Barbarian
Base Class: Barbarian

Lycanthropy was your way out of a much worse fate. Although the Werebear resilience cured you, the remnant of was in before still haunt your nightmares and has tainted your shifted forms.

Lycanthropy

A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope’s speeds in nonhumanoid form, damage immunities, traits, and actions that don’t involve equipment. The character is proficient with the lycanthrope’s natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope’s statistics. The character can’t speak while in animal form.

A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope’s proficiency bonus + the lycanthrope’s Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed.

The following information applies to specific lycanthropes.

Werebear. The character gains a Strength of 19 if his or her score isn’t already higher, and a +1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.

Remnants of the Curse

You possess a preternatural manifestation from the curse unmade by the lycanthropy. Choose your manifestation from the Remnants table or determine it randomly.

Remnants
d6 Appearance
1 Carrion Flies flutter around you while you take a short or long rest.
2 Dead, dry leaves sprout from your hair each dawn.
3 You faintly smell of animal musk and carrion.
4 Your shadow dances while no one is looking directly at it.
5 Horns or antlers sprout from your head.
6 Your facial and head hair grow far longer than it is usual for your race.

Shapechanger

You can use an action to shift into a Large bear-humanoid hybrid or into a Large bear, or back into your natural form. When you are in Bear or Hybrid form, you can make unarmed strikes and bite attacks. You can use weapons in Hybrid form, but not in Bear form. Once you use this feature to shift into either of those, it lasts for an hour and you can't do so again until you finish a long rest.

In these forms you gain temporary hit points equal to your total Hit Points, and access to the following features and attacks:

Damage Vulnerability. Fire

Damage Resistances. Cold

Damage Immunities. Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell. 

Bite. Your maw can be used as a bite attack. It deals 2d10 piercing damage on a hit. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with werebear lycanthropy, as described in the Monster Manual.

Claws. Each of your claws can be used as a weapon if it’s not holding anything. Each one deals 2d8 slashing damage on a hit.

Polar Predator

The feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You gain a swim speed equal to 30ft. 

Level 10 Feature

Level 10 Feature

Level 14 Feature

Level 14 Feature

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