You gain traits when contracting werebat lycanthropy, including increased Dexterity, the ability to shapeshift into bat or humanoid forms with flight and echolocation, immunity to most damage from non-silvered weapons, needing to consume blood daily or suffer exhaustion, and going into a bloodlust if near injured creatures failing a Wisdom save requiring attacking the nearest creature until calmed or destroying the werebat.
You gain traits when contracting werebat lycanthropy, including increased Dexterity, the ability to shapeshift into bat or humanoid forms with flight and echolocation, immunity to most damage from non-silvered weapons, needing to consume blood daily or suffer exhaustion, and going into a bloodlust if near injured creatures failing a Wisdom save requiring attacking the nearest creature until calmed or destroying the werebat.
You gain traits when contracting werebat lycanthropy, including increased Dexterity, the ability to shapeshift into bat or humanoid forms with flight and echolocation, immunity to most damage from non-silvered weapons, needing to consume blood daily or suffer exhaustion, and going into a bloodlust if near injured creatures failing a Wisdom save requiring attacking the nearest creature until calmed or destroying the werebat.
You gain traits when contracting werebat lycanthropy, including increased Dexterity, the ability to shapeshift into bat or humanoid forms with flight and echolocation, immunity to most damage from non-silvered weapons, needing to consume blood daily or suffer exhaustion, and going into a bloodlust if near injured creatures failing a Wisdom save requiring attacking the nearest creature until calmed or destroying the werebat.
the creature doesn't have all of its hit points, you make your
attacks against that creature with advantage. If no creature is
When your character contracts werebat lycanthropy, you gain near enough to move to and attack, you must spend your turn the following traits in addition to those offered by your race, moving toward the closest creature you can sense or spend class, background, etc. your turn searching for another living creature on which to Ability Score Increase. You gain a Dexterity score of 17 if feed. Once you go berserk, you continue to do so until you are your score isn't already higher. destroyed or until you drink at least one pint of blood. Shapechanger. You gain the shapechanger tag. As a An ally, if within 60 feet of you, can try to calm you be werebat, you can use your action to polymorph into a speaking firmly and persuasively. You must be able to hear Medium bat-humanoid hybrid, or into a Large giant bat, or your ally, who must take an action to make a DC 15 Charisma into your true form, which is humanoid. Your statistics, other (Persuasion) check. If the check succeeds, you cease being than your size, are the same in each form. Any equipment you berserk. are wearing or carrying isn't transformed. You revert to your If you succeed on your initial Wisdom saving throw or if an true form if you die. ally calms you, you ignore this feature until the next sunset. Flight (Bat or Hybrid Form Only). You gain a flying speed Echolocation (Bat or Hybrid Form Only). You have a of 60 ft. blindsight out to a range of 60 feet as long as you aren't Damage Immunities. You gain immunity to bludgeoning, defeaned. piercing, and slashing damage from nonmagical attacks not Sunlight Sensitivity. While in sunlight, you have made with silvered weapons. disadvantage on attack rolls, as well as on Wisdom Blood Drinker. You must consume at least 1 pint of fresh (Perception) checks that rely on sight. blood each night, or you weaken and gain one level of Bite (Bat or Hybrid Form Only). Your fanged mouth is a exhaustion that no amount of rest alone can remove. Each natural weapon, which you can use to make unarmed strikes. pint of blood you consume removes one level of exhaustion If you hit with it, you deal piercing damage equal to 1d6 + gained in this fashion. your Strength or Dexterity modifier (your choice), instead of Blood Lust. Whenever you start your turn within 10 feet of the bludgeoning damage normal for an unarmed strike, and a living creature that doesn't have all of its hit points, you you gain temporary hit points equal to the damage dealt. If must make a DC 10 Wisdom saving throw. On a failed saving the target is a humanoid, it must succeed on a Constitution throw, you go berserk. On each of your turns while berserk, saving throw or be cursed with werebat lycanthropy. The DC you attack the nearest living creature that you can see, and if is equal to 8 + your proficiency bonus + your Constitution modifier.