Base Class: Barbarian
Either through birth or circumstance, you have gained the abilities of a lycanthrope, enhancing your strength and senses beyond that of a typical creature.
Shapeshift
Being a lycanthrope grants you superhuman abilities, even while you are not transformed:
- You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light, but you can only see it in shades of grey.
- You have Advantage on any check that relies your sense of smell or hearing.
Additionally, when you enter rage, you transform into a werewolf. This grants the following properties:
Your unarmed strike deals 1d6 Slashing damage, and gains the nick property. The damage of your unarmed strike increases to 1d10 at level 6, 2d6 at level 10, and 2d10 at level 14.
Your movement speed increases by 15 feet, and you can take the dash action as a bonus action.
Hunter
As you hone your Lycanthropic powers, your strength increases.
- Using your nose, you can cast the spells locate object and locate animal or plant as a ritual. It costs no material components, though your nose cannot be covered or obstructed.
- You gain a climbing and swimming speed equal to your walking speed and are unaffected by non-magical difficult terrain.
Ferocity
Your mastery of your lycanthropic form allows for new combat abilities:
- If you move at least 10 feet in a straight line immediately before taking the attack action, you can perform a pounce. If your attack hits, the enemy becomes grappled if they are the same size or smaller than you, and take 2d8 additional damage. You can only have one creature grappled in this way at a time.
- You can use an action to unleash a terrifying howl. All creatures of your choice within 30 feet of you must make a Wisdom saving throw or become frightened and have their speed reduced to 0 for 1 minute. They can repeat this saving throw at the beginning of their turn. You can use this feature a number of times equal to your proficiency bonus.
John Pierre la Loup-Garou!!
- You are immune to physical damage that is not caused by silvered or magical objects.
- When attacking a creature that has not taken a turn in combat, you have advantage on the attack roll and deal an additional 1d8 damage of the same type as your attack. Additionally, enemies that have not taken a turn in combat have disadvantage on the saving throw caused by your Howl action.
- Magical difficult terrain no longer reduces your movement speed.
- You are immune to exhaustion and disease, and age only 1 year for every 2 years that pass.
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