Lycanthropy is a curse that can afflict individuals granting them shapeshifting as well as new traits and abilities.
All Lycanthropes face a test every month when the moon is full and the beast inside is at its strongest. This is when those who fail to control it are stripped of their humanity and do whatever their nature guides.
You begin to learn to control the lycanthropic curse that now lives in your blood. As a bonus action, you can transform into your hybrid form for up to 1 hour. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier as a bonus action. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die. This feature replaces the rules for Lycanthropy within the Monster’s Manual.
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silver weapons. You gain a +1 bonus to your AC and your unarmed strikes use a d6 for damage. The risk of being infected with Lycanthropy is decided by a saving throw against the creature’s infection DC. This is calculated by 8 + proficiency bonus + the Lycanthrope’s Constitution modifier.
You are Afflicted by the following Lycanthrope types: Tiger
Every Lycanthrope also increases one statistic if they are under the minimum cap.
Wolf - increase Strength up to 17.
Once you use this feature, you must finish a long rest before you can use it again. While you are transformed, you gain the following features:
Tiger - Keen Hearing and Smell: Advantage on perception checks based on hearing or smell.
Tiger - Pounce: If you moves at least 15 feet straight toward a target and then hits a creature with its claws on the same turn, it must succeed on a Strength saving throw (DC determined by the 8 + proficiency + your strength) or be knocked prone. You can then make a bite attack as a bonus action, this bite attack does 1d6+Str piercing.
In your hybrid form you also have Natural Weapons:
Bite (1D10+Str)
Claw(1D8+Str)
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