between your hybrid, bear, and true forms. If If the target is a humanoid, on a hit, you can attempt to
transforming against your will, due to a spell, the full moon, curse them with therianthropy. The target must succeed on a
or a similar effect you may lose control of your Constitution saving throw (DC 8 + your proficiency bonus +
transformation (see The Illusion of Control section). When your Constitution modifier) or be cursed with werebear
transforming in this way, your alignment becomes neutral therianthropy.
good for the duration. You can not attempt this again until you have completed a
short or long rest.
Hybrid Form
Claws. Your claws are natural weapons, which you can use
The following traits apply when in your hybrid form. to make unarmed strikes. If you hit with them, you can deal
Speed. Your base walking speed increases by 10 feet. slashing damage equal to 1d6 + your Strength modifier,
Cursed Resistance. You have resistance to piercing instead of the bludgeoning damage normal for an unarmed
damage from nonmagical attacks that aren't silvered. strike.
Natural Armor. Your body toughens as you transform.
When you aren't wearing armor, your AC is 12 + your
Constitution modifier. You can use your natural armor to
determine your AC if the armor you wear would leave you
with a lower AC. A shield's benefits apply as normal while you
use your natural armor.
Natural Weapons. In addition to the weapons you wield,
you can use the natural weapons listed below. If your class
grants you the multiattack ability, you can use your bite attack
as one of these attacks or the claws attack for any number of
attacks.

8
Wereboar

W
ereboars are ill-tempered and vulgar brutes. If the target is a humanoid, on a hit, you can attempt to
As humanoids, they are stocky and muscular, curse them with therianthropy. The target must succeed on a
with short, stiff hair. In their humanoid and Constitution saving throw (DC 8 + your proficiency bonus +
hybrid forms, they use heavy weapons, while your Constitution modifier) or be cursed with wereboar
in hybrid or animal form, they gain a therianthropy.
devastating goring attack through which their You can not attempt this again until you have completed a
curse is spread. A wereboar infects other short or long rest.
creatures indiscriminately, relishing the fact that the more its Maul. You can use your toughened body and tusks to make
victims resist the curse, the more savage and bestial they unarmed strikes. If you hit with them, you can deal
become. bludgeoning damage equal to 1d6 + your Strength modifier.
Wereboars live in small family groups in remote forest
areas, building ramshackle huts or dwelling in caves. They Boar Form
are suspicious of strangers but sometimes ally themselves The following traits apply when in your boar form.
with orcs. Language. You can't speak while in boar form.
Speed. Your base walking speed increases by 10 feet.
Wereboar Traits Natural Armor. Your AC is 13 + your Constitution
In addition to your retained racial traits, you have the modifier. You cannot wield a shield or wear armor while in
following traits in common with all wereboars. boar form.
Ability Score Increase. Your Constitution increases by 1, Natural Weapons. You are unable to wield normal
to a maximum of 20. weapons while in boar form. You can make one tusks attack
Shapechanger. Your creature type is considered per turn, or maul claw attacks per turn.
humanoid. You can use your action to polymorph into a boar- Tusks. Your tusks are natural weapons, which you can use
humanoid hybrid or into a Large boar, or back into your true to make unarmed strikes. If you hit with them, you can deal
form. When in your hybrid or boar form your creature type is slashing damage equal to 1d8 + your Strength modifier,
also considered shapechanger. Your statistics, other than its instead of the bludgeoning damage normal for an unarmed
size and AC, are the same in each form. strike.
Hybrid and Boar Forms. When transforming by choice If the target is a humanoid, on a hit, you can attempt to
you can choose between your hybrid, boar, and true forms. If curse them with therianthropy. The target must succeed on a
transforming against your will, due to a spell, the full moon, Constitution saving throw (DC 8 + your proficiency bonus +
or a similar effect you may lose control of your your Constitution modifier) or be cursed with wereboar
transformation (see The Illusion of Control section). When therianthropy.
transforming in this way, your alignment becomes neutral You can not attempt this again until you have completed a
evil for the duration. short or long rest.
Maul. You can use your toughened body and tusks to make
Hybrid Form
unarmed strikes. If you hit with them, you can deal
The following traits apply when in your hybrid form. bludgeoning damage equal to 1d6 + your Strength modifier.
Speed. Your base walking speed increases by 10 feet.
Cursed Resistance. You have resistance to piercing
damage from nonmagical attacks that aren't silvered.
Natural Armor. Your body toughens as you transform.
When you aren't wearing armor, your AC is 13 + your
Constitution modifier. You can use your natural armor to
determine your AC if the armor you wear would leave you
with a lower AC. A shield's benefits apply as normal while you
use your natural armor.
Natural Weapons. In addition to the weapons you wield,
you can use the natural weapons listed below. If your class
grants you the multiattack ability, you can use your tusks
attack as one of these attacks or the maul attack for any
number of attacks.
Tusks. Your tusks are natural weapons, which you can use
to make unarmed strikes. If you hit with them, you can deal
slashing damage equal to 1d8 + your Strength modifier,
instead of the bludgeoning damage normal for an unarmed
strike.

9
Werecow

W
erecows are typically even-tempered, but are Maul. You can use your toughened body and hooves to
capable of powerful displays when provoked. make unarmed strikes. If you hit with them, you can deal
As humanoids, they are stocky and even bludgeoning damage equal to 1d6 + your Strength modifier.
considered overweight in some cases. In their
hybrid forms, they are often mistaken for Cow Form
minotaur, while in hybrid or animal form, they The following traits apply when in your cow form.
gain a devastating goring attack through Language. You can't speak while in cow form.
which their curse is spread. A werecow is reluctant to spread Speed. Your base walking speed increases by 10 feet.
their curse and will only do so when enraged. False Appearance. You have advantage on any Deception
Werecows live solitary lives, homesteading in a remote or Performance checks when pretending to be a normal cow.
area far from others. Natural Armor. Your AC is 12 + your Constitution
modifier. You cannot wield a shield or wear armor while in
Werecow Traits cow form.
In addition to your retained racial traits, you have the Natural Weapons. You are unable to wield normal
following traits in common with all werecows. weapons while in cow form. You can make one gore attack
Ability Score Increase. Your Strength increases by 1, to a per turn, or two maul attacks per turn.
maximum of 20. Gore. Your horns are natural weapons, which you can use
Shapechanger. Your creature type is considered to make unarmed strikes. If you hit with them, you can deal
humanoid. You can use your action to polymorph into a cow- piercing damage equal to 1d8 + your Strength modifier,
humanoid hybrid or into a Large cow, or back into your true instead of the bludgeoning damage normal for an unarmed
form. When in your hybrid or cow form your creature type is strike.
also considered shapechanger. Your statistics, other than its If the target is a humanoid, on a hit, you can attempt to
size and AC, are the same in each form. curse them with therianthropy. The target must succeed on a
Hybrid and Cow Forms. When transforming by choice Constitution saving throw (DC 8 + your proficiency bonus +
you can choose between your hybrid, cow, and true forms. If your Constitution modifier) or be cursed with werecow
transforming against your will, due to a spell, the full moon, therianthropy.
or a similar effect you may lose control of your You can not attempt this again until you have completed a
transformation (see The Illusion of Control section). When short or long rest.
transforming in this way, your alignment becomes neutral for Maul. You can use your toughened body and hooves to
the duration. make unarmed strikes. If you hit with them, you can deal
bludgeoning damage equal to 1d6 + your Strength modifier.
Hybrid Form
The following traits apply when in your hybrid form.
Speed. Your base walking speed increases by 10 feet.
Cursed Resistance. You have resistance to piercing
damage from nonmagical attacks that aren't silvered.
Natural Armor. Your body toughens as you transform.
When you aren't wearing armor, your AC is 12 + your
Constitution modifier. You can use your natural armor to
determine your AC if the armor you wear would leave you
with a lower AC. A shield's benefits apply as normal while you
use your natural armor.
Natural Weapons. In addition to the weapons you wield,
you can use the natural weapons listed below. If your class
grants you the multiattack ability, you can use your gore
attack as one of these attacks or the maul attack for any
number of attacks.
Gore. Your horns are natural weapons, which you can use
to make unarmed strikes. If you hit with them, you can deal
piercing damage equal to 1d8 + your Strength modifier,
instead of the bludgeoning damage normal for an unarmed
strike.
If the target is a humanoid, on a hit, you can attempt to
curse them with therianthropy. The target must succeed on a
Constitution saving throw (DC 8 + your proficiency bonus +
your Constitution modifier) or be cursed with werecow
therianthropy.
You can not attempt this again until you have completed a
short or long rest.

