Occasionally, a freak accident of Arcanium poisoning combined with violent interaction between a sentient and non-sentient creature will create a lycanthropic blend. Once the unfortunate creatures affected have an altercation, typically 10 days later the non-sentient will die due to massive systemic failure and the sentient will have their first transformation. After this first transformation, the lycanthrope can then spread it's curse via bite or ingestion of its hair, spreading the illness without either party dying. These creatures are cursed with a dual soul, many unable to maintain control and transform at random intervals or with extreme stress.
Studies have indicated that the further removed from the original lycanthrope the affected sentient is, the more control they have over the transformation. The first instance, after 10 days, is always uncontrolled and ends only when the sentient can reassert control over its animalistic aspects.
KNOWN TYPES:
Werewolves
Werebears
Wererats
Typically lycanthropes are sterile, but on rare occasions a mating will produce a viable child. These children are always Blended and seem to have an innate knack for magic. The few studied instances seem to indicate that the fetus was already going to be a Blended, which allowed it to survive and tame its curse.
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.