Base Class: Barbarian
You come from a long lineage of powerful lycanthropes. The Path of the Lycanthrope allows you to explore the secrets of your bestial blood.
Blood of the Beast
Starting when you choose this path at 3rd level, your bestial blood takes over when you rage. When you rage you enter your lycanthrope form. Choose Bear, Wolf, or Tiger. Your form and abilities depend on that chosen animal, as detailed below. you can speak to animals of your lycanthrope form and they are generally friendly to you unless provoked.
If your bestial effects require a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier.
Bear. When you transform you can let out a horrifying roar. Each non-friendly creature within 60 feet of you that can hear you must succeed on a Wisdom saving throw or be frightened for 1 minute or until your rage ends. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to your roar for the next 24 hours.
Wolf. When you transform you can let out a howl. Your howl calls out to nearby wolves. At the start of your next turn a number of wolves equal to your proficiency bonus appear. They are friendly to you and your allies. they have their own initiative but you can use your Bonus Action to give a general command to the pack. The pack leaves after one minute or at the end of your rage.
Tiger. While raging you can take dash, dodge, or disengage as a Bonus Action.
Bestial Form
You gain additional benefits at 3rd level while raging. You can use Charisma instead of Strength for the attack and damage rolls of your unarmed strikes. You can roll a d6 in place of the normal damage of your unarmed strike. This damage increases to a d8 when you reach 5th level, a d10 at 11th level, and a d12 at 17th level. You also gain darkvision to a range of 60ft.
Animalistic Soul
At 6th level you gain more benefits while raging depending on your chosen animal.
Bear. You can spend you entire turn trying to roar again. You make a DC 15 Charisma check, on a success each non-friendly creature within 60 feet of you that can hear you must succeed on a Wisdom saving throw or be frightened for one minute or until your rage ends even if they already succeeded. Additionally you have advantage when attacking frightened creatures.
Wolf. You have advantage on Wisdom (Perception) checks that rely on hearing or smell. You can add your Charisma modifier to the number of wolves in the pack. Also, you gain advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Tiger. You gain proficiency in the Athletics and Acrobatics skills. When you dash, dodge, or disengage you can taunt a creature within 60ft that can see or hear you. The taunted creature must succeed on a Wisdom save or have disadvantage on all attacks that aren't directed toward you for one round.
Full Animalism
At 10th level you gain more benefits while raging depending on your chosen animal.
Bear. Every round a creature is frightened by you, they take psychic damage equal to your barbarian level plus your Charisma modifier.
Wolf. You summon Dire Wolves instead of normal wolves from your howl. The wolves add your Charisma Modifier to their attack and damage rolls.
Tiger. You can spend your Bonus Action to continue a taunt without the target being able to remake the save. You deal an extra unarmed damage die to taunted creatures.
Bestial Merge
You start to lose the line between your human and bestial form. Physical pieces of your bestial form start to show even when you aren't transformed. Due to this you can use your lycanthrope abilities outside of rage.
Previous Versions
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