10
Werecrab

W
erecrabs are reclusive wanderers. As If the target is a humanoid, on a hit, you can attempt to
humanoids, they are of an average build and curse them with therianthropy. The target must succeed on a
size. In their hybrid forms, they often use Constitution saving throw (DC 8 + your proficiency bonus +
improvised weapons from fishing gear, while your Constitution modifier) or be cursed with werecrab
in hybrid or animal form, they gain a powerful, therianthropy.
crushing pincer through which their curse is You can not attempt this again until you have completed a
spread. A werecrab will avoid most short or long rest.
interactions with others and only seeks to inflict others with Maul. You can use your carapaced body and pincer to make
its curse if absolutely nessicary. unarmed strikes. If you hit with them, you can deal
Wererabs live by themselves or in pairs, often near the bludgeoning damage equal to 1d6 + your Strength modifier.
coast or at sea.
Crab Form
Werecrab Traits The following traits apply when in your crab form.
You transform into a hybrid-crab creature. Your stature Language. You can't speak while in crab form.
remains the same, but one of your arms transforms into a Speed. Your base walking speed increases by 10 feet.
powerful pincer. In addition to your retained racial traits, you Swim Speed. You have a swimming speed of 30 feet.
have the following traits in common with all werecrabs. Amphibious. You can breathe air and water.
Ability Score Increase. Your Constitution increases by 1, Natural Armor. Your AC is 13 + your Constitution
to a maximum of 20. modifier. You cannot wield a shield or wear armor while in
Shapechanger. Your creature type is considered cow form.
humanoid. You can use your action to polymorph into a crab- Natural Weapons. You are unable to wield normal
humanoid hybrid or into a Large crab, or back into your true weapons while in cow form. You can make one pincer attack
form. When in your hybrid or crab form your creature type is per turn, or two maul attacks per turn.
also considered shapechanger. Your statistics, other than its Pincer. Your horns are natural weapons, which you can
size and AC, are the same in each form. use to make unarmed strikes. If you hit with them, you can
Hybrid and crab Forms. When transforming by choice deal piercing damage equal to 1d8 + your Strength modifier,
you can choose between your hybrid, crab, and true forms. If instead of the bludgeoning damage normal for an unarmed
transforming against your will, due to a spell, the full moon, strike.
or a similar effect you may lose control of your If the target is a humanoid, on a hit, you can attempt to
transformation (see The Illusion of Control section). When curse them with therianthropy. The target must succeed on a
transforming in this way, your alignment becomes neutral for Constitution saving throw (DC 8 + your proficiency bonus +
the duration. your Constitution modifier) or be cursed with werecrab
therianthropy.
Hybrid Form
You can not attempt this again until you have completed a
The following traits apply when in your hybrid form. short or long rest.
Speed. Your base walking speed increases by 10 feet. Maul. You can use your toughened body and hooves to
Swim Speed. You have a swimming speed of 30 feet. make unarmed strikes. If you hit with them, you can deal
Amphibious. You can breathe air and water. bludgeoning damage equal to 1d6 + your Strength modifier.
Cursed Resistance. You have resistance to piercing
damage from nonmagical attacks that aren't silvered.
Natural Armor. Your body toughens as you transform.
When you aren't wearing armor, your AC is 12 + your
Constitution modifier. You can use your natural armor to
determine your AC if the armor you wear would leave you
with a lower AC. A shield's benefits apply as normal while you
use your natural armor.
Natural Weapons. In addition to the weapons you wield,
you can use the natural weapons listed below. If your class
grants you the multiattack ability, you can use your pincer
attack as one of these attacks or the maul attack for any
number of attacks.
Pincer. Your pincers are natural weapons, which you can
use to make unarmed strikes. If you hit with them, you can
deal piercing damage equal to 1d8 + your Strength modifier,
instead of the bludgeoning damage normal for an unarmed
strike.

11
Weredragon

W
eredragons are a varied and unique subset of If the target is a humanoid, on a hit, you can attempt to
therianthropes. Also commonly referred to as curse them with therianthropy. The target must succeed on a
dragon-sickness. Weredragons are created by Constitution saving throw (DC 8 + your proficiency bonus +
encountering others afflicted by the condition your Constitution modifier) or be cursed with weredragon
or, in rare cases, by spending a significant therianthropy.
amount of time near the remains of an ancient You can not attempt this again until you have completed a
dragon. While most other varieties of short or long rest.
therianthrope tend towards a single shift in alignment, such Claw. You can use your sharp claws to make unarmed
as chaotic evil, weredragons exhibit the tendencies of the strikes. If you hit with them, you can deal slashing damage
dragon from which their ailment originates. In their hybrid equal to 1d6 + your Strength modifier.
forms, weredragons are often mistaken for dragonborn,
though anyone familiar with the race has little trouble Drake Form
distinguishing the two. The following traits apply when in your drake form.
Most commonly, weredragons are found among dragon Language. You can't speak while in drake form.
cultists or in remote, isolated communities. Speed. Your base walking speed increases by 10 feet.
Draconic Resistance. You have resistance to the damage
Weredragon Traits type determined by the dragon whose color you share, as
In addition to your retained racial traits, you have the shown in the table below.
following traits in common with all weredragons. Color Resistance
Ability Score Increase. Your Constitution increases by 1, Black or Copper Acid
to a maximum of 20.
Shapechanger. Your creature type is considered Blue or Bronze Lightning
humanoid. You can use your action to polymorph into a Brass, Gold, or Red Fire
draconic-humanoid hybrid or into a Large drake, or back into
your true form. When in your hybrid or drake form your Green Poison
creature type is also considered shapechanger. Your Silver or White Cold
statistics, other than its size and AC, are the same in each
form. Natural Armor. Your AC is 11 + your Constitution modifier.
Hybrid and Drake Forms. When transforming by choice You cannot wield a shield or wear armor while in drake form.
you can choose between your hybrid, drake, and true forms. If Natural Weapons. You are unable to wield normal
transforming against your will, due to a spell, the full moon, weapons while in drake form. You can make one bite attack
or a similar effect you may lose control of your per turn, or two claw attacks per turn.
transformation (see The Illusion of Control section). When Bite. Your teeth are natural weapons, which you can use to
transforming in this way, your alignment becomes the same make unarmed strikes. If you hit with them, you can deal
as the dragon whose color you share (for example, a red piercing damage equal to 1d8 + your Strength modifier,
dragon is chaotic evil). instead of the bludgeoning damage normal for an unarmed
strike.
Hybrid Form If the target is a humanoid, on a hit, you can attempt to
The following traits apply when in your hybrid form. curse them with therianthropy. The target must succeed on a
Speed. Your base walking speed increases by 10 feet. Constitution saving throw (DC 8 + your proficiency bonus +
Cursed Resistance. You have resistance to piercing your Constitution modifier) or be cursed with weredragon
damage from nonmagical attacks that aren't silvered. therianthropy.
Natural Armor. Your body toughens as you transform. You can not attempt this again until you have completed a
When you aren't wearing armor, your AC is 11 + your short or long rest.
Constitution modifier. You can use your natural armor to Claw. You can use your sharp claws to make unarmed
determine your AC if the armor you wear would leave you strikes. If you hit with them, you can deal slashing damage
with a lower AC. A shield's benefits apply as normal while you equal to 1d6 + your Strength modifier.
use your natural armor.
Natural Weapons. In addition to the weapons you wield,
you can use the natural weapons listed below. If your class
grants you the multiattack ability, you can use your bite attack
as one of these attacks or the claw attack for any number of
attacks.
Bite. Your teeth are natural weapons, which you can use to
make unarmed strikes. If you hit with them, you can deal
piercing damage equal to 1d8 + your Strength modifier,
instead of the bludgeoning damage normal for an unarmed
strike.

12
Werefrog

W
erefrogs are a amiable but private individuals. You can not attempt this again until you have completed a
As humanoids, they are lean and fit. In their short or long rest.
humanoid and hybrid forms, they use simple Kick. Your legs are powerful, natural weapons, which you
weapons, while in hybrid or animalform, they can use to make unarmed strikes. If you hit with them, you
gain powerful legs and and jaws, inflicting can deal slashing damage equal to 1d6 + your Strength
painful bites through which thier curse is modifier, instead of the bludgeoning damage normal for an
spread. A werefrog infects others vary rarely, unarmed strike.
prefering to be left alone entirely.
Werefrogs live alone in or near swamps or other bodies of Frog Form
water. The following traits apply when in your frog form.
Language. You can't speak while in frog form.
Werefrog Traits Speed. Your base walking speed increases by 10 feet.
In addition to your retained racial traits, you have the Swim Speed. You have a swimming speed of 40 feet.
following traits in common with all werefrogs. Powerful Jumper. Your long jump is up to 30 feet and your
Ability Score Increase. Your Dexterity increases by 1, to a high jump is up to 15 feet, with or without a running start.
maximum of 20. Natural Armor. Your AC is 11 + your Dexterity modifier.
Shapechanger. Your creature type is considered You cannot wield a shield or wear armor while in frog form.
humanoid. You can use your action to polymorph into a frog- Natural Weapons. You are unable to wield normal
humanoid hybrid or into a Large frog, or back into your true weapons while in frog form. You can make one bite attack per
form. When in your hybrid or frog form your creature type is turn, or two kick attacks per turn.
also considered shapechanger. Your statistics, other than its Bite. Your powerful jaws are natural weapons, which you
size and AC, are the same in each form. can use to make unarmed strikes. If you hit with them, you
Hybrid and Frog Forms. When transforming by choice can deal piercing damage equal to 1d8 + your Strength
you can choose between your hybrid, frog, and true forms. If modifier, instead of the bludgeoning damage normal for an
transforming against your will, due to a spell, the full moon, unarmed strike.
or a similar effect you may lose control of your If the target is a humanoid, on a hit, you can attempt to
transformation (see The Illusion of Control section). When curse them with therianthropy. The target must succeed on a
transforming in this way, your alignment becomes neutral for Constitution saving throw (DC 8 + your proficiency bonus +
the duration. your Constitution modifier) or be cursed with werefrog
therianthropy.
Hybrid Form
You can not attempt this again until you have completed a
The following traits apply when in your hybrid form. short or long rest.
Speed. Your base walking speed increases by 10 feet. Kick. Your legs are powerful, natural weapons, which you
Cursed Resistance. You have resistance to piercing can use to make unarmed strikes. If you hit with them, you
damage from nonmagical attacks that aren't silvered. can deal slashing damage equal to 1d6 + your Strength
Swim Speed. You have a swimming speed of 30 feet. modifier, instead of the bludgeoning damage normal for an
Powerful Jumper. Your long jump is up to 30 feet and your unarmed strike.
high jump is up to 15 feet, with or without a running start.
Natural Armor. Your body toughens as you transform.
When you aren't wearing armor, your AC is 11 + your
Dexterity modifier. You can use your natural armor to
determine your AC if the armor you wear would leave you
with a lower AC. A shield's benefits apply as normal while you
use your natural armor.
Natural Weapons. In addition to the weapons you wield,
you can use the natural weapons listed below. If your class
grants you the multiattack ability, you can use your bite attack
as one of these attacks or the kick attack for any number of
attacks.
Bite. Your powerful jaws are natural weapons, which you
can use to make unarmed strikes. If you hit with them, you
can deal piercing damage equal to 1d8 + your Strength
modifier, instead of the bludgeoning damage normal for an
unarmed strike.
If the target is a humanoid, on a hit, you can attempt to
curse them with therianthropy. The target must succeed on a
Constitution saving throw (DC 8 + your proficiency bonus +
your Constitution modifier) or be cursed with werefrog
therianthropy.

