Base Class: Barbarian
Lycanthropy
At 3rd level, you learn to transform and become a Werewolf. When you enter a rage, you can choose to instead expend two uses of rage to also enter your hybrid form. When you enter your hybrid form, any equipment you’re wearing or carrying isn’t transformed. While in your hybrid form, you are considered to be proficient with your unarmed strikes. You become vulnerable to silvered attacks. Additionally, you gain the following abilities.
Werewolf's Bite: Gain a Bite attack dealing 1d8 + your Strength modifier piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.
Wolves claws: Your unarmed strikes deal 2d6 + your Strength modifier slashing damage. Additionally, when you score a critical hit, you deal an additional dice of damage.
Hide of the Werewolf: You gain a +1 bonus to your AC.
Wolves Speed: Your walking speed increases by 10 feet.
Wolves Senses: You have advantage on Wisdom (Perception) checks that rely on hearing or smell. you have darkvision out to a range of 60 feet (if you already have darkvision, your darkvision range is increased by 30 feet)
Weakness to Wolf's Bane: You are repulsed by the smell of wolf's bane, and cannot willingly go within 30 feet of the source of the smell. If you are attacked by a weapon coated in wolf's bane you take an extra 1d8 poison damage from the attack.
Rage of the Full Moon (GM Optional). At 3rd level, one night every month during the full moon, you are filled with unbridled, feral rage. During a full moon, you are affected by rage and are transformed into your hybrid form until dawn. While transformed in this way, your alignment is chaotic evil. At dawn, you revert to your humanoid form and gain 3 points of exhaustion. At 14th level, you are no longer affected by this feature.
Lycan's Blood:
At 6th level, your body changes as you adopt traits from the lycanthrope animal you chose at 3rd level. Your unarmed strikes gain an additional 1d6 damage. Additionally, your unarmed strikes count as magical for purposes of overcoming resistance and immunity to nonmagical attacks and damage.
Animalistic Instincts:
At 10th level, you embrace your curse further and adopt some of your lycanthrope animal’s mannerisms and instincts. Your allies have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you.
True Lycanthropy:
At 14th level, you fully accept your curse and learn to change into your hybrid form at will. When you enter a rage, transforming into your hybrid form no longer costs additional uses of rage. Additionally, you are no longer vulnerable to silvered attacks.
Lycanthropy
At 3rd level, you learn to transform and become a Werewolf. When you enter a rage, you can choose to instead expend two uses of rage to also enter your hybrid form. When you enter your hybrid form, any equipment you’re wearing or carrying isn’t transformed. While in your hybrid form, you are considered to be proficient with your unarmed strikes. You become vulnerable to silvered attacks. Additionally, you gain the following abilities.
Werewolf's Bite: Gain a Bite attack dealing 1d8 + your Strength modifier piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.
Wolves claws: Your unarmed strikes deal 2d6 + your Strength modifier slashing damage. Additionally, when you score a critical hit, you deal an additional dice of damage.
Hide of the Werewolf: You gain a +1 bonus to your AC.
Wolves Speed: Your walking speed increases by 10 feet.
Wolves Senses: You have advantage on Wisdom (Perception) checks that rely on hearing or smell. you have darkvision out to a range of 60 feet (if you already have darkvision, your darkvision range is increased by 30 feet)
Weakness to Wolf's Bane: You are repulsed by the smell of wolf's bane, and cannot willingly go within 30 feet of the source of the smell. If you are attacked by a weapon coated in wolf's bane you take an extra 1d8 poison damage from the attack.
Rage of the Full Moon (GM Optional). At 3rd level, one night every month during the full moon, you are filled with unbridled, feral rage. During a full moon, you are affected by rage and are transformed into your hybrid form until dawn. While transformed in this way, your alignment is chaotic evil. At dawn, you revert to your humanoid form and gain 3 points of exhaustion. At 14th level, you are no longer affected by this feature.
Lycan's Blood
At 6th level, Your unarmed strikes gain an additional 1d6 damage. Additionally, your unarmed strikes count as magical for purposes of overcoming resistance and immunity to non-magical attacks and damage.
Animalistic Instincts
At 10th level, you embrace your curse further and adopt some of your lycanthrope animal’s mannerisms and instincts. Your allies have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you.
True Lycanthropy
At 14th level, you fully accept your curse and learn to change into your hybrid form at will. When you enter a rage, transforming into your hybrid form no longer costs additional uses of rage. Additionally, you are no longer vulnerable to silvered attacks.
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