The blessing of the weretiger is viewed by many as a curse, but women who receive the bite from the Goddess Ferrix: Mother of all Weretigresses, are gifted with the purest form of the tiger.
You may safely shift to either your full tiger or hybrid form once per short rest and maintain full control. Shifting costs 1 Bonus Action. Returning to humanoid form costs 1 Bonus Action.
You may shift additionally any number of times between short rests, but every shift beyond the first will test your control against the beast's soul.
Every shift past the 1st per short rest requires a WIS saving through to maintain control, with increasing difficulty per shift until a short rest, as shown below:
| Shifting After Short Rest | WIS Save |
|---|---|
| 1st Shift per Short Rest | No Save |
| 2nd Shift per Short Rest | WIS Save DC 10 |
| 3rd Shift per Short Rest | WIS Save DC 15 |
| 4th Shift per Short Rest | WIS Save DC 20 |
Etc., with the DC increasing by 5 each shift until you've rested.
Passive Traits (always active):
- Advantage on perception checks based on smell or hearing.
- STR score increased to 17.
- Resistance to Cold.
- Your movement speed is increased by 5.
- Resistance to non-magical bludgeoning, slashing, piercing damage from non-silvered sources.
- Vulnerability to Silver weapons.
- Ability to be understood by all feline-type creatures.
- Silent Shifter. You may stealth and shift at the same time as part of the same bonus action.
- While in Hybrid or Tiger form: You can see clearly up to 40 feet in dim light and darkness, including magical darkness.
Active Traits (Hybrid Form):
You shift into a bipedial weretiger. You stand 15 feet tall and are considered Large. Your gear and equipment magically absorbs into you unless you choose otherwise (for example, keeping out your weapon). You must decide what gear stays out when you shift, otherwise it is absorbed until you shift back. While in Hybrid form, you additionally gain the following traits:
- You gain tiger claws as a Natural Weapon you are proficient with. They are considered a finesse weapon and deal 2d8 + mod slashing damage.
- You gain a bite as a Natural Weapon you are proficient with. It is considered a finesse weapon and deals 2d10 + mod piercing damage.
- You gain 20 temp HP when you shift. You remain in hybrid form even if you lose all temp HP. You lose this temp HP when changing back or changing to Tiger form. You retain your form if knocked unconscious. If you are killed, you revert back to your humanoid form.
- Your natural attacks are considered magical for overcoming resistances.
- You gain a climb speed equal to your walking speed on any surface a feline could potentially climb. (for example, you couldn't climb a smooth metal wall).
Actions (Hybrid)
Multiattack: The weretiger can make two claw attacks or one bite attack as an Action.
Bite: Melee Weapon Attack: reach 5 ft., one target. Hit: 2d10 + mod piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy.
Claw: Melee Weapon Attack: reach 5 ft., one target. Hit: 2d8 + mod slashing damage.
Active Traits (Tiger Form):
You shift into a tiger. You are 15 feet long and are considered Large. Your gear and equipment magically absorbs into you. While in Tiger form, you gain additionally the following traits:
- You gain tiger claws as a Natural Weapon you are proficient with. They are considered a finesse weapon and deal 2d10 + mod slashing damage.
- You gain a bite as a Natural Weapon you are proficient with. It is considered a finesse weapon and deals 2d12 + mod piercing damage.
- You gain 30 temp HP when you shift. You remain in tiger form even if you lose all temp HP. You lose this temp HP when changing back or changing to Hybrid form. You retain your form if knocked unconscious. If you are killed, you revert back to your humanoid form.
- Your natural attacks are considered magical for overcoming resistances.
- You gain a climb speed equal to your walking speed on any surface a feline could potentially climb. (for example, you couldn't climb a smooth metal wall).
Actions (Tiger)
Multiattack: The weretiger can make two claw attacks or one bite attack as an Action.
Bite: Melee Weapon Attack: reach 5 ft., one target. Hit: 2d12 + mod piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy.
Claw: Melee Weapon Attack: reach 5 ft., one target. Hit: 2d10 + mod slashing damage.
Pounce: If the weretiger moves at least 15 feet straight toward a creature and then hits it with a melee attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone the weretiger can make one bite attack against it as a bonus action.
Squeeze: In tiger form, any opening your head can fit through, you can pass through. If an opening is 1 foot wide or larger, you can squeeze through it at half speed, and do not suffer from disadvantage if attacking.
Silent Hunter: You are a master in stalking prey. When sneaking as a Tiger, you create no noise nor vibrations. You cannot be perceived by creatures via using the non-visual senses Blindsight or Tremorsense. You may still be spotted visually if a creature's active or passive perception is greater than your stealth roll, but only if they are facing you, or have some form of direct line of sight on you.
Ambush: Your mastery of hunting guides those around you. Once per shapeshift into Tiger form, you may gain the benefits of Pass without Trace.