Barbarian
Base Class: Barbarian

The ancient curse of lycanthropy is feared by nearly all peoples and cultures, passed through blood and seeding a host with the savage strength and hunger for violence of a wicked beast. Barbarians who walk the Path of the Lycan draw their rage from that ancient curse that flows through their veins. Physically transforming the barbarian in their throes of rage. They possess enhanced physical prowess, unnatural resilience, and razor-sharp claws that make these barbarians a terrible foe to anyone that crosses their path.

Heightened Senses

Starting when you choose this path at 3rd level, you gain the improved senses of a natural predator. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Hybrid Transformation

Also at 3rd level, when you enter your rage, you can transform into a bestial hybrid form, revealing the lycanthropic curse that courses through your veins. You revert to your normal form if your rage ends.

This feature replaces the rules for lycanthropy in the Monster Manual. While you are transformed, you gain the following benefits and drawbacks:

Claws. You grow razor sharp claws, which you can use to make unarmed strikes, which deal 2d4 bludgeoning or slashing damage (your choice). This damage increases to 2d6 at 6th level and to 2d8 at 10th level.

Additionally, once on each of your turns when you use the Attack action to make an unarmed strike, you can make one additional unarmed strike as a bonus action.

Feast on the Weak. As a bonus action, you can devour the flesh from a creature within reach that has been dead no longer than 1 day. When you do, you can expend one of your hit-die and recover hit points equal to that roll plus your constitution modifier.

Creatures that do not have flesh can’t be devoured in this way, additionally, flesh devoured in this way has no adverse effect towards your health (For example, if the creature was diseased or poisoned). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Bloodlust. If you start your turn with fewer hit points than half your hit point maximum, you must succeed on a DC 8 Wisdom saving throw or move directly toward the nearest creature and use the Attack action against that creature. 

If you have your Extra Attack feature, you can choose whether to use it for this frenzied attack. If more than one creature is equally near to you, roll randomly to determine your target. Once your attack is resolved, you regain control of yourself.

Stalker's Prowess

At 6th level, your speed increases by 10 feet, and you add 10 feet to your long jump distance and 3 feet to your high jump distance. Your rage also gains the following additional benefit.

Improved Claws. You have a +1 bonus to attack rolls made with your unarmed strike. This bonus increases to +2 at 10th level and to +3 at 14th level. Additionally, while raging, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Advanced Transformation

At 10th level, you learn to unleash and control more of the beast within for longer periods of time. Your rage now lasts for 10 minutes. Your rage also gains the following additional benefit.

Lycan Regeneration. At the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you gain hit points equal to 1 + your Constitution modifier (minimum of 1). You gain these hit points before you must make the saving throw for your bloodlust.

Apex Predator

Starting at 14th level, you have advantage on the saving throw for your bloodlust while raging. Your rage also gains the following additional benefits.

Howl of Terror. As part of entering rage, you can choose to unleash a bloodcurdling howl. Each creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or become frightened of you until the end of your next turn. If a creature fails its saving throw by 5 or more, it is stunned while frightened in this way. A creature that succeeds on its saving throw is immune to this feature for the next 24 hours.

You can choose any number of creatures you can see to be unaffected by the howl.

Impervious Hide. You have immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. 

 

Path Of The Lycan Image

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