You have developed traits similar to those possessed by a jackalwere, granting you the following benefits:
Ability Score Improvement. Increase your Dexterity or Intelligence by 1, to a maximum of 20.
Deceptive. You gain proficiency in Deception. If you are already proficient in Deception you gain expertise in it instead.
Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Shapechanger. As an action, you can polymorph into a Small jackal for 1 hour or until you use a bonus action to revert to your normal form. While in jackal form, the following changes apply:
- Your game statistics are replaced by the statistics of a jackal, but you retain your hit point maximum, hit dice, proficiency bonus, alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining proficiency in Perception, if you don't have it already.
- You can’t cast spells, speak, or take any action that requires hands. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision.
Alternatively, you can use your action to polymorph into a jackal-humanoid hybrid for 1 minute or until you use your bonus action to revert to your normal form. While in jackal-humanoid form, the following changes apply:
- Your speed increase by 10 feet.
- You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered.
- 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.
- You have the mouth of a jackal that you can use to make unarmed strikes. You use your Dexterity modifier for attack and damage rolls made with your bite. On a hit, you deal 1d4 piercing damage.
- As an action, you can choose one creature you can see within 30 feet of you. The creature must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failed save, the target succumbs to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. On a success, the target is immune to this effect for 24 hours. Undead and creatures immune to being charmed are immune to this effect.
You can use this feature to polymorph into a jackal-humanoid hybrid once and into a jackal a number of times equal to your proficiency bonus; you regain all expended uses when you finish a long rest.
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