Werelion Traits
Natural werelions are human in appearance but are natural shapechangers, able to assume a hybrid leonine form and the form of a lion. Your character possesses the following traits.
Ability Score Increase. Your Wisdom score increases by 2, and your Strength score increases by 1.
Age. Although human in both appearance and origin, werelions’ lycanthropic physiology allows them to live several decades longer than humans.
Alignment. Naturally rebellious, werelions often leave familial prides when they come of age. Although passionate about family, werelions are fiercely independent. The average werelion is neutral in alignment, balancing personal freedom with dedication to their pride.
Size. In humanoid form, natural werelions appear to be strong, muscular humans with long, thick hair, and fluid, graceful movements. Your size is Medium in your humanoid and hybrid forms, but may be Medium or Large in your lion forms.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
Natural Shapechanger. Natural werelions possess the magical ability to assume two alternate forms—the hybrid leonine and the lion. As an action, you can change into either your hybrid leonine form or your lion form. You can remain in this form for 1 hour, reverting to your humanoid form when the time expires, you fall unconscious, you drop to 0 hit points, or you die. You can revert to your humanoid form early as a bonus action. Once you use this ability, you can’t use it again until you finish a short rest.
Hybrid Form. In your hybrid leonine form you grow sharp teeth and claws, and take on a more intimidating feline appearance. In this hybrid form you may use weapons, wear armor, and carry equipment normally. Your base walking speed increases to 40 feet. You have proficiency with your claws and bite. Your claws deal 1d4 slashing damage, and are considered light weapons. Your bite deals 1d4 piercing damage. In addition, you gain advantage on Charisma (Intimidate) checks, and Wisdom (Perception) checks that rely on smell. You gain disadvantage on Intelligence checks and all other Charisma checks.
Lion Form. You may assume the form of a young lion (use the stat block for the panther) as if using the druid’s Wild Shape class feature. Unlike that feature, you retain your own hit points between forms. At 8th level you instead assume the form of a full-grown lion when you use this ability.
Languages. You can speak, read, and write Southern and Sylvan.
Lycanthropic Sorcerous Origin HYBRID FORM
At 1st level, choose one of the following beasts: bear, big cat, rat, or wolf. As an action you assume the form of an animalistic humanoid with features similar to your chosen beast, growing fur, a long snout, bestial eyes, and either razor-sharp claws or teeth. You may maintain this form for 1 hour, or until you use a bonus action to revert to your normal form, fall unconscious, drop to 0 hit points, or die. Once you use this ability, you may not use it again until you finish a short or long rest.
While in hybrid form, you gain the following benefits:
Bear. You gain advantage on Wisdom (Perception) checks that rely on smell and on Strength checks. You can make attacks with your claws and bite. Your claws deal 1d4 slashing damage, and your bite deals 1d4 piercing damage.
Great Cat. You gain darkvision to a range of 60 feet. You gain advantage on Dexterity (Stealth) checks. You can make attacks with your claws, which deal 1d4 slashing damage and are considered light weapons.
Rat. You gain darkvision to a range of 60 feet. You gain advantage on Wisdom (Perception) checks that rely on smell. You may squeeze through spaces as if you were one size category smaller. You can make attacks with your bite, which deals 1d4 piercing damage.
Wolf. You gain advantage on Wisdom (Perception) checks that rely on either hearing or smell. You also gain advantage on any checks made to track. You can make attacks with your bite, which deals 1d4 piercing damage.
No Hide Too Tough
At 6th level, you may spend 1 sorcery point to increase the damage die of your natural weapons by 1 step while you are in your hybrid form (or beast form once you reach 14th level). You may also choose one of the following qualities to apply to your natural weapons: magic or silver. This enhancement lasts until the next time you change forms.
If you have the ability to take on a beast or hybrid form from another source such as your race, you may use this ability to affect the natural weapons of that form. Using this ability a second time allows you to change the special quality applied to your natural weapons, but does not further increase their damage.
In addition, while in your hybrid form (or beast form once you reach 14th level), you may communicate with members of your chosen beast’s species as if under the effects of the speak with animals spell.
Beast Form
At 14th level, as an action you may spend 3 sorcery points to take on the form of your chosen beast: brown bear, lion (or tiger), giant rat (or rat), or dire wolf. You may stay in this form for a number of hours equal to half your sorcerer level, or until you fall unconscious, drop to 0 hit points, or die. This feature otherwise functions as the druid wild shape class feature.
Leader of the Pride
At 18th level, you exude an arcane presence that beasts recognize and respect. When a beast attacks you, it must make a Wisdom saving throw against your sorcerer spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this affect before it attacks you.
In addition, you may spend 4 sorcery points to cast dominate beast as a 4th level spell. For each additional sorcery point you spend you increase the spell’s level by 1.