Wereraptor (5e Race)

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The forest was silent and a deer was grazing on some of the undergrowth. With the silence of a cat stalking its prey, a scaly creature with green skin and brown feathers crept closer. With a sudden burst of energy, it leaped forward and sunk its claws into the deer’s flesh before it even knew what hit it, ripping out its throat with its teeth. It stood on top of its dead prey with pride, shifting to a hybrid between the raptor and human, picking up the dead deer and heading off to bring it back to its pack.

Physical Description[edit]

Wereraptors look like your typical humanoid at first glance, as graceful as an elf, as crafty as a gnome, or as small-minded as a half-orc, but it’s the subtle differences. Werewolves appear to have a calculating look and a piercing stare, yet are very social creatures that seem to go insane in isolation far faster than any race. They have very noticeable sharp teeth that can shred through meat with ease, as well as very agile and flexible. Some are even covered in natural tattoos that retain from the bright designs that some wereraptors have in their raptor form.

In their raptor form, wereraptors tend to have grey, green, and brown scales as well as feathers ranging in a variety of colors, from fiery red to ice blue, as well as natural colors like a earthen brown or grey stone. Wereraptors can have designs on their scales, usually in a contrasting color to the bass scales, such as white on dark grey or red on green. They design can be simple as stripes and contours or as complex as star maps.

The hybrid form of a wereraptor looks a lot like their raptor form, but more upright with a slouched posture. The snouts are far shorter and have a lot more movement to their lips, but have a very heavy lisp due to the strange construction of their vocal cords, making their s sounds mimic a hiss. Their tails and spines are also far more flexible than in their raptor for, but are a bit more stiff than in humanoid form. The hybrid form also retains some of the physical features of their humanoid form, such as a tiefling’s horns or a half-orc’s tusks. Dragonborns are the only wereraptors that have features that retain into their raptor form, that being their scales, however they don’t do much to protect them in the raptor form.


No one is exactly sure how wereraptors came to be, but most speculate that they were an unholy fusion of a werewolf and a raptor in some dark arcanemaster’s lab. Despite this, wereraptors are far more tame their believed ancestors and have integrated well into civilized societies. There are also tribes of wereraptors that live away from other societies, most of these tribes being distrustful of other races, though they rarely would attack them out of cold blood.

Wereraptors, when first introduced to their world, relied solely on the flesh of other humanoids, but over the years, most have shifted to only hunting after animals. With this said, there are still the small few who have a taste for human flesh, but these few tend to lean towards the evil side of the spectrum.

Wereraptors tend to live in packs, those that live in towns and cities tend to select houses very close to each other with their young keeping to the same pack. Though some that live in cities tend to drop this hierarchy, most still follow a similar system to that of a wolf’s, with alphas, betas, and omegas. Dominance fights are rare, but far less brutal than they way they used to be.


Wereraptors, as one can probably guess already, are very pack-oriented and make close-knit relationships with those apart of their pack. Wereraptors tend to mate for life, some have been know to choose mates outside of their pack, and are incredibly protective of their families. Children rarely stray from the pack they’re born into, either staying in their parent’s house are finding one nearby. Wereraptors despise isolation and are constantly with a companion, bondly closely with those they trust, and take betrayal as a deathwish. It’s not uncommon to find wereraptors putting their life on the line for their family and friends and/or to feel a strong loyalty to those they trust.

The Alpha pair of a pack are rarely challenged, since they are usually the strongest of the pack. Those lower than them tend to switch, and betas and omegas are known to mate with each other, as well as alphas making the decisions, so these titles are usually a measure of strength rather than actual leadership.

Wereraptors tend to make good friends with other races, especially if their subraces match up with a certain race. They also tend to have similar mindsets and feelings about other races that relate to their subrace, such as a dwarves dislike for elves, or a gnome’s constant tinkering with loose scraps of material. This tends to make them blend seamlessly into societies they place themselves in, even though there are times where they seem strange.

Wereraptor Names[edit]

The names of wereraptors tend to correlate to their subspecies, however, the ones that live away from socialization tend to name themselves after natural things, such as animals, plants, minerals, and weather. These names are also unisex and tend to not correlate to male or female.

Names: Sparrowtail, Fern, Pearl, Coral, Oxhide, Leatherback, Wildfire, Thorn, Thunder, Quartz.

Wereraptor Traits[edit]

