Glaucanthrope (Fae-Touched)
A creature with this feat possesses a primal connection to the wild, influenced by the fae, granting them the ability to transform into a hybrid or full glaucanthrope form.
Prerequisite: Contracted Lycanthropy, Owlin
Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered while in Glaucanthrope form.
Primal Influence: Your connection to the primal wild increases as you transform.
- Normal Form: Mild Primal Influence (subtle personality shifts).
- Hybrid Form: Moderate Primal Influence (noticeable shifts, more cunning).
- Full Form: Overwhelming Primal Influence (beast takes over).
Shapechange: You can use your bonus action to shift between your humanoid form and your hybrid glaucanthrope form. Your statistics, other than those specified below, are the same in each form. Your armor and weapons so not merge into your form, and you may use your weapons and Class actions as normal. You revert to your true form if you die. Shapechange lasts until you choose to revert or are incapacitated. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a short or long rest.
Hybrid Form: While in hybrid form, you gain the following benefits:
- Size: Your size remains the same.
- Enhanced Senses: You have advantage on Wisdom (Perception) checks that rely on sight or hearing.
- Primal Strike: Your unarmed strikes deal an additional 1d4 necrotic or psychic damage (your choice) at 1st level, increasing to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.
- Fae Trickery: You can cast either Misty Step or Charm Person (owl-like charm) as a 1st-level spell. Your spellcasting ability for this spell is Wisdom. You can use this feature a number of times equal to your proficiency bonus per long rest.
- Primal Nature: You are more cunning and less merciful in this form. This primarily affects roleplaying interactions.
Full Transformation: Either during night when the moon is visible, or you are reduced to half your max hit points, you can use your action to transform into your full glaucanthrope form. Once you transform, your equipment and attuned items get merged into your form and you don't gain any benefits from them. You must choose one of the following forms when you first gain this feat and cannot change it:
Hulking Owlin: You become Large. You gain the following benefits:
- You cannot use your Class features or attacks while in this form
- Unarmored Defense: While you aren’t wearing armor or wielding a Shield, your base AC equals 10 + Dexterity modifier + Constitution modifier.
- Joining the Hunt: Upon transforming, you gain temp hit points equal to your level. When you revert back to your hybrid form or humanoid form, you lose these temp hit points.
- Delicious Game: When you feast on a medium sized creature that you used Mark for the Hunt on, you gain temp hit points equal to 2 of your hit dice. You gain an additional 2 hit dice for every size bigger than medium. You also remove hunger points equal to the amount of temp hit points you gain.
- Enhanced Strength and Constitution: Your Strength and Constitution scores increase by 2.
- Powerful Bite: Melee Weapon Attack: Your Strength modifier + your proficiency bonus to hit, reach 5 ft., one target. Hit: (2d10 + your Strength modifier) piercing damage.
- Sweeping Claws: Melee Weapon Attack: Your Strength modifier + your proficiency bonus to hit, reach 5 ft., one target. Hit: (2d8 + your Strength modifier) slashing damage.
- Exceptional Flight: You gain an additional 30 feet of flying speed.
- Intimidating Presence: You gain advantage on intimidation checks.
Owl-Wendigo Transformation: You transform into an unsettling owl-wendigo creature. You gain the following benefits:
- You cannot use your Class features or attacks while in this form
- Unarmored Defense: While you aren’t wearing armor or wielding a Shield, your base AC equals 10 + Dexterity modifier + Constitution modifier.
- Joining the Hunt: Upon transforming, you gain temp hit points equal to your level. When you revert back to your hybrid form or humanoid form, you lose these temp hit points.
- Delicious Game: When you feast on a medium sized creature that you used Mark for the Hunt on, you gain temp hit points equal to 2 of your hit dice. You gain an additional 2 hit dice for every size bigger than medium. You also remove hunger points equal to the amount of temp hit points you gain.
- Multiattack: You may use your Attack action to make a Rending Talons attack then you can attempt a Grapple on the target. If successful, you may immediately make a Icy Beak attack, otherwise, make a second Rending Talons attack. If the target is already Grappled at the start of your turn, you can use 2 Icy Beak attacks.
- Stalking Predator: Advantage on Dexterity (Stealth) checks.
- Hunter's Senses: Advantage on Wisdom (Perception) and Wisdom (Survival) checks when tracking prey.
- Bone-Chilling Presence: As a Bonus action, creatures within 30 feet of you must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this feature a number of times equal to your proficiency bonus per long rest.
- Rending Talons: Melee Weapon Attack: Your Dexterity modifier + your proficiency bonus to hit, reach 10 ft., one target. Hit: (1d12 + your Dexterity modifier) slashing damage. If you are not grappling a target, you do not provoke opportunity attacks whether Rending Talons hits or not.
- Icy Beak: Melee Weapon Attack: Your Dexterity modifier + your proficiency bonus to hit, reach 5ft, one target. Hit: (2d8 + your Dexterity modifier) piercing damage and an additional 1d6 necrotic damage. You regain hit points equal to the necrotic damage dealt.
- Swift Hunter: Your movement speed increases by 10 feet on top of your base movement speed.
- Predatory Ambush: If you are unseen by a creature you have marked with "Mark for the Hunt" and hit it with an attack, you deal an extra 1d6 necrotic damage. Increasing to 2d6 at 5th level, 3d6 at 7th level, 4d6 at 11th level, 5d6 at 14th level, and 6d6 at 17th level.
- Mark for the Hunt: As a bonus action, you can mark a creature you can see within 60 feet. You gain advantage on survival checks to track that creature.
- Intimidating Presence: You gain advantage on intimidation checks.
Hunger: You accumulate Hunger Points (HP) as described by your DM. These points influence your control over your transformations.
- Feasting: Consuming the equivalent of a medium-sized creature reduces your HP. The amount it reduces and the frequency of cravings are determined by your DM.
- Mental Challenge: Before transforming (both hybrid and full), you must make a Wisdom saving throw (DC determined by your DM, potentially influenced by your HP). Success grants control. Failure has consequences determined by your DM. DCs vary between hybrid and full transformations.
- Control Track: Your DM tracks your control over the glaucanthropy, influenced by your successes and failures with the Mental Challenge and your management of Hunger Points. This track may unlock benefits or drawbacks as your control increases or decreases.
Silver Vulnerability: You are vulnerable to silver weapons.
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