13
Weregator

W
eregators are solitary and short-tempered. As You can not attempt this again until you have completed a
humanoids, they are muscular but otherwise short or long rest.
unassuming. In their humanoid and hybrid Tail. You can use your thick tail to make unarmed strikes. If
forms, they use heavy weapons, while in you hit with them, you can deal bludgeoning damage equal to
hybrid or animal form, they gain a powerful 1d6 + your Strength modifier.
bite attack through which their curse is
spread. A weregator infects other creatures Alligator Form
indiscriminately should they cross paths. The following traits apply when in your alligator form.
Weregators live in small groups or by themselves typically, Language. You can't speak while in alligator form.
and can be found in swamps or near other bodies of water. Swim Speed. You have a swimming speed of 45 feet.
Natural Armor. Your AC is 13 + your Constitution
Weregator Traits modifier. You cannot wield a shield or wear armor while in
In addition to your retained racial traits, you have the gator form.
following traits in common with all weregators. Natural Weapons. In addition to the weapons you wield,
Ability Score Increase. Your Constitution increases by 1, you can use the natural weapons listed below. If your class
to a maximum of 20. grants you the multiattack ability, you can use your bite attack
Shapechanger. Your creature type is considered as one of these attacks or the tail attack for any number of
humanoid. You can use your action to polymorph into a attacks.
alligator-humanoid hybrid or into a Large alligator, or back Bite. Your teeth and powerful jaws are natural weapons,
into your true form. When in your hybrid or alligator form which you can use to make unarmed strikes. If you hit with
your creature type is also considered shapechanger. Your them, you can deal piercing damage equal to 1d8 + your
statistics, other than its size and AC, are the same in each Strength modifier, instead of the bludgeoning damage normal
form. for an unarmed strike.
Hybrid and Alligator Forms. When transforming by If the target is a humanoid, on a hit, you can attempt to
choice you can choose between your hybrid, alligator, and curse them with therianthropy. The target must succeed on a
true forms. If transforming against your will, due to a spell, Constitution saving throw (DC 8 + your proficiency bonus +
the full moon, or a similar effect you may lose control of your your Constitution modifier) or be cursed with weregator
transformation (see The Illusion of Control section). When therianthropy.
transforming in this way, your alignment becomes neutral You can not attempt this again until you have completed a
evil for the duration. short or long rest.
Tail. You can use your thick tail to make unarmed strikes. If
Hybrid Form
you hit with them, you can deal bludgeoning damage equal to
The following traits apply when in your hybrid form. 1d6 + your Strength modifier.
Speed. Your base walking speed increases by 10 feet.
Swim Speed. You have a swimming speed of 30 feet.
Cursed Resistance. You have resistance to piercing
damage from nonmagical attacks that aren't silvered.
Natural Armor. Your body toughens as you transform.
When you aren't wearing armor, your AC is 13 + your
Constitution modifier. You can use your natural armor to
determine your AC if the armor you wear would leave you
with a lower AC. A shield's benefits apply as normal while you
use your natural armor.
Natural Weapons. In addition to the weapons you wield,
you can use the natural weapons listed below. If your class
grants you the multiattack ability, you can use your bite attack
as one of these attacks or the tail attack for any number of
attacks.
Bite. Your teeth and powerful jaws are natural weapons,
which you can use to make unarmed strikes. If you hit with
them, you can deal piercing damage equal to 1d8 + your
Strength modifier, instead of the bludgeoning damage normal
for an unarmed strike.
If the target is a humanoid, on a hit, you can attempt to
curse them with therianthropy. The target must succeed on a
Constitution saving throw (DC 8 + your proficiency bonus +
your Constitution modifier) or be cursed with weregator
therianthropy.

14
Weregoat

W
eregoats are ill-tempered but otherwise aloof. If the target is a humanoid, on a hit, you can attempt to
As humanoids, they are lean and muscular curse them with therianthropy. The target must succeed on a
with yellow eyes. In their humanoid and hybrid Constitution saving throw (DC 8 + your proficiency bonus +
forms, they use simple weapons like hammers your Constitution modifier) or be cursed with weregoat
and clubs, while in hybrid or animal form, they therianthropy.
gain devastating ram and bite attack through You can not attempt this again until you have completed a
which their curse is spread. A weregoats only short or long rest.
infect others when annoyed or to settle some wrong doing . Ram. You can use your horns to make unarmed strikes. If
Weregoats live in small family groups in remote mountain you hit with them, you can deal bludgeoning damage equal to
areas, building ramshackle huts or dwelling in caves. They 1d6 + your Strength modifier.
are suspicious of strangers and tend to avoid them when
possible. Goat Form
The following traits apply when in your goat form.
Weregoat Traits Language. You can't speak while in goat form.
In addition to your retained racial traits, you have the Speed. Your base walking speed increases by 10 feet.
following traits in common with all weregoats. Sure-Footed. You have advantage on Strength and
Ability Score Increase. Your Constitution increases by 1, Dexterity saving throws made against effects that would
to a maximum of 20. knock you prone.
Shapechanger. Your creature type is considered Natural Armor. Your AC is 11 + your Dexterity modifier.
humanoid. You can use your action to polymorph into a goat- You cannot wield a shield or wear armor while in goat form.
humanoid hybrid or into a Large goat, or back into your true Natural Weapons. You are unable to wield normal
form. When in your hybrid or goat form your creature type is weapons while in goat form. You can make one bite attack
also considered shapechanger. Your statistics, other than its per turn, or two ram attacks per turn.
size and AC, are the same in each form. Bite. Your teeth are natural weapons, which you can use to
Hybrid and Goat Forms. When transforming by choice make unarmed strikes. If you hit with them, you can deal
you can choose between your hybrid, goat, and true forms. If piercing damage equal to 1d8 + your Strength modifier,
transforming against your will, due to a spell, the full moon, instead of the bludgeoning damage normal for an unarmed
or a similar effect you may lose control of your strike.
transformation (see The Illusion of Control section). When If the target is a humanoid, on a hit, you can attempt to
transforming in this way, your alignment becomes neutral curse them with therianthropy. The target must succeed on a
evil for the duration. Constitution saving throw (DC 8 + your proficiency bonus +
your Constitution modifier) or be cursed with weregoat
Hybrid Form
therianthropy.
The following traits apply when in your hybrid form. You can not attempt this again until you have completed a
Speed. Your base walking speed increases by 10 feet. short or long rest.
Sure-Footed. You have advantage on Strength and Ram. You can use your horns to make unarmed strikes. If
Dexterity saving throws made against effects that would you hit with them, you can deal bludgeoning damage equal to
knock you prone. 1d6 + your Strength modifier.
Cursed Resistance. You have resistance to piercing
damage from nonmagical attacks that aren't silvered.
Natural Armor. Your body toughens as you transform.
When you aren't wearing armor, your AC is 11 + your
Dexterity modifier. You can use your natural armor to
determine your AC if the armor you wear would leave you
with a lower AC. A shield's benefits apply as normal while you
use your natural armor.
Natural Weapons. In addition to the weapons you wield,
you can use the natural weapons listed below. If your class
grants you the multiattack ability, you can use your bite attack
as one of these attacks or the ram attack for any number of
attacks.
Bite. Your teeth are natural weapons, which you can use to
make unarmed strikes. If you hit with them, you can deal
piercing damage equal to 1d8 + your Strength modifier,
instead of the bludgeoning damage normal for an unarmed
strike.

