Deem Leem's bag o' Stuff

Werekin sub-races

Part time furrys. All of these are subraces so go ahead and pick a humanoid race. If that race has subraces already, such as elf, pick one for your appearance alone. More types can be added upon request.

ability score increase:
age: you age 10x slower for your race
Size: Medium
speed:
Languages:
race features:

All werekin subraces have the following traits:


Darkvision. Your eyes are naturally inclined to see in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Additionally, your eyes reflect light like a cat or dogs.
Great Hunger. You eat twice the normal amount for your race.
Silvered Weakness. You have vulnerability to attacks from silvered weapons and ammunition.
Curse bound. The magic in your body makes you incredibly susceptible to curses. You auto fail any saving throws against them.
Beastkin. you can speak with animals you share blood with without casting Speak with Animals while you are in your beast or hybrid forms.
Also your human form kinda smells look like the animal you share blood with. Most people won't be able to tell.
Shapechanger. As an action, you can change into your hybrid or beast form. Your game statistics, other than those stated below, remain the same in each form. Any equipment you are wearing or carrying is not transformed. You revert to your original form when you take an action to revert back, if you are reduced to 0 hit points, or a number of hours equal to 1/3 of your level rounded down has passed. If you are a druid, this will synergise with your wild shape and allow you to remain shifted for a number of hours equal to your level assuming your shifted into the animal you share blood with. Additionally, you transform against your will anytime their is a full moon or eclipse for the entire night. During this lunar shift you act as the animal you share blood with.

Wolf, Rise up sigma nation!

beast

Chase. While in wolf form, your movement speed becomes 40ft.
Tracker. While in wolf form, you have advantage on checks made to smell and see. In addition, you gain advantage on checks made to track people and or things.
Pack tactics. While in wolf form, if any of your allies are within 5ft of an enemy that you are within 5ft of, both of you gain advantage on attack rolls.
Natural Weapons. While in wolf form, your claws (1d6 slashing) and teeth (1d8 piercing) become natural weapons. As a bonus action whenever you make an attack action, you may attempt to knock prone an enemy.
Howl. You like to howl. This does nothing.

Hybrid:

Wild blood. While in hybrid form, you have advantage on all strength checks and saves but disadvantage on all wisdom checks and saves.
Thick hide. While in hybrid form, your natural AC becomes 13 + your dex mod (regular armor for humanoids fall off during transformation)
Natural Weapons. While in hybrid form, you can use your claws (1d6 slashing) and teeth (1d8 piercing) as natural weapons.
Regeneration. While in hybrid form, you gain temporary hit points upon transforming equal to your proficiency bonus. These temporary hit points replenish at the start of your turn if you have lost any. You cannot regenerate these temporary hit points at the start of your next turn if you have taken damage from a silvered weapon within the last 3 turns.
Fetch. Any time a creature throws a small or medium item you have to make a wisdom saving throw not to chase after it.

Cat, Fun fact: all trans woman get one free pair of cat ears.

Beast

Climb. While in cat form, your climbing speed becomes 30ft.
Hunter. While in cat form, you have advantage on checks made to smell and hear and advantage on acrobatics checks.
Natural Weapons. While in cat form, your claws (1d4 slashing) and teeth (1d6 piercing) become natural weapons. As a reaction, you can gain 1 AC for 1 incoming attack that you can see as you swat it away.
Bastard. You like to knock things off shelves and tables.

Hybrid:

Wild blood. While in hybrid form, you have advantage on all dexterity checks and saves but disadvantage on all wisdom checks and saves.
9 lives. While in hybrid form, your natural AC becomes 13 + your dex mod (regular armor for humanoids fall off during transformation).
Natural Weapons. While in hybrid form, you can use your claws (1d6 slashing + dex) and teeth (1d8 piercing) as natural weapons.
Climbing claws. Your climbing speed is equal to your normal movement.
Regeneration. While in hybrid form, you gain temporary hit points upon transforming equal to your proficiency bonus. These temporary hit points replenish at the start of your turn if you have lost any. You cannot regenerate these temporary hit points at the start of your next turn if you have taken damage from a silvered weapon within the last 3 turns.
Play hunting. Anytime you see a tiny critter move near you, you have to make a wisdom saving throw not to pounce on it.

Bear, Hash tag Dad Bod

Beast

Natural Armor. While in bear form, your natural AC becomes 11 + your con mod.
Tracker. While in bear form, you have advantage on checks made to smell and see. In addition, you gain advantage on checks made to track people and or things.
Natural Weapons. While in bear form, your claws (1d6 slashing) and teeth (1d8 piercing) become natural weapons. As a bonus action whenever you make an attack action, you may attempt to knock prone an enemy
Roar. While in bear form can roar as a bonus action. Any hostile creature that can hear you within 30ft must succeed a wisdom saving throw (DC 13) or become frightened of you until the end of your next turn. Any creature who succeeded the check cannot be frightened by it again for 24 hours.
Mother bear. You are very protective of your family, which you think is your party while in bear form.

Hybrid:

Wild blood. While in hybrid form, you have advantage on all strength checks and saves but disadvantage on all wisdom checks and saves.
Thick hide(6tu). While in hybrid form, your natural AC becomes 13 + your con mod (regular armor for humanoids fall off during transformation)
Natural Weapons. While in hybrid form, you can use your claws (1d6 slashing) and teeth (1d8 piercing) as natural weapons.
Regeneration. While in hybrid form, you gain temporary hit points upon transforming equal to twice your proficiency bonus. These temporary hit points replenish at the start of your turn if you have lost any. You cannot regenerate these temporary hit points at the start of your next turn if you have taken damage from a silvered weapon within the last 3 turns.
Sweet tooth. Anytime you smell treats like honey or pie, you have to make a wisdom saving throw not to go and investigate/steal.

Rabbit, *Stares loudly*Lopunny joke...

Beast

Jump. while in rabbit form, your jump distance/height is 20 ft.
Vigilance of Prey. While in rabbit form, you have a +2 to passive perception and advantage on acrobatics checks.
Natural Armor(Fur 4tu). While in rabbit form, your natural AC becomes 11 + your dex mod.
Cute and Unassuming. People will try to pet you but will ignore you if they have anything better to do.

hybrid:

Wild blood. While in hybrid form, you have advantage on all dexterity checks and saves but disadvantage on all wisdom checks and saves.
Naturally Jumpy. You gain proficiency in Acrobatics/Athletics (Your choice) and can take the dodge & dash actions as bonus actions and your jump height is doubled.
Natural Weapons. While in hybrid form, you can kick for 1d8 Bludgeoning and punch for 1d4 Bludgeoning. This stacks with the monks unarmed attack.
Powerful legs. Your jump distance/height is doubled and your movement speed is increased by 15ft.
Regeneration. While in hybrid form, you gain temporary hit points upon transforming equal to your proficiency bonus. These temporary hit points replenish at the start of your turn if you have lost any. You cannot regenerate these temporary hit points at the start of your next turn if you have taken damage from a silvered weapon within the last 3 turns.
Prey's panic. Any time there's a loud noise or bright flash, you have to make a wisdom saving throw not to go into full flight or fight mode.

Final notes

Making new were kin. ... don't. It's gonna get annoying if everyone you bite becomes a werekin.
Cureing werekin. it's a major curse and won't be broken by simple magic like remove curse

Created by

stormgate_dnd.

Statblock Type

Race/Species

Link/Embed