Base Class: Barbarian
Guardians of the ancient forests, stalkers by moonlight, barbarians that follow the Path of Tooth and Claw are the noble werewolves. Untainted by the evil that besets lycanthropes, these barbarians are able to harness the beast within and bend it to the cause of heroism.
Lycanthropic Rage
At 3rd level when you rage, you transform into a werewolf, gaining the following additional abilities;
- Feral senses. You gain advantage on Wisdom (Perception checks) that rely on hearing or smell.
- Claws. You are proficient with unarmed strikes. Your unarmed strikes do 1D4 slashing damage plus your ability modifier. This damage increases to 1D6 at level 5, 1D8 at level 12 and 1D10 at level 17 in the barbarian class. Furthermore, any time you take the attack action, you may make an additional unarmed strike as a bonus action with your other hand, provided you are not carrying a weapon or shield in that hand.
- Relentless hunter. You may maintain your rage so long as the fresh smell of blood from a creature you have wounded can be perceived in the air.
- Cursed Weakness. Your have vulnerability to damage from silvered weapons.
Off Hand Claw Attack
When you use your claws to make an attack as a part of the attack action on your turn, you may make an additional claw attack with your other hand as a bonus action so long as it is not holding an item.
Blood Rage
At 6th level your unarmed strikes count as magical attacks when you are raging. In addition, when you are attacking a creature that is already wounded you may use your bonus action to make two claw strikes instead of one.
One with the Pack
At 10th level you may cast the spell Speak with Animals an unlimited number of times, but only when communicating with wolves, dogs or canine-like beasts. In addition, you may use an action to transform yourself into a Dire Wolf. Your Intelligence, Wisdom and Charisma remain unchanged, but all other abilities and features become that of a dire wolf. You may return to your normal form as an action, or when you are reduced to 0 hit points. You may use this feature twice and all charges are restored after a long rest.
Lycan Regeneration
Starting at 14th level, at the start of each of your turns, you regain hit points equal to 1 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points, or if you were wounded by a silver weapon or radiant damage on this or the previous round.
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