Base Class: Fighter
The ancient curse of lycanthropy is feared by nearly all peoples & cultures, as well coming in myriad of forms. Either by surviving an attack from one such beast, borned to a parent who is inflicted by it or even a divine being "blessing" you, that said same curse now courses through you. While others suffering from this live in fear of the beast within or are consumed by it, becoming a monster, you have managed to gain a degree of control of the beast.
There are those who use magical rituals, items or even rumoured blood spells to control the curse within. But not you. Through either sheer force of will, mental fortitude or by forming a deal with the beast, you can unleash the infamous hybrid form for short periods of time. You have even gained benefits while in your natural form as well. Yet this isn't prefect, & without care & focus, even the strongest warrior can temporarily lose themselves to the monster within.
While the most commonly known form of lycanthropy are the werewolves, they are far from the only type to haunt the world & the planes. Each one having their own unique strengths to bring down upon their prey.
Lycan Bloodline
When you pick this subclass at 3rd level, you select which type of lycanthropy curse you subjected to. Your hybrid form is determined by your choice & you gain passive bonuses depending on which you picked.
Werebear
As a Werebear, your strength is immense, allowing you to pin your foes down easily. None can escape your grip.
You count as one size larger when determining who you can target & be targeted by for grappling. You also have advantage on all checks involved with grappling.
Werefeline
As a Werefeline, there is no where that you can't get to, no height to far for your reach.
You add 10ft to your long jump & 3ft to your high jump. You also have a climbing speed matching your movement speed.
Wereraven
As a Wereraven, you dart about your foes easily, mocking them with voices not your own as you do.
Other creatures have disadvantage on opportunity attack rolls against you. You can also mimic simple sounds you have heard, such as a person whispering, a baby crying or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Insight check.
While in your hybrid form, you gain a flying speed matching your movement speed.
Wereshark
As a Wereshark, you are the hunter in the dark oceans. Not even the unseen can hide from you when you're near.
You can breath underwater for an hour & you have swim speed matching your movement speed. Also, you gain 10ft of blindsight or an extra 10ft if you already have it.
Werewolf
As a Werewolf, the whole pack benefits when you're in the fight. You are also a supreme tracker, with none able to hide from you senses.
Your allies have advantage on melee attack rolls against any creature within 5ft of you. You also have advantage on Wisdom perception checks that rely on hearing or smell.
Hybrid Transformation
Also ar 3rd level, you learn to control the lycanthropic curse that courses through you. As a bonus action, you can transform into a special hybrid form for up to an hour. You can speak, use equipment & wear armour while in this form, & can revert to your normal form as a bonus action. You automatically revert to your normal form if you fall unconscious or die.
This feature replace the rules for lycanthropy in the Monster Manual. Once you use this feature, you must finish a short or long rest before you use it again. While you are transformed, you gain the following features:
•Feral Might = You have advantage on Str checks & Str saving throws. You also have a +1 bonus to melee damage rolls.
•Resilient Hide = You have resistance to bludgeoning, piercing, & slashing damage from nonmagical attacks not made with silvered weapons. Additionally, while you are not wearing heavy armour, you have a +1 bonus to AC.
•Predatory Strike = You can use Dex instead of Str for attacks & damage rolls for your unarmed strikes, which deal 1d8 bludgeoning or slashing damage (your choice).
•Bloodlust = If you start your turn with fewer Hit Points than your max, you must succeed on a DC 8 Wis saving throw or move directly towards the nearest creature & use the Attack action against that creature. If you have the Extra Attack feature, you can choose whether to use it for this attack.
Beast Transformation
At 7th level, your control of the beast has allowed you to not only change into the infamous hybrid form of the lycanthropy curse but also into the form of the beast itself. For an hour, once per short rest, you can change into the shape of a beast tied to the curse you choose. The same rules for Druids Wildshape feature applies to this transformation, as well as Bloodlust from your Hybrid Transformation feature.
Werebear - Brown Bear
For an hour, once per short rest, you can change into the shape of a Brown Bear.
The same rules for Druids Wildshape feature applies to this transformation, as well as Bloodlust from your Hybrid Transformation feature.
Werefeline - Lion/Tiger
For an hour, once per short rest, you can change into the shape of a Lion/Tiger.
The same rules for Druids Wildshape feature applies to this transformation, as well as Bloodlust from your Hybrid Transformation feature.
Wereraven - Dire Raven
For an hour, once per short rest, you can change into the shape of a Dire Raven (Giant Eagle).
The same rules for Druids Wildshape feature applies to this transformation, as well as Bloodlust from your Hybrid Transformation feature. (Use the Giant Eagle stat block with the mimicry ability).
Wereshark - Hunter Shark
For an hour, once per short rest, you can change into the shape of a Hunter Shark.
The same rules for Druids Wildshape feature applies to this transformation, as well as Bloodlust from your Hybrid Transformation feature.
Werewolf - Dire Wolf
For an hour, once per short rest, you can change into the shape of a Dire Wolf.
The same rules for Druids Wildshape feature applies to this transformation, as well as Bloodlust from your Hybrid Transformation feature.
Lycan Soul
At 10th level, the curse within you has strengthened, changing you further but giving you more abilities to call upon. You gain more passive bonuses depending on which lycanthropy curse you choose on picking this subclass.
Werebear - Soul of the Brawler
As the bear strengthens within you, you can easily crush your foes with your pure strength, as well as removing any obstacles in your way.
Your carrying capacity is doubled, & you now advantage on Str checks made to push, pull, lift or break objects. Also, you can deal 1d6 bludgeoning damage to one creature grappled by you at the start of your turn. This stacks with things like Unarmed fighting style.
Werefeline - Soul of the Stalker
As the feline grows bolder within you, it's abilities are yours to have, as well as the shadows it calls homes.
You gain proficiency in the following two skills: Athletics & Stealth. You either gain 60ft of Darkvision or increase it by 60ft if you already have it.
Wereraven - Soul of the Mocker
As the raven within flies to the front, you gain more of its gifts. Seeing your prey regardless of the distance & closing in for the strike quickly as well.
You can see up to 1 mile with no difficulty, able to discern even fine details as though it was 100ft away. Additionally, dim light doesn't impose disadvantage on Perception checks. You can also use the Dash action as a bonus action.
Wereshark - Soul of the Hunter
As the shark within comes closer to the surface, you ability to wreck havoc upon your foes is unmatched, blood on the wind carrying you to victory.
If a creature successfully lands a melee attack on you, you can inflict 2d8 slashing damage to it. Once per turn, you can make one melee attack with advantage against any creature that doesn't have all its Hit Points.
Werewolf - Soul of the Tracker
As the wolf grows within, you have become a tracker without equal, tracking your prey swiftly, stealthily & mercilessly.
You have advantage on Survival checks to track other creatures, even while travelling at a fast pace, & you can move stealthily while travelling at a normal pace.
Lycanthropic Regeneration
At 15th level, you learn to tap into more of the beasts power, allowing you to heal more quickly. At the start of each of your turns when you have at least 1 Hit Point but fewer than half your max, you gain Hit Points equal to 1 + your Con modifier (minimum of 1). If you are in hybrid form, you gain these Hit Points before you must make the saving throw for your Bloodlust feature.
Transformation Mastery
At 17th level, you mastered your inner predator, becoming almost one with it. You can use your Hybrid Transformation & Beast Transformation features an unlimited number of times, & both forms last until you decide to either revert to your normal form, one of your other forms, fall unconscious or die.
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