## The Werepyre
In the endless war between Werewolves and Vampires, a member of both sides met in secret, against the whims of their bloodlines, they bred a new species into the world. With the combined strengths of both the brute Werewolf and the cunning Vampire, Werepyres are amongst the most terrifying races in all of existence.

### Carriers of the Curse
Werepyres, unsurprisingly, carry both Lycanthropy and Vampirism. Yet with this fusion comes power. The Werepyre is the only way in existence to strip a being of either curse, yet the Werepyre also has the ability to spread one or the other to another living being, yet it cannot change one into a Werepyre. The creation of a Werepyre is only from birth.
### Physical Appearance
The Werepyre is entirely human looking except for pointed ears, which make others mistake them for elves, and a extremely thin layer of fur, which is only visible upon close inspection.Yet behind their smile is a set of sharp fangs, and their nails can grow into sharp claws.

### Werepyre Traits
**Ability Score Increase.** You gain 2 to STR and 1 to CON
**Age.** Werepyres do not die of old age, they just tend to grow stronger and more complex over time, adulthood is considered to be at 150 years of age.  
**Language:**You know Common and one other language of your choice.  
**Alignment.** Werepyres tend to lead very passive, neutral lives, they act with what actions they believe is morally right, knowing what it's like to be on the other side of harmful actions.  
**Size.** Werepyres in both their normal and transformed forms are Medium size.  
**Speed.** Your base walking speed is 30.   
**Darkvision.** Because of your affliction of the Lycanthrope, you possess greater sight in the dark.You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if were dim light.You can't discern color in darkness, only shades of gray.  
**Blood Drinker** Because of your affliction of the Vampire, 8 ounces of blood (1 cup) can serve as the same nutrion as a days' ration.  
**Transformations and Powers.** As a Werepyre, you gain the following feats;*Claws*, *Bite*, and *Werepyre Form*.(Found Below)   
**Keen Senses.** The Werepyre has proficiency in perception.  
**Regeneration.** Your cursed bloodline grants you fast regeneration. You may, as a bonus action, consume a hit dice and restore hit points equal to the number rolled.   
**Dark Blood.** Your bloodline makes you resistant to necrotic damage.  
##### Lycanthropy/Vampirism Saving Throws 
8 + your proficiency bonus + your Constitution modifier

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## Racial Feats
### Claws
*Prerequisite: Werepyre*  
In any form, whether it be your human form or Werepyre form, you can use Claw attacks. Claws deal 1d4 + your STR Modifier slashing damage per attack. When you hit any living humanoid creature that isn't immune to disease, they must make a Lycanthropy Saving Throw, on a fail, they contract Lycanthropy. If they already have Lycanthropy, you may have them make a Lycanthropy Saving Throw, if they fail, their Lycanthropy is drained away. When you drain away a creature's Lycanthropy, you gain temporary hit points equal to your Level + Constitution Modifier
### Biting
*Prerequisite: Werepyre*  
In any form, whether it be your human form or Werepyre form, you can use Biting attacks. A Bite deals 1d4 + your STR Modifier piercing damage per attack. When you bite any living humanoid creature that isn't immune to disease, they must make a Vampirism Saving Throw , if they fail, they contract Vampirism. If they already have Vampirism, you may have them make a Vampirism Saving Throw, if they fail, their Vampirism is drained away. When you drain away a creature's Vampirism, you gain temporary hit points equal to your Level + Constitution Modifier

### Werepyre Form
*Prerequisite: Werepyre*  
Once per day (after a long rest), you transform into the Werewolf-Vampire hybrid of nightmares.When in Werepyre form, your base walking speed is 45, you gain 1 AC, and you gain temporary hit points equal to your Level + Your Constitution Modifier . Everything you're carrying is not transformed, as you still remain relatively the same size.

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## Lycanthropy and Vampirism

### Lycanthropy
When a humanoid is afflicted with Lycanthropy, they feel a burning sensation in their blood as their nails grow long and sharp and a light layer of fur grows on their body. They are able to transfer this affliction through their claws.They aqquire all the weaknesses listed for them below and a strong hunger for meat. 1 week after being afflicted with Lycanthropy, they wait till night, and howl at the moon as they become a Werewolf. (Find all their stats in the 5e Monster Manual)  
**Weaknesses:** Vulnerable to any damage from a weapon made of silver, and will die if silver is ingested.  
Fire:Vulnerable to fire damage.

### Vampirism
When a humanoid is afflicted with Vampirism, they feel their blood almost freeze in temperature, fangs painfully growing in their mouth and their skin growing grey.They are able to transfer this affliction through their bite.They aqquire all the weaknesses listed below and a strong thirst for blood. 1 week after being afflicted, they collapse to the ground and die, rising 1 day later as a Vampire. (Find all their stats in the 5e Monster Manual)  
**Weaknessess:** Sunlight: Has disadvantage for all actions in direct sunlight.  
Running Water: Takes 1d10 Acid damage whenever they end their turn in running water.  
Wooden Stake: If stabbed in the chest with a wooden stake, they're paralyzed until the stake is removed.  
Forbiddance. They cannot enter a residence without an
invitation from one of the occupants. If they do, they take 1d20 fire damage every round.