Therianthrope (5e Race)

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Therianthrope[edit]

One of the most ancient and feared of all curses, therianthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature cursed by therianthropy appears as its normal self. Over time, however, many therianthropy acquire features suggestive of their animal form. In that animal form, a therianthropy resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark.

Evil therianthropy hide among normal folk, emerging in animal form at night to spread terror and bloodshed, especially under a full moon. Good therianthropy are reclusive and uncomfortable around other civilized creatures, often living alone in wilderness areas far from villages and towns.

Curse of Therianthropy[edit]

A humanoid creature can be afflicted with the curse of therianthrope after being wounded by a therianthrope, or if one or both of its parents are therianthropes. A remove curse spell can rid an afflicted therianthrope of the curse, but a natural born therianthrope can be freed of the curse only with a wish.

A therianthrope can either resist its curse or embrace it. By resisting the curse, a therianthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form-or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a therianthrope as bloody dreams.

Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most therianthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak.

Therianthrope Traits[edit]

Therianthropes are cursed Humanoids that shapehchange into dangerous animal forms such as wolves, bears, boars, crocodiles, and tigers.
Ability Score Increase. Your Strength score increases by 2.
Age. therianthropes age just as a Human.
Alignment. A therianthrope's alignment can be nearly anything. Some embrace their curse and become evil, while others conceal it and try to stay good.
Size. therianthropes stand 5 to 6 feet tall just as a Human. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Silver Weakness. You are vulnerable to silvered weapons.
Beast Form. You may briefly channel your curse to help yourself in extreme situations. You may transform into your beast form for 1 hour. While in this form your statistics stay the same unless said otherwise. You may not speak or wear armor while in beast form, but may wield weapons if you choose to. Your AC while in beast form is 10 + Dexterity modifier unless stated otherwise. All your gear transforms with you besides one weapon of your choice(you do not have to wield a weapon and therefore may choose to have it transform instead). While in this form you have abilities determined by your sub-race. You must finish a long rest to use this ability again.
Hybrid Form. You may more easily channel your beast form through a hybrid. You slightly change the way you look by adding claws, fur, and other features. While in this form you only gain the attacks that you would normally receive from using your Beast Form trait and do not receive the other traits. The changes are not on a large enough scale for any of your equipment to need to be altered. You may stay in this form for 1 hour. You must finish a short or long rest to use this ability again.
Sub-Race. You choose one sub-race of beast you are cursed by. Other sub-races may exist, so feel free to talk to your GM to determine another type that may fit your game.
Languages. You can speak, read, and write Common.

Werebear (Ursansanthropy)[edit]

Ability Score Increase. Your Strength score increases by 1.
Strong Build. While in your Beast Form your Strength score raises to 20.
Natural Armor. Your AC while in Beast Form is 10 + Dexterity modifier + Constitution modifier.
Claw. You have a claw attack that does 2d6 + Strength modifier damage.

Wereboar (Agrianthropy)[edit]

Ability Score Increase. Your Strength score increases by 1.
Charge. If you move at least 15 feet in a straight line and hit a target with a tusk attack in the same turn, the target must make a strength saving throw(DC of 10 + Strength modifier + Proficiency bonus) or take an additional 2d6 damage.
Relentless. If you take 14 damage or less that would reduce you to 0 hit points, you can be reduced to 1 hit point instead. You must finish a short rest to use this ability again.
Tusks. You have a tusks attack that does 2d4 + Strength modifier damage.

Werecrocodile (Saurosanthropy)[edit]

Ability Score Increase. Your Constitution score increases by 1.
Scaleskin. You have a swim speed of 30 feet and can breathe underwater.
Natural Armor. You add your proficiency bonus to your AC.
Bite. You have a bite attack that does 2d8 + Strength modifier damage.

Weretiger (Ailuranthropy)[edit]

Ability Score Increase. Your Dexterity score increases by 1.
Pounce. If you move at least 15 feet in a straight line and hit a target with a claw attack in the same turn, the target must make a Strength saving throw(DC of 10 + Dexterity modifier + Proficiency bonus) or be knocked prone.
Keen Senses. You have advantage on any perception checks that have to do with hearing or smell. Additionally, you add double your proficiency bonus when making the check.
Claw. You have a claw attack that does 1d10 + Strength modifier + Dexterity modifier damage.

Werewolf (Lycanthropy)[edit]

Ability Score Increase. Your Constitution score increases by 1.
Bonus Attack. On a successful melee attack you may use your bonus action to make a claw attack on the same target.
Quick Feet. Your speed increases to 40 feet.
Claw. You have a claw attack that does 2d6 + Strength modifier damage.

Random Height and Weight[edit]

Table: Lizardfolk Random Height and Weight
Base Height Height Modifier Base Weight Weight Modifier
6′ 0″ +2d8 180 lb. × 5 lb.

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