15
Werehyena

W
erehyenas are large, short-tempered, and You can not attempt this again until you have completed a
unpredictable. As humanoids, they are hulking short or long rest.
with coarse, short hair. In their humanoid and Claw. You can use your sharp claws to make unarmed
hybrid forms, they favor heavy axes, while in strikes. If you hit with them, you can deal slashing damage
hybrid or animal form, they gain a devastating equal to 1d6 + your Strength modifier.
bite attack through which their curse is
spread. A werehyena infects other creatures Hyena Form
indiscriminately, their laugh echoing in the minds of their The following traits apply when in your hyena form.
victims as they watch the curse slowly corrupt them. Language. You can't speak while in hyena form.
Werehyenas live in small clan-like groups in remote areas, Speed. Your base walking speed increases by 10 feet.
building ramshackle huts or dwelling in caves. Rampage. When you reduce a creature to 0 hit points with
a melee attack, you can take a bonus action to move up to
Werehyena Traits half your speed and make a bite attack.
In addition to your retained racial traits, you have the Natural Armor. Your AC is 12 + your Constitution
following traits in common with all werehyenas. modifier. You cannot wield a shield or wear armor while in
Ability Score Increase. Your Constitution increases by 1, hyena form.
to a maximum of 20. Natural Weapons. You are unable to wield normal
Shapechanger. Your creature type is considered weapons while in hyena form. You can make one bite attack
humanoid. You can use your action to polymorph into a per turn, or two claw attacks per turn.
hyena-humanoid hybrid or into a Large hyena, or back into Bite. Your teeth are natural weapons, which you can use to
your true form. When in your hybrid or hyena form your make unarmed strikes. If you hit with them, you can deal
creature type is also considered shapechanger. Your piercing damage equal to 1d8 + your Strength modifier,
statistics, other than its size and AC, are the same in each instead of the bludgeoning damage normal for an unarmed
form. strike.
Hybrid and Hyena Forms. When transforming by choice If the target is a humanoid, on a hit, you can attempt to
you can choose between your hybrid, hyena, and true forms. If curse them with therianthropy. The target must succeed on a
transforming against your will, due to a spell, the full moon, Constitution saving throw (DC 8 + your proficiency bonus +
or a similar effect you may lose control of your your Constitution modifier) or be cursed with werehyena
transformation (see The Illusion of Control section). When therianthropy.
transforming in this way, your alignment becomes chaotic You can not attempt this again until you have completed a
evil for the duration. short or long rest.
Claw. You can use your toughened body and tusks to make
Hybrid Form
unarmed strikes. If you hit with them, you can deal slashing
The following traits apply when in your hybrid form. damage equal to 1d6 + your Strength modifier.
Speed. Your base walking speed increases by 10 feet.
Cursed Resistance. You have resistance to piercing
damage from nonmagical attacks that aren't silvered.
Natural Armor. Your body toughens as you transform.
When you aren't wearing armor, your AC is 12 + your
Constitution modifier. You can use your natural armor to
determine your AC if the armor you wear would leave you
with a lower AC. A shield's benefits apply as normal while you
use your natural armor.
Natural Weapons. In addition to the weapons you wield, you
can use the natural weapons listed below. If your class grants
you the multiattack ability, you can use your bite attack as one
of these attacks or the claw attack for any number of attacks.
Bite. Your teeth are natural weapons, which you can use to
make unarmed strikes. If you hit with them, you can deal
piercing damage equal to 1d8 + your Strength modifier,
instead of the bludgeoning damage normal for an unarmed
strike.
If the target is a humanoid, on a hit, you can attempt to
curse them with therianthropy. The target must succeed on a
Constitution saving throw (DC 8 + your proficiency bonus +
your Constitution modifier) or be cursed with werehyena
therianthropy.

16
Werejaguar

W
erejaguars are often mistaken for as Bite. Your teeth are natural weapons, which you can use to
weretigers, though they tend to be more make unarmed strikes. If you hit with them, you can deal
slender in form and more reserved in piercing damage equal to 1d8 + your Strength modifier,
personality. Otherwise, the two are quite instead of the bludgeoning damage normal for an unarmed
similar. strike.
They hold a general dislike for weretigers If the target is a humanoid, on a hit, you can attempt to
and try to avoid any area where they may curse them with therianthropy. The target must succeed on a
come into contact. Constitution saving throw (DC 8 + your proficiency bonus +
your Constitution modifier) or be cursed with werejaguar
Werejaguar Traits therianthropy.
In addition to your retained racial traits, you have the You can not attempt this again until you have completed a
following traits in common with all werejaguars. short or long rest.
Claws. Your claws are natural weapons, which you can use
Ability Score Increase. Your Dexterity increases by 1, to a to make unarmed strikes. If you hit with them, you can deal
maximum of 20. slashing damage equal to 1d6 + your Strength modifier,
Keen Hearing. You have advantage on Wisdom instead of the bludgeoning damage normal for an unarmed
(Perception), and Intelligence (Investigation) checks that rely strike.
on hearing.
Shapechanger. Your creature type is considered Jaguar Form
humanoid. You can use your action to polymorph into a The following traits apply when in your jaguar form.
jaguar-humanoid hybrid or into a Large jaguar, or back into Language. You can't speak while in jaguar form.
your true form. When in your hybrid or jaguar form your Speed. Your base walking speed increases by 10 feet.
creature type is also considered shapechanger. Your Pounce. If you move at least 15 feet straight toward a
statistics, other than its size and AC, are the same in each creature and then hit it with a claw attack on the same turn,
form. that target must succeed on a Strength saving throw (DC 8 +
Hybrid and Jaguar Forms. When transforming by choice your proficiency bonus + your Strength modifier) or be
you can choose between your hybrid, jaguar, and true forms. knocked prone. If the target is prone, you can make one bite
If transforming against your will, due to a spell, the full moon, attack against it as a bonus action.
or a similar effect you may lose control of your Natural Armor. Your AC is 11 + your Constitution
transformation (see The Illusion of Control section). When modifier. You cannot wield a shield or wear armor while in
transforming in this way, your alignment becomes neutral for jaguar form.
the duration. Natural Weapons. You are unable to wield normal
weapons while in jaguar form. You can make one bite attack
Hybrid Form per turn, or two claw attacks per turn.
The following traits apply when in your hybrid form. Bite. Your teeth are natural weapons, which you can use to
Speed. Your base walking speed increases by 10 feet. make unarmed strikes. If you hit with them, you can deal
Cursed Resistance. You have resistance to piercing piercing damage equal to 1d8 + your Strength modifier,
damage from nonmagical attacks that aren't silvered. instead of the bludgeoning damage normal for an unarmed
Pounce. If you move at least 15 feet straight toward a strike.
creature and then hit it with a claw attack on the same turn, If the target is a humanoid, on a hit, you can attempt to
that target must succeed on a Strength saving throw (DC 8 + curse them with therianthropy. The target must succeed on a
your proficiency bonus + your Strength modifier) or be Constitution saving throw (DC 8 + your proficiency bonus +
knocked prone. If the target is prone, you can make one bite your Constitution modifier) or be cursed with werejaguar
attack against it as a bonus action. therianthropy.
Natural Armor. Your body toughens as you transform. You can not attempt this again until you have completed a
When you aren't wearing armor, your AC is 11 + your short or long rest.
Constitution modifier. You can use your natural armor to Claws. Your claws are natural weapons, which you can use
determine your AC if the armor you wear would leave you to make unarmed strikes. If you hit with them, you can deal
with a lower AC. A shield's benefits apply as normal while you slashing damage equal to 1d6 + your Strength modifier,
use your natural armor. instead of the bludgeoning damage normal for an unarmed
Natural Weapons. In addition to the weapons you wield, strike.
you can use the natural weapons listed below. If your class
grants you the multiattack ability, you can use your bite attack
as one of these attacks or the claws attack for any number of
attacks.

