
On the evening of the 15th of Mirtul, Iris of House Faelyn of Waterdeep died by the life drain of a specter haunting the nursery in Chalet Brantifax. She was mercifully raised by Rennik the Wereraven who granted her the two-edged blessing of lycanthropy. On that night, she received the following gifts as part of her new life. She has embraced the curse of lycanthropy and gains access to the following lycanthropic boons:
- Dextrous: Your dexterity score increases to 15.
- Keen Senses: While in your hybrid form, you have advantage on Wisdom (Perception) checks and gain a +5 bonus to your passive Perception.
- Flight: While in your hybrid form, you have a flying speed equal to your walking speed.
Hybrid Form
You can use a bonus action to polymorph into a wereraven humanoid or back into your true form from your hybrid form. You revert to your true form if you die. You gain the following benefits while in your hybrid form:
- While you are not wearing any armor, you gain a +1 bonus to your Armor Class. You can use a shield and still gain this benefit.
- You gain the Peck natural attack, which counts as a simple melee weapon with which you are proficient and you use your Dexterity for attack and damage rolls with it. It deals 1d4 piercing damage and if the target is a humanoid, it must succeed on a DC 10 Constitution saving throw, or be cursed with wereraven lycanthropy.
Note: For the wereraven fledgling, the Peck attack is stronger in the full beast form than it is in the hybrid form.
Beast Form
You can use an action to polymorph into a raven or back into your true form from your beast form. Your stats are replaced by the following statblock, though you retain your alignment and personality as well as your Intelligence score. You also still understand any languages you understand in your true form, though you are unable to speak. Any equipment you are carrying does not transform with you. You do not retain any of the damage or condition immunities or resistances that you have in your true form.
You can use this feature a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest.
Uncontrollable Urge
Whenever you take damage, you must make a Wisdom saving throw against a DC equal either to half the damage you take or 10, whichever is higher. On a failed save, you must use your action on your next turn to transform into your beast form if you aren’t in your beast form already. While in your beast form, you must spend each turn moving toward and attacking the creature nearest to you. If you have multiple possible targets, you attack one at random. At the end of each of your turns, or if a creature uses their action to calm you with either a spell such as Calm Emotions or a successful DC 15 Wisdom (Animal Handling) check, you can repeat the Wisdom saving throw and regain control of yourself on a success. If your saving throw is successful or the effect ends for you, you are immune to this effect for one hour. Polymorphs made through this ability count against the number of uses available to you per long rest.
You are also subject to this urge every night that you are exposed to the light of a full moon. In this case, if your saving throw is successful you are immune to the effect for the rest of the night. However the Wisdom (Animal Handling) check to calm you rises to 20.

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