Barbarian
Base Class: Barbarian

PATH OF THE LAYCAN

One of the most ancient and feared of all curses, lycanthropy
can transform the most civilized humanoid into a ravening
beast. In its natural humanoid form, a creature cursed by
lycanthropy appears as its normal self. Over time, however,
many lycanthropes acquire features suggestive of their lycan
form.
Evil lycanthropes hide among normal folk, emerging in
their primal form at night to spread terror and bloodshed,
especially under a full moon. Good lycanthropes are reclusive
and uncomfortable around other civilized creatures, often
living alone in wilderness areas far from villages and towns.


LYCANTHROPE TRANSFORMATION

At 3rd level, you learn to transform and become a hybrid
between you and your lycanthrope animal. When you adopt
this path, choose one of the following animals: wolf. The
animal you choose is your lycanthrope
animal and determines the abilities you gain from this path.
Once you choose a lycanthrope animal, you cannot choose
another. you learn to control the lycanthropic curse that courses
through your veins. As a bonus action, you transform into a
special hybrid form for up to 1 hour. You can speak, use
equipment, and wear armor while in this form, and can revert
to your normal form as a bonus action. You automatically revert
to your normal form if you fall unconscious or die.
While in your hybrid form, you are considered to be proficient with your
unarmed strikes, bite and claws, you have darkvision out to a range
of 60 feet (if you already have darkvision, your darkvision’s range
is increased by 30 feet), and you become vulnerable to silvered
attacks. Additionally, you gain the following abilities.

WOLF: While in your hybrid form, your unarmed strikes and claws deal
2d6 + your Strength modifier slashing damage and bite, which deals piercing
damage equal to 2d4 + your Strength modifier. Additionally, when you score a
critical hit, you deal an additional dice of damage.

When you take the Attack action on your turn while raging and
attack only with your natural weapons, you can make one claw
attack as a bonus action.

When you make a melee attack against a creature, you don't
provoke opportunity attacks from that creature for the rest of the
turn, whether you hit or not.

LYCANTHROPE TRANSFORMATION FEATURES

Feral Might: You have advantage on Strength checks and Strength
saving throws, and you have a +1 bonus to melee damage rolls.
This bonus increases to +2 at 11th level and to +3 at 18th level.

Resilient Hide: You have resistance to bludgeoning, piercing, and
slashing damage from nonmagical attacks not made with silvered
weapons. Additionally, while you are not wearing heavy armor, you
have a +1 bonus to AC.

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’re concentrating on a spell or are
under an effect that prevents you from concentrating (such as the
barbarian’s Rage feature), you automatically fail this saving throw.

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.

RAGE OF THE FULL MOON

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.

LAYCAN BLOOD

At 6th level, your body changes as you adopt traits from the
lycanthrope animal you chose at 3rd level.
Your unarmed strikes and claw damage becomes 1d6 + your
Strength modifer slashing damage.
Additionally, your unarmed strikes count as magical for
purposes of overcoming resistance and immunity to nonmagical
attacks and damage.

WOLF form: You have advantage on Wisdom (Perception) checks
that rely on hearing or smell.


PREDATOR'S CHARGE

At 6th level, you gain the ability to knock your foes prone with
a charging strike. If you move at least 15 feet straight towards
a Large or smaller creature and hit them with a melee weapon
attack, they must make a Strength saving throw or else be
knocked prone. The saving throw DC is equal to 8 + your
proficiency modifier + your Strength modifier.

ANIMALISTIC INSTINCTS

At 10th level, you embrace your curse further and adopt some
of your lycanthrope animal’s mannerisms and instincts.
You gain the following benefits from the same lycanthrope
animal you chose at 3rd level.

WOLF form: Your allies have advantage on melee attack rolls
against any creature within 5 feet of you that is hostile to you.

CURSE BRINGER

At 10th level, you are so suffused with the curse of lycanthropy
that you gain the ability to spread it. When you successfully
bite a humanoid, you can choose to have them make a Constitution
saving throw or else be afflicted with the curse. The DC equals 8 +
your proficiency modifier + your Constitution modifier.

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.

BLOOD FEAST

Beginning at 14th level, you can attempt to rip an opponent's
heart out with your teeth and consume it. When you attempt to
make a bite attack against a prone opponent, you can forgo doing
damage and instead attempt to tear their heart out directly.
You must declare this before making the attack roll. If the bite successfully
hits and the target has 20 hit points or less, it instantly dies as you
tear its heart out with your bite. If you succeed, you can choose to
consume the heart as part of the same attack. If you choose to consume
the heart, you regain hit points equal to the number of hit dice the creature
had. This ability does not work on creatures that do not have a heart or
other similar organ for you to eat.