17
Weremonkey

W
eremonkeys are mischievous and Natural Weapons. In addition to the weapons you wield,
unpredictable. As humanoids, they are you can use the natural weapons listed below. If your class
indistinguishable from others of their race. In grants you the multiattack ability, you can use your bite attack
their humanoid and hybrid forms, they use as one of these attacks or the claw attack for any number of
light weapons, while in hybrid and animal attacks.
form, they gain a vicious bite attack through Bite. Your teeth are natural weapons, which you can use to
which their curse is spread. A weremonkey make unarmed strikes. If you hit with them, you can deal
infect other creatures only rarely, and only when they feel the piercing damage equal to 1d8 + your Strength modifier,
individual is deserving of such a fate. instead of the bludgeoning damage normal for an unarmed
Most weremonkeys live either by themselves or in small strike.
groups deep in the forest or jungle. They are naturally If the target is a humanoid, on a hit, you can attempt to
curious and, mostly, helpful towards strangers. curse them with therianthropy. The target must succeed on a
Constitution saving throw (DC 8 + your proficiency bonus +
Weremonkey Traits your Constitution modifier) or be cursed with weremonkey
In addition to your retained racial traits, you have the therianthropy.
following traits in common with all weremonkeys. You can not attempt this again until you have completed a
Ability Score Increase. Your Dexterity increases by 1, to a short or long rest.
maximum of 20. Claw. You can use your sharp claws to make unarmed
Shapechanger. Your creature type is considered strikes. If you hit with them, you can deal slashing damage
humanoid. You can use your action to polymorph into a equal to 1d6 + your Strength modifier.
monkey-humanoid hybrid or into a Large monkey, or back Monkey Form
into your true form. When in your hybrid or monkey form The following traits apply when in your monkey form.
your creature type is also considered shapechanger. Your Language. You can't speak while in monkey form.
statistics, other than its size and AC, are the same in each Speed. Your base walking speed increases by 10 feet.
form. Climbing. You have a climb speed of 30 feet as long as you
Hybrid and Monkey Forms. When transforming by choice are no encumbered or wearing heavy armor.
you can choose between your hybrid, monkey, and true forms. Prehensile Tail. You can grasp things with your tail. It has
If transforming against your will, due to a spell, the full moon, a reach of 5 feet, and it can lift a number of pounds equal to
or a similar effect you may lose control of your twice your Strength score (minimum 2 pounds). You can use
transformation (see The Illusion of Control section). When it to do the following simple tasks: lift, drop, hold, push, or
transforming in this way, your alignment becomes neutral pull an object or a creature; open or close a door or a
evil for the duration. container; or make an unarmed strike. Your DM might allow
Hybrid Form
other simple tasks to be added to that list of options. Your tail
The following traits apply when in your hybrid form. can't wield weapons or shields or do anything that requires
Speed. Your base walking speed increases by 10 feet. manual precision, such as using tools or magic items or
Cursed Resistance. You have resistance to piercing performing the somatic components of a spell.
damage from nonmagical attacks that aren't silvered. Natural Armor. Your AC is 11 + your Dexterity modifier.
Climbing. You have a climb speed of 30 feet as long as you You cannot wield a shield or wear armor while in monkey
are no encumbered or wearing heavy armor. form.
Prehensile Tail. You can grasp things with your tail. It has Natural Weapons. You are unable to wield normal
a reach of 5 feet, and it can lift a number of pounds equal to weapons while in monkey form. You can make one bite attack
twice your Strength score (minimum 2 pounds). You can use per turn, or two claw attacks per turn.
it to do the following simple tasks: lift, drop, hold, push, or Bite. Your teeth are natural weapons, which you can use to
pull an object or a creature; open or close a door or a make unarmed strikes. If you hit with them, you can deal
container; or make an unarmed strike. Your DM might allow piercing damage equal to 1d8 + your Strength modifier,
other simple tasks to be added to that list of options. Your tail instead of the bludgeoning damage normal for an unarmed
can't wield weapons or shields or do anything that requires strike.
manual precision, such as using tools or magic items or If the target is a humanoid, on a hit, you can attempt to
performing the somatic components of a spell. curse them with therianthropy. The target must succeed on a
Natural Armor. Your body toughens as you transform. Constitution saving throw (DC 8 + your proficiency bonus +
When you aren't wearing armor, your AC is 11 + your your Constitution modifier) or be cursed with weremonkey
Dexterity modifier. You can use your natural armor to therianthropy.
determine your AC if the armor you wear would leave you You can not attempt this again until you have completed a
with a lower AC. A shield's benefits apply as normal while you short or long rest.
use your natural armor. Claw. You can use your sharp claws to make unarmed
strikes. If you hit with them, you can deal slashing damage
equal to 1d6 + your Strength modifier.

18
Wererabbit

W
ererabbits are good-natured, eccentric, cheese- If the target is a humanoid, on a hit, you can attempt to
loving neighbors. As humanoids, they are curse them with therianthropy. The target must succeed on a
unassuming and unrecognizable from others Constitution saving throw (DC 8 + your proficiency bonus +
of their race. In their humanoid and hybrid your Constitution modifier) or be cursed with wererabbit
forms, they use weapons of their own making, therianthropy.
while in hybrid or animal form, they gain a You can not attempt this again until you have completed a
devastating bite attack through which their short or long rest.
curse is spread. A wererabbit rarely seeks to infects other Kick. Your legs are poweful, natural weapons, which you
creatures, and when in their humanoid form, they most can use to make unarmed strikes. If you hit with them, you
actively seek a cure. can deal slashing damage equal to 1d6 + your Strength
Wererabbits live quiet, comfortable lives with plenty of modifier, instead of the bludgeoning damage normal for an
cheese and crackers, and often with a single companion such unarmed strike.
as a loyal dog. In most cases, they try to avoid vegitable
competitions. Rabbit Form
The following traits apply when in your rabbit form.
Wererabbit Traits Language. You can't speak while in rabbit form.
In addition to your retained racial traits, you have the Speed. Your base walking speed increases by 10 feet.
following traits in common with all wererabbits. Powerful Jumper. Your long jump is up to 30 feet and your
Ability Score Increase. Your Dexterity increases by 1, to a high jump is up to 15 feet, with or without a running start.
maximum of 20. Natural Armor. Your AC is 11 + your Dexterity modifier.
Shapechanger. Your creature type is considered You cannot wield a shield or wear armor while in rabbit form.
humanoid. You can use your action to polymorph into a Natural Weapons. You are unable to wield normal
rabbit-humanoid hybrid or into a Large rabbit, or back into weapons while in rabbit form. You can make one bite attack
your true form. When in your hybrid or rabbit form your per turn, or two kicks attacks per turn.
creature type is also considered shapechanger. Your Bite. Your tusks are natural weapons, which you can use to
statistics, other than its size and AC, are the same in each make unarmed strikes. If you hit with them, you can deal
form. piercing damage equal to 1d8 + your Strength modifier,
Hybrid and Rabbit Forms. When transforming by choice instead of the bludgeoning damage normal for an unarmed
you can choose between your hybrid, rabbit, and true forms. If strike.
transforming against your will, due to a spell, the full moon, If the target is a humanoid, on a hit, you can attempt to
or a similar effect you may lose control of your curse them with therianthropy. The target must succeed on a
transformation (see The Illusion of Control section). When Constitution saving throw (DC 8 + your proficiency bonus +
transforming in this way, your alignment becomes chaotic your Constitution modifier) or be cursed with wererabbit
good for the duration. therianthropy.
You can not attempt this again until you have completed a
Hybrid Form
short or long rest.
The following traits apply when in your hybrid form. Kick. Your legs are powerful, natural weapons, which you
Speed. Your base walking speed increases by 10 feet. can use to make unarmed strikes. If you hit with them, you
Cursed Resistance. You have resistance to piercing can deal slashing damage equal to 1d6 + your Strength
damage from nonmagical attacks that aren't silvered or made modifier, instead of the bludgeoning damage normal for an
of 24-carrot gold. unarmed strike.
Powerful Jumper. Your long jump is up to 30 feet and your
high jump is up to 15 feet, with or without a running start.
Natural Armor. Your body toughens as you transform.
When you aren't wearing armor, your AC is 11 + your
Dexterity modifier. You can use your natural armor to
determine your AC if the armor you wear would leave you
with a lower AC. A shield's benefits apply as normal while you
use your natural armor.
Natural Weapons. In addition to the weapons you wield,
you can use the natural weapons listed below. If your class
grants you the multiattack ability, you can use your bite attack
as one of these attacks or your kick attack for any number of
attacks.
Bite. Your tusks are natural weapons, which you can use to
make unarmed strikes. If you hit with them, you can deal
piercing damage equal to 1d8 + your Strength modifier,
instead of the bludgeoning damage normal for an unarmed
strike.

19
Wererat

W
ererats are cunning therianthropes with sly, Natural Weapons. In addition to the weapons you wield,
avaricious personalities. They are wiry and you can use the natural weapons listed below. If your class
twitchy in humanoid form, with thin hair and grants you the multiattack ability, you can use your bite attack
darting eyes. In their humanoid and hybrid as one of these attacks or the claws attack for any number of
forms, wererats prefer light weapons and use attacks.
ambush tactics rather than fighting as a pack. Bite. Your teeth are natural weapons, which you can use to
Although a wererat can deliver a nasty bite in make unarmed strikes. If you hit with them, you can deal
its rat form, it favors that form for stealthy infiltration and piercing damage equal to 1d8 + your Strength modifier,
escape rather than combat. instead of the bludgeoning damage normal for an unarmed
A wererat clan operates much like a thieves' guild, with strike.
wererats transmitting their curse only to creatures they want If the target is a humanoid, on a hit, you can attempt to
to induct into the clan. Wererats that are accidentally cursed curse them with therianthropy. The target must succeed on a
or break loose from the clan's control are quickly hunted Constitution saving throw (DC 8 + your proficiency bonus +
down and killed. your Constitution modifier) or be cursed with wererat
Wererat clans are found throughout urban civilization, therianthropy.
often dwelling in cellars and catacombs. These creatures are You can not attempt this again until you have completed a
common in the sewers beneath major cities, viewing those short or long rest.
subterranean areas as their hunting grounds. Rats and giant Claws. Your claws are natural weapons, which you can use
rats are commonly found living among wererats. to make unarmed strikes. If you hit with them, you can deal
slashing damage equal to 1d6 + your Strength modifier,
Wererat Traits instead of the bludgeoning damage normal for an unarmed
In addition to your retained racial traits, you have the strike.
following traits in common with all wererats. Rat Form
Ability Score Increase. Your Dexterity increases by 1, to a The following traits apply when in your rat form.
maximum of 20. Language. You can't speak while in rat form.
Keen Smell. You have advantage on Wisdom (Perception), Speed. Your base walking speed increases by 10 feet.
and Intelligence (Investigation) checks that rely on smell. Ambush Tactics. If you attack a creature from a hidden
Shapechanger. Your creature type is considered location and hit, add an additional 1d6 damage to that attack.
humanoid. You can use your action to polymorph into a rat- Once you’ve hit a creature, you must successfully hide before
humanoid hybrid or into a Large rat, or back into your true you can use this ability again.
form. When in your hybrid or rat form your creature type is Natural Armor. Your AC is 11 + your Constitution
also considered shapechanger. Your statistics, other than its modifier. You cannot wield a shield or wear armor while in rat
size and AC, are the same in each form. form.
Hybrid and Rat Forms. When transforming by choice you Natural Weapons. You are unable to wield normal
can choose between your hybrid, rat, and true forms. If weapons while in rat form. You can make one bite attack per
transforming against your will, due to a spell, the full moon, turn, or two claw attacks per turn.
or a similar effect you may lose control of your Bite. Your teeth are natural weapons, which you can use to
transformation (see The Illusion of Control section). When make unarmed strikes. If you hit with them, you can deal
transforming in this way, your alignment becomes lawful evil piercing damage equal to 1d8 + your Strength modifier,
for the duration. instead of the bludgeoning damage normal for an unarmed
Hybrid Form
strike.
The following traits apply when in your hybrid form. If the target is a humanoid, on a hit, you can attempt to
Speed. Your base walking speed increases by 10 feet. curse them with therianthropy. The target must succeed on a
Cursed Resistance. You have resistance to piercing Constitution saving throw (DC 8 + your proficiency bonus +
damage from nonmagical attacks that aren't silvered. your Constitution modifier) or be cursed with wererat
Ambush Tactics. If you attack a creature from a hidden therianthropy.
location and hit, add an additional 1d6 damage to that attack. You can not attempt this again until you have completed a
Once you’ve hit a creature, you must successfully hide before short or long rest.
you can use this ability again. Claws. Your claws are natural weapons, which you can use
Natural Armor. Your body toughens as you transform. to make unarmed strikes. If you hit with them, you can deal
When you aren't wearing armor, your AC is 11 + your slashing damage equal to 1d6 + your Strength modifier,
Constitution modifier. You can use your natural armor to instead of the bludgeoning damage normal for an unarmed
determine your AC if the armor you wear would leave you strike.
with a lower AC. A shield's benefits apply as normal while you
use your natural armor.

