These are strictly benefits from picking a class. You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. Lycanthropes mature at the same rate as Humans, and live up to around 150 years. Extraplanar cosmic beings and ascended mortals. This should not apply to you, though. Weapons, armor, wondrous items and more. Both races are very strong compared to the base races.
They are not so ubiquitous in Human lands as Gnomes, nor even so common as Dwarves, but they are a much more common sight in cities than Orcs and Elves. Memes and images in their respective weekly threads are exempt from this rule as well. The other major 5e homebrew subreddit is - I'd check that one out too and look at the top posts. This limit is a limit on a per-site basis, not a per user basis. They possess, in fact, an entire pantheon of gods and goddesses, but only a few are well known outside of Rakshasthan. They are also lovers of games of chance, and have innovated a number of card and dice games played throughout the world.
At least at this level the only difference if I was a regular fighter is that id have a 1d8 longbow over the 1d10 pepperbox. Continents, islands, cities, dungeons and more. If the player themselves does the research and has a strong character concept, that's a different story. Overall, it seems like a better Tabaxi, as not provoking opportunity attacks is very strong which comes from the Mobile feat , and it has a better climb speed, stronger natural weapons, and a damage resistance, plus nimble claws, all for the tradeoff of losing the +1 wisdom. While sitting no progress is made, but both hands are free to act. That becomes a non-trivial benefit as you fight things larger than large at higher levels. You can choose to have equipment you are wearing to either merge into your form or be dropped to the ground.
No race grants Proficiency in saving throws. While in your hybrid or wolf forms, you have a 1D6 Bite and 1D8 Claw attack. Rakshasa in the greater known world are almost universally mistrusted. Finally, I made some revisions and additions to the drunken fist subclass for monks in the buttload link. Str +1, Start with feat: grappler, doesn't really fit a sage role. Short of action surge, I don't do the major burst of our other main damage dealers-- paladin, wizard, rogue, warlock, but I can pretty consistently keep up an average of about 20 dmg per turn. While sitting no progress is made, but both hands are free to act.
You could give them a place in the world, or the player could be playing one of the only ones in existence - maybe a mad wizard bound a human's soul to an elemental, or created them from clay and fire like a biblical story, or maybe a water wyrd gained a wish from a grateful genie and the one thing it wanted more than anything else. You can detect opponents within 15 feet by sense of smell. It is as hard as picturing a Mongol without a bow, or a Samurai without a katana. You then added the half-orc racial unique ability for Hiojuth on top of that. The options are endless to enhance the story of your game. There is a reason all player playable races are medium sized. It's possible to easily abuse mixing with champions who can crit on lower rolls.
This compendium should not be the cause of thread necromancy. It is a race of extremes, and that doesn't work so well in a game built around cooperative parties. Once you make the correct saving throw you retain control for the rest of the night. The intent is for everyone to act as civil adults. You know Common, Wolf and one extra language.
They're going to tie themselves to trees or manacle themselves to a cell, which negates what this is supposed to accomplish. . You can detect opponents within 15 feet by sense of smell. Not sure if your idea can stand on its own? Provide details and share your research! This trait effectively gives the Werewolf race 1. As a bonus action, you can load a second arrow into this special bow. Instead, just be sure that race has a place in your world.
I suppose I should mention I have one level in monk for story reasons, but I rarely miss with dead eye and that consistency has saved us more often than not. At the start of each of your turns, you regain hit points equal to 1d4 + your Constitution modifier if you have no more than half your hit points left, and have at least 1 hit point. Let me know in the comments your thoughts on these and what other items come to mind when you think of various fantasy characters? The feeling and look of certain armaments is part of what defines these style of these races. This is the stuff that legends are made of. I would also say that the variants have to be an either or choice. A Lycanthrope is typically of a Chaotic Alignment.