Gain Flying Speed, Change Shape, Regeneration, Beak, Mimicry. Gain a Dexterity of 15 if their score isn't already higher.
Wereravens are generally secretive, law-abiding and trying to do good whenever possible.
They are reluctant to spread their curse, avoiding attacks with their beaks because those attacks can infect others with wereraven lycanthropy.
Strongly family-oriented, referring to their close-knit groups as "kindnesses." Closely connected to ravens, often living among or hiding within flocks of ravens.
Collectors of shiny objects and treasures, but unlike stereotypically greedy collectors, they are charitable, sharing their wealth and donating money to those in need.
Protective of others, hiding dangerous magical items in secret locations to keep them out of the hands of evil.
They strive to use their abilities responsibly and see their curse as something to control rather than exploit. Overall wereravens are compassionate, community-minded shapechangers who act as quiet guardians instead of villains.
A character inflicted with wereraven lycanthrope retains his or her statistics except Dexterity, as specified. The character gains the wereraven's speed, damage immunities, traits and actions that does not involve equipment. The character is proficient with the wereraven's natural attacks with its beak.
Speed: 30 ft Flying Speed: 50 ft
Change Shape: Gain two out of three forms: Humanoid, humanoid-hybrid and raven. The character can not speak while in Raven form. Change Shape requires an action.
Regeneration: Regenerate 1d10 + con mod at the start of every turn, up to the number equal to your prof.mod. Can regenerate at 0 hp. Can not regenerate if taken damage by magic or silver. Resets after Short Rest.
Beak: Beak attack with chance of inflicting the curse of wereraven lycanthropy. 1 piercing damage in Raven form. 1d4 + dex/str modifier in Hybrid form.
Mimicry: Mimicy can mimic simple sounds. A succesful Insight check will reveal the sounds as imitations.
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