20
Wereraven

W
ereravens are secretive and extraordinarily You can not attempt this again until you have completed a
cautious therianthropes that trust one another short or long rest.
but are wary of just about everyone else. Talons. You can use your toughened body and tusks to
Although skilled at blending into society, they make unarmed strikes. If you hit with them, you can deal
keep mostly to themselves, respect local laws, slashing damage equal to 1d6 + your Strength modifier.
and strive to do good whenever possible.
In their human and hybrid forms, Raven Form
wereravens favor light weapons. They are reluctant to make The following traits apply when in your raven form.
bite attacks in raven form for fear of spreading their curse to Language. You can't speak while in raven form.
those who don't deserve it or who would abuse it. Flying. You have a flying speed of 40 feet.
Natural Armor. Your AC is 10 + your Dexterity modifier.
Wereraven Traits You cannot wield a shield or wear armor while in raven form.
In addition to your retained racial traits, you have the Natural Weapons. You are unable to wield normal
following traits in common with all wereravens. weapons while in raven form. You can make one bite attack
Ability Score Increase. Your Dexterity increases by 1, to a per turn, or two talon attacks per turn.
maximum of 20. Bite. Your beak is a natural weapon, which you can use to
Keen Hearing. You have advantage on Wisdom make unarmed strikes. If you hit with them, you can deal
(Perception), and Intelligence (Investigation) checks that rely piercing damage equal to 1d8 + your Strength modifier,
on hearing. instead of the bludgeoning damage normal for an unarmed
Shapechanger. Your creature type is considered strike.
humanoid. You can use your action to polymorph into a raven- If the target is a humanoid, on a hit, you can attempt to
humanoid hybrid or into a Large raven, or back into your true curse them with therianthropy. The target must succeed on a
form. When in your hybrid or raven form your creature type is Constitution saving throw (DC 8 + your proficiency bonus +
also considered shapechanger. Your statistics, other than its your Constitution modifier) or be cursed with wereraven
size and AC, are the same in each form. therianthropy.
You can not attempt this again until you have completed a
Hybrid and Raven Forms. When transforming by choice you short or long rest.
can choose between your hybrid, raven, and true forms. If Talons. You can use your sharp talons to make unarmed
transforming against your will, due to a spell, the full moon, strikes. If you hit with them, you can deal slashing damage
or a similar effect you may lose control of your equal to 1d6 + your Strength modifier.
transformation (see The Illusion of Control section). When
transforming in this way, your alignment becomes lawful
good for the duration.
Hybrid Form
You transform into a hybrid-raven creature. Your stature
remains the same, but powerful, feathery wings grow from
your back. The following traits apply when in your hybrid
form.
Flying. You have a flying speed of 25 feet. To use this
speed, you can't be wearing medium or heavy armor.
Cursed Resistance. You have resistance to piercing
damage from nonmagical attacks that aren't silvered.
Natural Weapons. In addition to the weapons you wield,
you can use the natural weapons listed below. If your class
grants you the multiattack ability, you can use your bite attack
as one of these attacks or the talon attack for any number of
attacks.
Bite. Your beak is a natural weapon, which you can use to
make unarmed strikes. If you hit with them, you can deal
piecing damage equal to 1d8 + your Strength modifier,
instead of the bludgeoning damage normal for an unarmed
strike.
If the target is a humanoid, on a hit, you can attempt to
curse them with therianthropy. The target must succeed on a
Constitution saving throw (DC 8 + your proficiency bonus +
your Constitution modifier) or be cursed with wereraven
therianthropy.

21
Wereshark

W
eresharks are quick-tempered and violent. As You can not attempt this again until you have completed a
humanoids, they are stocky and muscular, short or long rest.
often without any hair. While in hybrid or Maul. You can use your toughened body and powerful build
animal form, they gain a devastating bite to make unarmed strikes. If you hit with an unarmed strike,
attack through which their curse is spread. A you can deal bludgeoning damage equal to 1d6 + your
wereshark infects other creatures Strength modifier.
indiscriminately, assuming the individual
survives the encounter. Shark Form
Weresharks live alone along the coast or as a member of a The following traits apply when in your shark form.
shipcrew comprised of other weresharks. Language. You can't speak while in shark form.
Swim Speed. You have a swimming speed of 40 feet.
Wereshark Traits Amphibious. You can breathe air and water.
In addition to your retained racial traits, you have the Natural Armor. Your AC is 12 + your Constitution
following traits in common with all weresharks. modifier. You cannot wield a shield or wear armor while in
Ability Score Increase. Your Constitution increases by 1, shark form.
to a maximum of 20. Natural Weapons. You are unable to wield normal
Shapechanger. Your creature type is considered weapons while in shark form. You can make two bite attacks
humanoid. You can use your action to polymorph into a shark- per turn.
humanoid hybrid or into a Large shark, or back into your true Bite. Your teeth are natural weapons, which you can use to
form. When in your hybrid or shark form your creature type make unarmed strikes. If you hit with them, you can deal
is also considered shapechanger. Your statistics, other than piercing damage equal to 1d10 + your Strength modifier,
its size and AC, are the same in each form. instead of the bludgeoning damage normal for an unarmed
Hybrid and Shark Forms. When transforming by choice strike.
you can choose between your hybrid, shark, and true forms. If If the target is a humanoid, on a hit, you can attempt to
transforming against your will, due to a spell, the full moon, curse them with therianthropy. The target must succeed on a
or a similar effect you may lose control of your Constitution saving throw (DC 8 + your proficiency bonus +
transformation (see The Illusion of Control section). When your Constitution modifier) or be cursed with wereshark
transforming in this way, your alignment becomes chaotic therianthropy.
evil for the duration. You can not attempt this again until you have completed a
short or long rest.
Hybrid Form
The following traits apply when in your hybrid form.
Speed. Your base walking speed increases by 10 feet.
Swim Speed. You have a swimming speed of 30 feet.
Amphibious. You can breathe air and water.
Cursed Resistance. You have resistance to piercing
damage from nonmagical attacks that aren't silvered.
Natural Armor. Your body toughens as you transform.
When you aren't wearing armor, your AC is 12 + your
Constitution modifier. You can use your natural armor to
determine your AC if the armor you wear would leave you
with a lower AC. A shield's benefits apply as normal while you
use your natural armor.
Natural Weapons. In addition to the weapons you wield,
you can use the natural weapons listed below. If your class
grants you the multiattack ability, you can use your bite attack
as one of these attacks or the maul attack for any number of
attacks.
Bite. Your teeth are natural weapons, which you can use to
make unarmed strikes. If you hit with them, you can deal
piercing damage equal to 1d8 + your Strength modifier,
instead of the bludgeoning damage normal for an unarmed
strike.
If the target is a humanoid, on a hit, you can attempt to
curse them with therianthropy. The target must succeed on a
Constitution saving throw (DC 8 + your proficiency bonus +
your Constitution modifier) or be cursed with wereshark
therianthropy.

