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. Thanks to your familiarity with your rage, you can gain some control of your curse, unleashing this power when you need it the most.

 

 

Gift of the Wolf

When you chose this path at level 3rd level you get the following benefits:

  • Darkvision up to 30 feet if you do not have it 
  • Advantage for perception checks using hearing or smelling
  • Proficiency in Perception, if you're already proficient in this skill, choose from Athletics, Insight, Intimidation, or Survival
  • You gain 10 feet of movement 

  • You gain resistance to cold damage

  • You gain Vulnerability to silver weapons





Wolf Orgins

Roll a d4 or choose to figure out how you've been granted the "gift" of Lycanthropy 

#####
|d4 | Ogrin |
|:------------------|:-----:|
| 1 | You drank some water from a wolf's paw, as a result you unknowingly gained the gifts of the wolf |
| 2 | You were attacked by someone infected with the curse. You survived, but their bite infected you with the curse |
| 3 | You were cursed, whether by doing a ritual or by someone who knows very powerful magic |
| 4 | One or both of your parents is a lycanthrope, and you’ve inherited their curse. |

 

|d4|Wolf Quirks|

|1| You have a strong urge to mark your territory wherever you go, whether it's by leaving subtle scents or physically marking objects with your claws. You feel a sense of ownership over places you frequent.

|2| In moments of intense emotion or excitement, you find yourself expressing your thoughts and feelings through growls, snarls, or other animalistic sounds. While others may find it strange, your companions understand your intentions.

|3| You feel a strange pull towards open spaces under the moonlight, often finding solace and clarity in its glow. You might even find yourself howling at the moon without realizing it.

|4| You value loyalty and camaraderie, often forming strong bonds with your allies and viewing them as members of your pack. You may prioritize their safety and well-being above all else, fiercely defending them in times of danger.

|5| You have a natural inclination towards nighttime activities, feeling most alive and alert when the world is cloaked in darkness. You might prefer to keep watch during the night, trusting in your keen senses to detect any threats.

|6|  Your sense of smell is so acute that you can discern individual scents with ease. You might frequently sniff the air or analyze smells to gather information about your surroundings or potential threats.

Lycan Transformation

3rd level-Path of Wolf feature

Lycanthrope curse is tied to your rage, allowing you to have some control over it. Each of your hands transforms to claws,which counts as a simple melee weapon.
Claws deal 1d6(1d8 at 8th level and 1d10 at 14th level) piercing damage on a hit.

  • At the start your rage, you howl to strike fear in the hearts of your prey, and you can howl again on each of your turns as a bonus action. All creatures within 40 ft of you must make a WIS saving throw (DC equal to 8 + your proficiency bonus), or be frightened of you until the end of your next turn
  • You can use this feature a number of times half of your proficiency bonus (rounded down), and you regain all expended uses of it when you finish a long rest. If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours. Deafened creatures automatically pass the saving throw

Primal Hunger

6th level- Path of Wolf feature

The feral power within you increases, causing the natural weapons of your curse to count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Thanks to your curse, you start having cravings for raw flesh. As an action, you can feed on a slain creature's heart. When you do, you gain 1d6 hit points (d8 at 14th level), you can feed on slain creatures equal to your Constitution modifier. The slain creatures must have a heart to use this feature and the creature must be at least size small or larger. When you use this feature, this can replace your need for food.

This feature ignores the issues of eating raw meat, however this will not protect against poisoned meat or diseases the creature was infected by.

Curse Unleashed

10th level- Path of Wolf feature

As your curse strengthens, you start to unleash the chains holding you back, using your curse to its fullest potential, unfortunately it comes at a cost.

  • At the start of your turn, you can choose to let go of control when you rage. If you let go of control, gain 10ft of movement, your Rage damage is doubled, and gain advantage on attack roll, however you automatically attack the nearest creature. You regain control if you pass your WIS saving throw at the start of your turn, fall unconscious, your rage ends, or die. You can only use this feature once per rage.
  •  As action, you can force yourself to stop. If you end your rage this way, you take d8 psychic damage equal to your proficiency bonus (which cannot be reduced in any way), and you make DC 15 CON Saving throw. If you fail, you gain a level in exhaustion.
  •  After your rage ends, you take d8 psychic damage equal to your proficiency bonus (which cannot be reduced in any way), and you make DC 15 CON Saving throw. If you fail, you gain a level in exhaustion
  • You can regain control early. Make a DC 15 WIS saving throw with disadvantage at the start of your turn. If you pass, you ease out of your rage, and take d8 psychic damage equal to half your proficiency bonus (rounded down). If you end your rage this way, you don't need to make the CON saving throw for exhaustion.
  • When you choose to end your rage early, you gain temporary hit points equal to three times your Barbarian level. These temporary hit points last until the start of your next turn. When you choose to forcibly end your rage using this feature, you tap into your primal resilience, gaining temporary hit points equal to five times your Barbarian level. These temporary hit points bolster your endurance, providing a buffer against harm until the start of your next turn.

Primal Assault: When you attack, you tap into the primal ferocity of the wolf, granting you unmatched speed and agility in battle. After making an attack with your claws, you can immediately move up to half of your walking speed (rounded down). This movement does not provoke opportunity attacks. Additionally, if the creature drops to 0 hit points with this attack, you can make an extra attack with your claws against another enemy within range. If the second attack reduces that creature to 0 hit points as well, you can move an additional distance equal to half of your remaining movement speed (rounded down) towards another enemy or creature to make another attack, if possible.
(If two creatures or more are of equal walking speed, the DM chooses the creature to be attacked.)

 

Lupine Bond

Beast or man, you still have a heart… somewhere

When you start your rage select three creatures to leave an imprint on. You can also imprint during your rage but before Curse Unleashed. While imprinted, the creature(s) has resistance against psychic damage, and advantage against being frightened within 80ft of you. Imprinted creatures are immune to being frightened and have advantage against being charmed at 14 level. Moreover, while curse unleashed is active, your advantage on attack rolls is suspended against that creature and you have disadvantage on attack rolls targeting that creature, as you fight to prevent yourself from hurting them. The numbers for imprinted creatures increase by three at 14 level. If you reduce an imprinted creature to zero, it has advantage on death saving throws. Each Imprinted creature within 20ft of you that see or hear, reduces the WIS DC for regaining control reduces by 1.

The imprinted creature can choose one benefit:

  • Temp hp equal twice your proficiency bonus each turn while rage is active within 40 ft of you
  • Gain 10ft of movement
  • Advantage on saving throws within 40ft of you

 

Mastered Lycanthrope

You mastered your curse, allowing you to better control it 

14th level- Path of Wolf feature

You mastered your curse, allowing you to fully embrace what it has to offer.

  • When you make critical attack with your natural weapons, you roll one more weapon damage die

  •  

    You have 20 feet of blindsight

  •  

    You can howl up to 60 feet. When you howl, all other creatures that can hear you in within this range take 6 psychic damage. 

  • You have advantage on making Wisdom saving throws while raging.  
  • You can attempt to reduce your level of exhaustion by one during a short rest. Roll a d4. If the result is 3 or higher, your level of exhaustion decreases. Otherwise, the attempt fails and you must wait until your next long rest to try again."

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