This rune is imprinted red upon a pale smooth stone and hangs from a leather necklace adorned with teeth and claw nails of unknown origin. Once per day you can choose to activate the Apex Rune when you shift. When you activate this rune you become even more beastial looking from your shift. Your teeth and claws become longer and sharper. You grow more hair upon your body and face, and your eyes become more predatorial. The rune remains active until you revert back to your normal form from the shift that triggered it.
Tooth and Nail. Your unarmed attacks are considered +1 magical weapons, deal 1d6 piercing damage, and have the Finese quality. You are proficient with bite and claw attacks and can score a critical hit on a roll of 19 or 20.
Bleed Effect. When you hit with a bite or claw attack that is a critical hit, your target is subject to the Apex Rune's bleed effect. Targets inflicted with the bleed effect take 1d4 bleeding damage at the beginning of their turn unless they succeed on a Constitution saving throw (DC = 8 + Str or Dex Modify + Proficiency Bonus). Ending the bleed effect requires an action to wrap, bind, caterize, or otherwise stop the bleeding at the DMs discretion. Undead and constructs are immune to this effect, as are any creature that does not bleed. When this bleed effect is triggered, you must succeed on a Charisma saving throw (DC = 20 - Character Level) or be charmed by the Apex Rune. You can attempt to end the charm effect on you by repeating the saving throw as a bonus action on your turn. This roll has disadvantage unless the target has stopped bleeding. While charmed in this manner you must spend your action to attack the bleeding creature until it drops to zero hit points or you do. You cannot end your turn further away from the target than where you began your turn. You can Dash as a bonus action as long as doing so brings you closer to the target. While charmed you have advantage on attack rolls against the target and are immune to being charmed.
Feral Grapple. When you successfully grapple a creature you deal 2d6 piercing damage to it. Also if a target you grapple has the Apex Rune's bleed effect active, you can knock them prone as a bonus action and you both become restrained until they can escape the grapple.
Bloodlust. When you make an attack that reduces a creature to zero hit points, you gain advantage on the next attack roll you make. In addition, you must succeed on a Charisma saving throw (DC = 20 - Character Level) or be charmed by the Apex Rune. While charmed in this manner you must spend your action and movement to attack the closest creature within your reach. When mutliple creatures are the same distance from you, the target is determined at random. You can repeat the save at the beginning of your turn. If the target is an allie you gain advantage on this saving throw. An allie can spend an action on their turn to snap you out of the charm. This allows you to immediately make a saving throw with advantage to end the effect.
Wildhunt Curse. This item is cursed with lyncanthropy and cannot be removed until it is exposed to the light of a full moon. On the night of a full moon you turn into a werewolf unless you make a Constitution saving throw DC (5 + the number of times you used the Apex Rune). If you are in your shifted form when you make the saving throw you have disadvantage on the roll. If you are not shifted when you make the saving throw, you can first make a Charisma saving throw DC (20 - Character Level), and if you succeed you gain advantage on the Constitution saving throw to resist the lyncanthropy.
Notes: by a Wildhunt Shifter
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