22
Wereserpent

W
ereserpents are vengeful and vindictive. As If the target is a humanoid, on a hit, you can attempt to
humanoids, they are tall and lean, typically curse them with therianthropy. The target must succeed on a
lacking all body hair. In their humanoid and Constitution saving throw (DC 8 + your proficiency bonus +
hybrid forms, they use narrow blades, while in your Constitution modifier) or be cursed with wereserpent
hybrid or animal form, they gain a devastating therianthropy.
bite attack through which their curse is You can not attempt this again until you have completed a
spread. A wereserpent infects any creature short or long rest.
that runs afoul of its temper. Wereserpents live in solitary Constrict. You can use your toughened body to crush your
lives, often far removed from others. Many can be found in opponents. On a hit, you can deal bludgeoning damage equal
regions populated by Yuan-ti, who are believed to be the to 1d4 + your Strength modifier, and the target is grappled
originators of this particular curse. (escape DC 8 + your proficiency bonus + your Strength
Wereserpent Traits modifier). Until this grapple ends, the creature is restrained,
and you can't constrict another target.
In addition to your retained racial traits, you have the
following traits in common with all wereserpents. Serpent Form
Ability Score Increase. Your Dexterity increases by 1, to a The following traits apply when in your serpent form.
maximum of 20. Language. You can't speak while in serpent form.
Shapechanger. Your creature type is considered Speed. Your base walking speed increases by 10 feet.
humanoid. You can use your action to polymorph into a Poison Resistance. You have resistance to poison damage
serpent-humanoid hybrid or into a Large serpent, or back into and advantage on saves against being poisoned.
your true form. When in your hybrid or serpent form your Natural Armor. Your AC is 11 + your Dexterity modifier.
creature type is also considered shapechanger. Your You cannot wield a shield or wear armor while in serpent
statistics, other than its size and AC, are the same in each form.
form. Natural Weapons. You are unable to wield normal
Hybrid and serpent Forms. When transforming by choice weapons while in serpent form. You can make one bite attack
you can choose between your hybrid, serpent, and true forms. per turn, or two constrict attacks per turn.
If transforming against your will, due to a spell, the full moon, Bite. Your teeth are natural weapons, which you can use to
or a similar effect you may lose control of your make unarmed strikes. If you hit with them, you can deal
transformation (see The Illusion of Control section). When piercing damage equal to 1d8 + your Strength modifier,
transforming in this way, your alignment becomes neutral instead of the bludgeoning damage normal for an unarmed
evil for the duration. strike.
If the target is a humanoid, on a hit, you can attempt to
Hybrid Form curse them with therianthropy. The target must succeed on a
You transform into a hyrid-serpent creature. Your stature Constitution saving throw (DC 8 + your proficiency bonus +
remains the same, but your legs transform into a long, your Constitution modifier) or be cursed with wereserpent
powerful snake torso. The following traits apply when in your therianthropy.
hybrid form. You can not attempt this again until you have completed a
Speed. Your base walking speed increases by 10 feet. short or long rest.
Cursed Resistance. You have resistance to piercing Constrict. You can use your toughened body to crush your
damage from nonmagical attacks that aren't silvered. opponents. On a hit, you can deal bludgeoning damage equal
Natural Armor. Your body toughens as you transform. to 1d4 + your Strength modifier, and the target is grappled
When you aren't wearing armor, your AC is 11 + your (escape DC 8 + your proficiency bonus + your Strength
Dexterity modifier. You can use your natural armor to modifier). Until this grapple ends, the creature is restrained,
determine your AC if the armor you wear would leave you and you can't constrict another target.
with a lower AC. A shield's benefits apply as normal while you
use your natural armor.
Natural Weapons. In addition to the weapons you wield,
you can use the natural weapons listed below. If your class
grants you the multiattack ability, you can use your bite attack
as one of these attacks or the constrict attack for any number
of attacks.
Bite. Your teeth are natural weapons, which you can use to
make unarmed strikes. If you hit with them, you can deal
piercing damage equal to 1d8 + your Strength modifier,
instead of the bludgeoning damage normal for an unarmed
strike.

23
Weretiger

W
eretigers are ferocious hunters and warriors Bite. Your teeth are natural weapons, which you can use to
with a haughty and fastidious nature. Lithe make unarmed strikes. If you hit with them, you can deal
and sleekly muscular in humanoid form, they piercing damage equal to 1d8 + your Strength modifier,
are taller than average and meticulously instead of the bludgeoning damage normal for an unarmed
groomed. Weretigers grow to enormous size in strike.
animal and hybrid form, but they fight in their If the target is a humanoid, on a hit, you can attempt to
more refined humanoid form when they can. curse them with therianthropy. The target must succeed on a
They don't like to pass on their curse, because every new Constitution saving throw (DC 8 + your proficiency bonus +
weretiger means competition for territory and prey. your Constitution modifier) or be cursed with weretiger
Weretigers live in jungles on the fringes of humanoid therianthropy.
civilization, traveling to isolated settlements to trade or revel. You can not attempt this again until you have completed a
They live and hunt alone or in small family groups. short or long rest.
Claws. Your claws are natural weapons, which you can use
Weretiger Traits to make unarmed strikes. If you hit with them, you can deal
In addition to your retained racial traits, you have the slashing damage equal to 1d6 + your Strength modifier,
following traits in common with all weretigers. instead of the bludgeoning damage normal for an unarmed
Ability Score Increase. Your Strength increases by 1, to a strike.
maximum of 20. Tiger Form
Keen Hearing. You have advantage on Wisdom The following traits apply when in your tiger form.
(Perception), and Intelligence (Investigation) checks that rely Language. You can't speak while in tiger form.
on hearing. Speed. Your base walking speed increases by 10 feet.
Shapechanger. Your creature type is considered Pounce. If you move at least 15 feet straight toward a
humanoid. You can use your action to polymorph into a tiger- creature and then hit it with a claw attack on the same turn,
humanoid hybrid or into a Large tiger, or back into your true that target must succeed on a Strength saving throw (DC 8 +
form. When in your hybrid or tiger form your creature type is your proficiency bonus + your Strength modifier) or be
also considered shapechanger. Your statistics, other than its knocked prone. If the target is prone, you can make one bite
size and AC, are the same in each form. attack against it as a bonus action.
Hybrid and Tiger Forms. When transforming by choice Natural Armor. Your AC is 11 + your Constitution
you can choose between your hybrid, tiger, and true forms. If modifier. You cannot wield a shield or wear armor while in
transforming against your will, due to a spell, the full moon, tiger form.
or a similar effect you may lose control of your Natural Weapons. You are unable to wield normal
transformation (see The Illusion of Control section). When weapons while in tiger form. You can make one bite attack
transforming in this way, your alignment becomes neutral for per turn, or two claw attacks per turn.
the duration. Bite. Your teeth are natural weapons, which you can use to
Hybrid Form
make unarmed strikes. If you hit with them, you can deal
The following traits apply when in your hybrid form. piercing damage equal to 1d8 + your Strength modifier,
Speed. Your base walking speed increases by 10 feet. instead of the bludgeoning damage normal for an unarmed
Cursed Resistance. You have resistance to piercing strike.
damage from nonmagical attacks that aren't silvered. If the target is a humanoid, on a hit, you can attempt to
Pounce. If you move at least 15 feet straight toward a curse them with therianthropy. The target must succeed on a
creature and then hit it with a claw attack on the same turn, Constitution saving throw (DC 8 + your proficiency bonus +
that target must succeed on a Strength saving throw (DC 8 + your Constitution modifier) or be cursed with weretiger
your proficiency bonus + your Strength modifier) or be therianthropy.
knocked prone. If the target is prone, you can make one bite You can not attempt this again until you have completed a
attack against it as a bonus action. short or long rest.
Claws. Your claws are natural weapons, which you can use
Natural Armor. Your body toughens as you transform. When to make unarmed strikes. If you hit with them, you can deal
you aren't wearing armor, your AC is 11 + your Constitution slashing damage equal to 1d6 + your Strength modifier,
modifier. You can use your natural armor to determine your instead of the bludgeoning damage normal for an unarmed
AC if the armor you wear would leave you with a lower AC. A strike.
shield's benefits apply as normal while you use your natural
armor.
Natural Weapons. In addition to the weapons you wield,
you can use the natural weapons listed below. If your class
grants you the multiattack ability, you can use your bite attack
as one of these attacks or the claws attack for any number of
attacks.