LYCANTHROPE TRANSFORMATION

At 3rd level, you learn to transform and become a hybrid
between you and your lycanthrope animal. When you adopt
this path, choose one of the following animals: wolf. The
animal you choose is your lycanthrope
animal and determines the abilities you gain from this path.
Once you choose a lycanthrope animal, you cannot choose
another. you learn to control the lycanthropic curse that courses
through your veins. As a bonus action, you transform into a
special hybrid form for up to 1 hour. You can speak, use
equipment, and wear armor while in this form, and can revert
to your normal form as a bonus action. You automatically revert
to your normal form if you fall unconscious or die.
While in your hybrid form, you are considered to be proficient with your
unarmed strikes, bite and claws, you have darkvision out to a range
of 60 feet (if you already have darkvision, your darkvision’s range
is increased by 30 feet), and you become vulnerable to silvered
attacks. Additionally, you gain the following abilities.

WOLF Form: While in your hybrid form, your unarmed strikes and claws deal
2d6 + your Strength modifier slashing damage and bite, which deals piercing
damage equal to 2d4 + your Strength modifier. Additionally, when you score a
critical hit, you deal an additional dice of damage.

When you take the Attack action on your turn while raging and
attack only with your natural weapons, you can make one claw
attack as a bonus action.

When you make a melee attack against a creature, you don't
provoke opportunity attacks from that creature for the rest of the
turn, whether you hit or not.

 

LYCANTHROPE TRANSFORMATION FEATURES

Feral Might: You have advantage on Strength checks and Strength
saving throws, and you have a +1 bonus to melee damage rolls.
This bonus increases to +2 at 11th level and to +3 at 18th level.

Resilient Hide: You have resistance to bludgeoning, piercing, and
slashing damage from nonmagical attacks not made with silvered
weapons. Additionally, while you are not wearing heavy armor, you
have a +1 bonus to AC.

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’re concentrating on a spell or are
under an effect that prevents you from concentrating (such as the
barbarian’s Rage feature), you automatically fail this saving throw.

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.

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’re concentrating on a spell or are
under an effect that prevents you from concentrating (such as the
barbarian’s Rage feature), you automatically fail this saving throw.

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.

Feral Might

You have advantage on Strength checks and Strength
saving throws, and you have a +1 bonus to melee damage rolls.
This bonus increases to +2 at 11th level and to +3 at 18th level.

Resilient Hide

You have resistance to bludgeoning, piercing, and
slashing damage from nonmagical attacks not made with silvered
weapons. Additionally, while you are not wearing heavy armor, you
have a +1 bonus to AC.

RAGE OF THE FULL MOON

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.

LAYCAN BLOOD

At 6th level, your body changes as you adopt traits from the
lycanthrope animal you chose at 3rd level.Additionally, your unarmed strikes count as magical for
purposes of overcoming resistance and immunity to nonmagical
attacks and damage.

WOLF form: You have advantage on Wisdom (Perception) checks
that rely on hearing or smell.

PREDATOR'S CHARGE

At 6th level, you gain the ability to knock your foes prone with
a charging strike. If you move at least 15 feet straight towards
a Large or smaller creature and hit them with a melee weapon
attack, they must make a Strength saving throw or else be
knocked prone. The saving throw DC is equal to 8 + your
proficiency modifier + your Strength modifier.

ANIMALISTIC INSTINCTS

At 10th level, you embrace your curse further and adopt some
of your lycanthrope animal’s mannerisms and instincts.
You gain the following benefits from the same lycanthrope
animal you chose at 3rd level.

WOLF form: Your allies have advantage on melee attack rolls
against any creature within 5 feet of you that is hostile to you.

WOLF Form

Your allies have advantage on melee attack rolls
against any creature within 5 feet of you that is hostile to you.

CURSE BRINGER

At 10th level, you are so suffused with the curse of lycanthropy
that you gain the ability to spread it. When you successfully
bite a humanoid, you can choose to have them make a Constitution
saving throw or else be afflicted with the curse. The DC equals 8 +
your proficiency modifier + your Constitution modifier.

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.

BLOOD FEAST

Beginning at 14th level, you can attempt to rip an opponent's
heart out with your teeth and consume it. When you attempt to
make a bite attack against a prone opponent, you can forgo doing
damage and instead attempt to tear their heart out directly.
You must declare this before making the attack roll. If the bite successfully
hits and the target has 20 hit points or less, it instantly dies as you
tear its heart out with your bite. If you succeed, you can choose to
consume the heart as part of the same attack. If you choose to consume
the heart, you regain hit points equal to the number of hit dice the creature
had. This ability does not work on creatures that do not have a heart or
other similar organ for you to eat.

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