race features:
All three 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.
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 you kind of smell and look like whatever animal you share blood with. Most people won't be able to tell what you are by this.
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:
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.
Wolf-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:
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.
Cat 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:
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 member(s) while in bear form.
Bear 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.
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