Fighter
Base Class: Fighter

This is the 3rd print of the inner beast subclass by Daddy_derrik.

Of the many terrible curses within the world few are as ancient or as feared as Lycanthropy. Passed through blood, this affliction seeds a host with the savage strength and hunger for violence of a wicked beast. This Archetype Focuses on the controlling of Lycanthropy and the ability to unleash the inner beast within in your soul. Enhanced physical prowess, unnatural resilience, and razor sharp claws make these warriors a terrible foe to any evil that crosses their path. Yet, no training is perfect, and without care and complete focus, even the greatest of fighters can temporarily lose themselves to the bloodlust. (This is based of of the blood hunter order of the Lycan subclass by Mathew Mercer.)

Heightened Senses

Starting when you choose this archetype at 3rd level, you begin to adopt the improved abilities of a natural predator. You gain advantage on Wisdom (Perception) checks that rely on hearing or smell.

Hybrid Transformation

Upon choosing this archetype at 3rd level, You begin to learn ways to control your Lycanthopy. As a bonus action, you can transform into your hybrid form for up to 1 hour. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier as a bonus action. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die.

You can use this feature twice, after which you must finish a short or long rest before you can use it again.

This feature replaces the rules for Lycanthropy within the Monster’s Manual.

Hybrid Transformation Features

While you are transformed, you gain the following features:

Feral Might. You gain a +1 to melee damage rolls. This bonus increases by 2 at 18th level. You also have advantage on Strength checks and Strength saving throws.

Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silver weapons. While you are not wearing heavy armor, you gain a +1 bonus to your AC.

Predatory Strikes. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action.

Your unarmed strikes deal 1d6 slashing damage. The damage increases to 1d8 at 11th level.

Bloodlust. If you begin your turn with no more than half of your maximum hit points, you must succeed on a Wisdom saving throw with a DC = 16 - constitution modifier or move directly towards the nearest creature to you and use the Attack action against that creature. You can choose whether or not to use your Extra Attack feature for this frenzied attack. If there is more than one possible target, roll to randomly determine the target. You then regain control for the remainder of your turn.

If you are under an effect that prevents you from concentrating (like the barbarian’s Rage feature or a concentrating on a spell), you automatically fail this saving throw

Beastial Power

At 7th level, as you begin to start gaining control of your curse your body is forever altered to adjust to your knew found strength and powers.

Your speed increases by 10 feet. Choose either athletics skill, acrobatics skill or survival skill. You gain proficiency in it and your proficiency bonus is doubled for the chosen skill.

In addition, While you are in your hybrid form you gains the and Feral mark features.

Feral Mark. When you make an attack against a creature you can chose to mark it (no action required). You always know the direction to the mark creature, and each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the creature takes psychic damage equal to 1 + Constitution modifier (minimum 1).

Your Mark lasts until you dismiss it, or you apply a mark to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level (maximum of 9th level spell).

Once you use this feature, you can’t use it again until you finish a short or long rest.

Advancing Body

You gain proficiency in athletics, acrobatics or survival, you add double your proficiency in this skill.

Advanced Transformation

Starting at 10th level, you learn to control and unleash more of the beast within as you become accustomed to the curse pulsing through your body.

You can use your Hybrid Transformation feature three times a day, regaining all expended uses when you finish a short or long rest.

In addition, your movement speed increases by 10 feet. You also gain the Improved Prefatory Strike feature.

Improved Predatory Strikes. You gain a +2 bonus to melee attack rolls. This bonus increases by 1 at 18th level (+3). In addition, when you have an active Feral Mark, your unarmed strikes against the marked creature are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Feeding The Beast

At 15th level, You are starting to learn how to feed the beast and control the hunger for carnage you feel inside of you.

You have advantage on your Wisdom saving throws to maintain control of your bloodlust in hybrid form.

You also gain the ability use your reaction to insight power within allies, giving them advantage on a saving throw. You must use this before the roll is made.

You can use this ability a number of times equal to your Wisdom modifier (minimum 1) per long rest.

Apex Hunter

At 18th level, you have wrestled your inner predator and mastered it. You can use your Hybrid Transformation feature an unlimited number of times, and your hybrid form can now last indefinitely. You also gain the Howl Of The Hunt feature.

Howl Of The Hunt. You gain the ability to unleash a powerful howl to summon the power of beasts within your allies' spirit. As a bonus action you can release a howl and give your allies within 30 ft advantage on melee attacks for 2 rounds. You can use this feature a number of times equal to your strength modifier per long rest.

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