24
Werewolf

A
werewolf is a savage predator. In its humanoid If the target is a humanoid, on a hit, you can attempt to
form, a werewolf has heightened senses, a fiery curse them with therianthropy. The target must succeed on a
temper, and a tendency to eat rare meat. Its wolf Constitution saving throw (DC 8 + your proficiency bonus +
form is a fearsome predator, but its hybrid form your Constitution modifier) or be cursed with werewolf
is more terrifying by far-a furred and well- therianthropy.
muscled humanoid body topped by a ravening You can not attempt this again until you have completed a
wolf's head. A werewolf can wield weapons in short or long rest.
hybrid form, though it prefers to tear foes apart with its Claws. Your claws are natural weapons, which you can use
powerful claws and bite. to make unarmed strikes. If you hit with them, you can deal
Most werewolves flee civilized lands not long after slashing damage equal to 1d6 + your Strength modifier,
becoming afflicted. Those that reject the curse fear what will instead of the bludgeoning damage normal for an unarmed
happen if they remain among their friends and family. Those strike.
that embrace the curse fear discovery and the consequences
of their murderous acts. In the wild, werewolves form packs Wolf Form
that also include wolves and dire wolves. The following traits apply when in your wolf form.
Language. You can't speak while in wolf form.
Werewolf Traits Speed. Your base walking speed increases by 10 feet.
In addition to your retained racial traits, you have the Natural Armor. Your AC is 11 + your Constitution
following traits in common with all werewolves. modifier. You cannot wield a shield or wear armor while in
Ability Score Increase. Your Constitution increases by 1, wolf form.
to a maximum of 20. Natural Weapons. You are unable to wield normal
Keen Hearing and Smell. You have advantage on Wisdom weapons while in wolf form. You can make one bite attack
(Perception), and Intelligence (Investigation) checks that rely per turn, or two claw attacks per turn.
on either hearing or smell. Bite. Your teeth are natural weapons, which you can use to
Shapechanger. Your creature type is considered make unarmed strikes. If you hit with them, you can deal
humanoid. You can use your action to polymorph into a wolf- piercing damage equal to 1d8 + your Strength modifier,
humanoid hybrid or into a Large wolf, or back into your true instead of the bludgeoning damage normal for an unarmed
form. When in your hybrid or wolf form your creature type is strike.
also considered shapechanger. Your statistics, other than its If the target is a humanoid, on a hit, you can attempt to
size and AC, are the same in each form. curse them with therianthropy. The target must succeed on a
Hybrid and Wolf Forms. When transforming by choice Constitution saving throw (DC 8 + your proficiency bonus +
you can choose between your hybrid, wolf, and true forms. If your Constitution modifier) or be cursed with werewolf
transforming against your will, due to a spell, the full moon, therianthropy.
or a similar effect you may lose control of your You can not attempt this again until you have completed a
transformation (see The Illusion of Control section). When short or long rest.
transforming in this way, your alignment becomes chaotic Claws. Your claws are natural weapons, which you can use
evil for the duration. to make unarmed strikes. If you hit with them, you can deal
slashing damage equal to 1d6 + your Strength modifier,
Hybrid Form
instead of the bludgeoning damage normal for an unarmed
The following traits apply when in your hybrid form. strike.
Speed. Your base walking speed increases by 10 feet.
Cursed Resistance. You have resistance to piercing
damage from nonmagical attacks that aren't silvered.
Natural Armor. Your body toughens as you transform.
When you aren't wearing armor, your AC is 11 + your
Constitution modifier. You can use your natural armor to
determine your AC if the armor you wear would leave you
with a lower AC. A shield's benefits apply as normal while you
use your natural armor.
Natural Weapons. In addition to the weapons you wield,
you can use the natural weapons listed below. If your class
grants you the multiattack ability, you can use your bite attack
as one of these attacks or the claws attack for any number of
attacks.
Bite. Your teeth are natural weapons, which you can use to
make unarmed strikes. If you hit with them, you can deal
piercing damage equal to 1d8 + your Strength modifier,
instead of the bludgeoning damage normal for an unarmed
strike.

25
Feats
Alpha-therian If the target is still grappled by you at the start of your next
turn, you may use your action to go into a death roll. The
Prerequisites: Therianthropy Racial Variant and Charisma target takes slashing damage equal to 3d8 + your Strength
13 or higher modifier, and must make a Strength saving throw (DC 8 +
Other therianthropes of your same kind look to you as a your proficiency bonus + your Strength modifier) or be
leader. knocked prone. If the target is already prone they take an
You have advantage on Intimidation checks and, checks additional 1d8 damage.
when interacting with therianthropes of your same kind, After successfully completing a death roll, your grapple is
Persuation checks also. released.
As a bonus action, you can let loose a bone-chilling howl or
roar. All therianthropes of your kind within 1 mile that can Draconic Breath
hear it will begin to seek you out. Untransformed Prerequisites: Therianthropy Racial Variant: Weredragon and
therianthropes of your kind that hear it must make a Wisdom Consitution 13 or higher
saving throw (DC 8 + your proficiency bonus + your Your transformation has affected you more deeply than
Charisma modifier) or transform into either their hybrid of others of your variety. Through practice, you have learned to
creature form. summon a breath weapon. While in hybrid or drake form, you
Arcane Attacks can use your action to exhale destructive energy. The
draconic source of your curse determines the size, shape, and
Prerequisites: Therianthropy Racial Variant and Strength or damage type of the exhalation, see the table below.
Dexterity 13 or higher When you use your breath weapon, each creature in the
The curse that has transformed your body has left traces of area of the exhalation must make a saving throw, the type of
magic behind. Your unarmed strikes count as magical for the which is determined by your draconic source. The DC for this
purpose of overcoming resistance and immunity to saving throw equals 8 + your Constitution modifier + your
nonmagical attacks and damage. proficiency bonus. A creature takes 2d6 damage on a failed
save, and half as much damage on a successful one. The
Arcane Hide damage increases to 3d6 at 6th level, 4d6 at 11th level, and
Prerequisites: Therianthropy Racial Variant and Constitution 5d6 at 16th level.
or Dexterity 13 or higher After you use your breath weapon, you can't use it again
The curse that has transformed your body has left traces of until you complete a short or long rest.
magic behind further toughening your hide and improving Breath Weapon
your reflexes. Your AC increase by +1. Dragon DamageType Breath Weapon
This feat can be taken multiple times, increasing your AC
by +1 each time. Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Controlled Form Brass Fire 5 by 30 ft. line (Dex. save)
Prerequisites: Therianthropy Racial Variant and Wisdom 13 Bronze Lightning 5 by 30 ft. line (Dex. save)
or higher
You have mastery over your affliction. Even in the light of Copper Acid 5 by 30 ft. line (Dex. save)
the full moon you maintain control of your impulses. Gold Fire 15 ft. cone (Dex. save)
Regardless of the cause of your transformation, you retain Green Poison 15 ft. cone (Con. save)
control of your alignment and the form that you take. When
no longer in the light of the full moon or under the effect of a Red Fire 15 ft. cone (Dex. save)
spell, you can transform without making a saving throw. Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Con. save)
Death Roll
Prerequisites: Therianthropy Racial Variant: Weregator and Echolocate
Strength 13 or higher
Your powerful jaws are nearly inescapable. If you hit a Prerequisites: Therianthropy Racial Variant: Werebat and
target with your bite attack, the target is grappled (escape DC Wisdom 13 or higher
8 + your proficiency bonus + your Strength modifier). Until You gain blindsight with a range of 60 feet as long as you
this grapple ends, the target is restrained, and the crocodile are not deafened.
can't bite another target.
Electrolocation
Prerequisites: Therianthropy Racial Variant: Wereshark and
Wisdom 13 or higher
You gain blindsight with a range of 60 feet as long as you
are in a body of water.

26
Improved Cursed Resistance
Prerequisites: Therianthropy Racial Variant and Constitution
13 or higher
Your body becomes more resiliant and you are harder to
kill.
While in hybrid form, you gain resistance to an additional
damage type of your choice when you take this feat. If
bludgeoning or slashing is chosen, it is for nonmagical
attacks that aren't silvered.
This feat can be taken multiple times, choosing an
additional resistance each time.
Loosed Tongue
Prerequisites: Therianthropy Racial Variant and Intelligence
13 or higher
Even in your creature form, you retain your ability to speak.
As well, you retain your ability to cast spells regardlesss of
form. However, in your creature form you are only able to cast
spells as long as they do not require sommatic or material
components.
Venomous Strike
Prerequisites: Therianthropy Racial Variant: Werefrog or
Wereserpent and Constitution 13 or higher
Your transformation produces venomous fangs or siliva. If
you hit a target with your bite attack, it must make a
Constitution saving throw (DC 8 + your proficiency bonus +
your Constitution modifier), taking 10 (3d6) poison damage
on a failed save, or half as much damage on a successful one.
This replaces the save against being cursed with
therianthropy.
Vicious Laughter
Prerequisites: Therianthropy Racial Variant: Werehyena and
Constitution 13 or higher
As an bonus action, you produce a cackling, unnerving
laugh. Creatures of your choice within 10 feet of you that can
hear you must succeed on a Wisdom saving throw or become
frightened of you until the end of your next turn. The DC of
the save equals 8 + your proficiency bonus + your
Constitution modifier. Once you use this trait, you can't use it
again until you finish a short or long rest.
Wild Attacker
Prerequisites: Therianthropy Racial Variant and Strenght or
Dexterity 13 or higher
You attack with vicious intensity. When you make an attack
with your natural weapons in either your hybrid or creature
form, you can make an additional attack with your natural
weapons as a bonus action.

27
Thank You!
I wanted to take a moment to thank you for taking a look at
my homebrew. Your support and willingness to give my
creations a chance means a lot to me, so thank you.
As well, I would love any constructive feedback you might
have. I realize I'm not perfect, and some of my designs may
be flawed.
Good luck and may you roll well!
Other Works:
If you like what I've made here, take a look at my other
creations.
Reddit:
Warlock Patron: The Ancient Dragon and Transcendent
Dragon
Monk Subclass: Way of the Tiger God
The Tlakah: An Aztec Inspired Race
DMsGuild:
Fenrick's Compendium Volume I & II (Classes,
Subclasses, Spells, and Races and Racial Variants)

And Some Legal Stuff

Art Credits
Art used in this supplement is granted by Creative
Commons license and courtesy of Wizards of the
Coast.

DUNGEONS & DRAGONS, D&D, Wizards of the


Coast, Forgotten Realms, Ravenloft, Eberron, the
dragon ampersand, Ravnica and all other Wizards
of the Coast product names, and their respective
logos are trademarks of Wizards of the Coast in the
USA and other countries.
This work contains material that is copyright
Wizards of the Coast and/or other authors. Such
material is used with permission under the
Community Content Agreement for Dungeon
Masters Guild.
All other original material in this work is
copyright 2021 by Joshua Taylor and published
under the Community Content Agreement for
Dungeon Masters Guild.

~Credits~
Also, a special thank you to the many redditors that
have given feedback to improve this work.

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