Shapeshifters with strong ties to family with a vicious loyalty to those they bond with. Your height and weight in your humanoid form depend on your subrace. Below is height and weight for your raptor form.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Wereraptors age on carying rates that correlate to those of who their subrace is, though tend to live a little less longer than the races they correlate to.
Alignment. Wereraptors tend to be lawful neutral with their strong family morals, but they can sway towards good and evil.
Size. Your size is Medium in all forms unless you are a Gnome or Halfling subtype, they you are Small.
Speed. Your base walking speed is 30 feet. It increases to 40 in hybrid form and 50 in raptor form. You also have a climbing speed of 20 in hybrid and raptor form.
Ambusher. You tend to stalk your prey before making a quick take down. You are proficient with Dexterity (Stealth), and can choose between Dexterity (Acrobatics) and Strength (Athletics).
Bird-Brained (Hybrid and Raptor Form). Typically an insult, thing may be of use to you. You have advantage against being charmed magically and non-magically.
Bite. Your sharp teeth can do damage to an enemy. Melee Weapon Attack: Str modifier plus proficiency bonus to hit, reach 5 ft., one target. Hit: (1d6 + Str Modifier) piercing damage. If the target is a humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with wereraptor lycanthropy.
Eagle Eyes. You can spot things from the a far distance and movements are nearly obvious to you. You are proficient in the Wisdom (Perception) skill.
Keen Sight and Smell. You have advantage on all Wisdom (Perception) that rely on smell or sight.
Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Pounce (Raptor Form). You learned a clever hunting trick when you were younger. When you move at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 10 (plus your Strength Modifier) Strength saving throw or be knocked prone. If the target is prone, you can make one bite attack against it as a bonus action.
Shape Changer. You are a werecreature. You can use your action to polymorph into a raptor-humanoid hybrid or into a raptor, or back into your true form, which is humanoid. Your statistics, other than your AC, are the same in each form. Any equipment you are wearing or carrying isn't transformed. You revert to your true form if you dies.
Talons (Hybrid and Raptor Form). Melee Weapon Attack: Str modifier plus proficiency bonus to hit, reach 5 ft., one creature. Hit: (1d8 + Str Modifier) slashing damage.
Wereblood. You are cursed with lycanthropy, meaning you have to shift into a raptor form on nights of a full moon. You must succeed a DC 10 Wisdom check or attack the nearest creature to you. You also are vulnerable to damage from silver weapons and silver contains you.
Languages. You can speak, read, and write Common and one other language, depending on your subrace.
Subrace. Choose a subrace from Dragonborn (One of the 10 colors), Dwarf, Elf (Drow, High, Wood), Gnome, Half-Elf, Halfling, Half-Orc, Human, and Tiefling.


Ability Score Increase. Your Strength score increases by 1.
Energy Resistance. Your draconic ancestors passed on their resistance to you. You have a resistance to either fire, cold, lightning, acid, or poison corresponding to what dragon was your ancestor.
Language. You can speak, read, and write Draconic.


Ability Score Increase. Your Wisdom score increases by 1.
Stonecunning. Whenever you make an Intelligence (History) check related to the Origin of stonework, you are considered proficient in the History skill and add double your Proficiency Bonus to the check, instead of your normal Proficiency Bonus.
Language. You can speak, read, and write Dwarvish.


Ability Score Increase. Your Dexterity score increases by 1. As normal, you can't increase an ability score above 20 using this feature.
Darkvision (Drow Only). Accustomed to life Underground, you have superior vision in dark and dim Conditions. 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.
Fey Ancestry (High Elf Only). You are immune to sleep effects.
Fleet of Foot (Wood Elf Only). Your base walking speed increases to 35 feet in your humanoid form.
Language. You can speak, read, and write Elvish.


Ability Score Increase. Your Intelligence score increases by 1.
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Language. You can speak, read, and write Gnomish


Ability Score Increase. Your Dexterity score increases by 1. As normal, you can't increase an ability score above 20 using this feature.
Skill Versatality. You gain proficiency in two skills of your choice.
Language. You can speak, read, and write Elvish.


Ability Score Increase. Your Charisma score increases by 1.
Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Language. You can speak, read, and write Halfling.


Ability Score Increase. Your Constitution score increases by 1.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hitpoint instead. You can’t use this feature again until you finish a long rest.
Language. You can speak, read, and write Orc.


Ability Score Increase. You can increase 1 score of your choice increases by 1. As normal, you can't increase an ability score above 20 using this feature.
Talented. You gain one feat of your choice.
Language. You can speak, read, and write one language of your choice.


Ability Score Increase. Your Charisma score increases by 1.
Return Fire. You have the ability to cast Hellish Rebuke. You can use this ability after a long rest.
Language. You can speak, read, and write Infernal.

Random Height and Weight (Medium Raptor)[edit]

5′ 6″ +2d6 120 lb. × (1d8) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Random Height and Weight (Small Raptor)[edit]

3′ 2″ +2d4 51 lb. × (1d6) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Suggested Characteristics[edit]

When creating a Wereraptor character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.

d8 Personality Trait
1 I am protective of those I trust.
2 I get snappy during the days of a full moon.
3 Preening is a common activity I do during my free time.
4 I hide my true nature for I am afraid of the consequences.
5 I am suspicious of those who are new to me and have trouble trusting others.
6 I adore shiny things and I try my best to acquire them.
7 Small creatures are like prey, easy to scare and manipulate.
8 I love gossip and I'll do many things to hear some dirt on the next door neighbor.
d6 Ideal
1 Alpha. I want to lead and will do what ever it takes to get there. (Evil)
2 Family. My family is the best thing of my life and I wish others could see this. (Neutral)
3 Structure. A pack has a defined way of life, bringing order. (Lawful)
4 Love. My love for my family is as strong as my love for my friends. It keeps us close. (Good)
5 Hunt. The thrill of a hunt is something that keeps us alive, showcasing our fight or flight response. (Chaotic)
6 Dominance. Climbing this ladder of leadership is an honor few will possess in their lifetime, so they should wear it with pride. (Neutral)
d6 Bond
1 My family is the greatest thing that I possess and I owe everything to them.
2 The animals of our world feed us and deserve our respect.
3 My beast side I have grown to accept to be my friend and my blade.
4 I learned that my form can be used for good, yet also for evil, so I weigh my actions well.
5 My parents have taught me the way I live and I owe them everything.
6 I love the thrill of adventure, even though it takes me away from home.
d6 Flaw
1 I can't be away long with family, so I'm pretty clinging to my friends.
2 I get snappy on the days on the full moon.
3 I am suspicious of those I don't know well.
4 Shiny objects are my dream, most call me a kleptomaniac.
5 The thrill of the hunt is what I lust for, sometimes I go for it even though I don't need the meat.
6 I'm often considered small brained, just because I mistook a pebble for a bug.

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