Ranger
Base Class: Ranger

Of the many terrible curses that plague the realm, few are as ancient or as feared as Lycanthropy. Passed through blood, this affliction seeds a host with the savage strength and hunger for violence of a wild beast. Those that shun the curse spend their lives burying their wild, bestial urges deep inside. However, the power of a rising full moon makes the curse too strong to resist, and the host transforms into a terrifying animal-humanoid hybrid controlled by murderous impulse. Those that embrace the dark Nature of their curse learn to harness their bestial gifts, but also succumb to the evil, vicious temperament that drives the beast within.

In a small woodland village, plagued by lycanthropy, there lived a young herbalist and practioner of the arcane arts called Meredith. While in the forest gathering herbs Meredith encountered a fully transformed Lycan sitting on a rock crying. At first Meredith was fearful but once she realised it was crying built up the courage to ask what was the matter, she was a healer after all. The creature introduced itself as Swiftrunner, he had been chased from the village and lost his name but his mind had remained intact. Meredith saw that this was no beast to be feared but a poor soul in need of aid, so Meredith went about learning of some way to help Swiftrunner. After a few months of research Meredith learned about the Blood Hunter Order: Order of the Lycan and managed to piece together a similar ritual of her own making. Once the ritual was performed Swiftrunner had alost full control of the inital curse but the magics were unstable causing the Lycan forms to grow in strength but also grow less wild. After a few days of rest Swiftrunner returned to the woods in search of more Lycans that could be saved and destroy those that could not. Those people that were saved by the ritual are called Swiftrunners, named after the first ranger to harness and maintain his dark nature for the betterment and protection of society.

Heightened Senses

Starting when you choose this archetype at 3rd level, you begin to adopt the improved abilities of a natural predator. You gain advantage on any Wisdom (Perception) checks that rely on hearing or smell.

Additionally your skin has become thicker and your reactions have become quicker. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC.

Lycan Transformation

As an action, you can transform in your hybrid form for 10 minutes (or until you revert as an action or if you fall unconscious or die), [7th] Dire Wolf form for 1 hour (or until you revert as an action or if you fall unconscious or die).
Hybrid Form takes 1 use of Lycan Transformation.
[7th] Dire Wolf Form takes 2 uses of Lycan Transformation.

You can use this feature twice. You regain expended uses when you finish a short or long rest.

Hybrid Transformation

Upon choosing this archetype at 3rd level, you begin to learn to control the lycanthropic curse that now lives in your blood. As an action, you can transform into your hybrid form (Requires 1 use of transformation) for 10 minutes (or until you revert as an action or if you fall unconscious or die), your game statistics are the same for each form, you can speak, use equipment, and wear armor in this form.

The benefits of this form replace the rules for Lycanthropy within the Monster’s Manual.

You can use this feature twice. You regain expended uses when you finish a short or long rest.

In Hybrid Form you gain the following features:

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered.

Ferocious Might. You have advantage on Strength checks and Strength saving throws.

Multiattack. In Hybrid form you can make two attacks: one bite attack and one claw attack or two claw attacks.

Bite. You are proficient with your bite, which is a melee weapon with the Finesse property. When you hit a creature that is Large or smaller with a Bite, the target must succeed on a Strength saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus) or be knocked prone. Your bite deals 1d8 piercing damage.

Claws. You are proficient with your unarmed strikes, which are melee weapons with the Finesse property. Because of your claws, you have a climbing speed of 30 feet, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Pack Hunter. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.

Cursed Weakness. Your have vulnerability to damage from silvered weapons.

Bloodlust. At the start of each of your turns, make a WIS saving throw to maintain control if you've taken any damage since your last turn (DC = higher of 10 or half the total damage taken). On fail, you must use the Attack action on the nearest creature. If there is more than one possible target, the DM chooses the target. You then regain control for the remainder of your turn.

If you are under an effect that prevents you from concentrating (like the Barbarian’s rage feature), you automatically fail this saving throw.

[7th] Shapechanger. As an action, you can transform into a your Dire Wolf form. Your game statistics are the same for each form.

Heightened Abilities

The feral spirit within you grows in power, causing the natural weapons of your transformation to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can now call on the Lycanthropic Curse in your true form to help you adapt to your surroundings.

- Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

- Claws. Your hands transform into claws, which deal 1d6 slashing damage on a hit. When you take the Attack action on your turn and make an attack with your claws, you can make one additional attack using your claws as a bonus action.

- Climbing. Your claws give you a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

- Jumping. When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.

Dire Wolf Transformation

As an action, you can transform into your wolf form (Requires 2 uses of transformation) for 1 hour (or until you revert as an action or if you fall unconscious or die), your game statistics are the same for each form, you are unable to speak while in wolf form and any equipment worn or carried by you falls to the ground when you transform into a wolf.
When you transform into a Dire Wolf, you gain the following features:

Darkvision. 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. You can’t discern color in darkness, only shades of gray.

Bestial Sprint. Gain a movement speed of 50ft and able to climb 30ft but unable to hold on to vertical or upside down surfaces.

Feral Might. You gain a bonus to melee damage rolls equal to half your proficiency bonus (rounded down). You also have advantage on Strength checks and Strength saving throws.

Impressive Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from any weapons that aren’t silvered. While in Dire Wolf form your Natural Armour increases by your CON Modifier.

Lunge. As a Dire Wolf you leap 10 feet straight toward a creature and then hit it with a Bite attack on the same turn, you make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you knock the target prone. If the target is knocked prone, you can make an additional bite attack against it.

Bite. You are proficient with your bite, which is a melee weapon with the Finesse property. When you hit a creature that is Large or smaller with a Bite, the target must succeed on a Strength saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus) or be knocked prone. Your bite deals 1d8 piercing damage.

Pack Hunter. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.

Cursed Weakness. Your have vulnerability to damage from silvered weapons.

Bloodlust. At the start of each of your turns, make a WIS saving throw to maintain control if you've taken any damage since your last turn (DC = higher of 10 or half the total damage taken). On fail, you must use the Attack action on the nearest creature. If there is more than one possible target, the DM chooses the target. You then regain control for the remainder of your turn.

If you are under an effect that prevents you from concentrating (like the Barbarian’s rage feature), you automatically fail this saving throw.

Shapechanger. As an action, you can transform into a your hybrid form. Your game statistics are the same for each form.

Improved Transformations

Your understanding and strength of the curse in your blood has caused your transformations to grow in power and ability. Your transformations now gain the following features:

- Larger Creature. Your Dire Wolf's size has grown from the size of a large wolf to a medium horse. Your Dire Wolf form's movement speed is now 60ft, equal to that of a horse. When you use lunge attack you can now prone huge or smaller creatures.

- Claws. Your Dire Wolf's paws have transformed into more cat-like claws, which deal 1d6 slashing damage on a hit. When you take the Attack action on your turn and make an attack with your claws, you can make one additional attack using your claws as a bonus action.

- Climbing. Your new Dire Wolf claws give you a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

- Improved Multiattack. You can now follow-up your Dire Wolf lunge with a claw attack as a bonus action.

- Advanced Transformations. You can now transform into your hybrid form as a bonus action and you can now maintain your transformations for longer. Your Hybrid form now lasts 30 minutes. Your Dire Wolf form now lasts 3 hours.

Lycan Spellcasting

Beginning at 11th level, you can cast your Ranger spells in your Hybrid Form

Additionally the Dire Wolf Form can now speak and attacks it makes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Lycan Regeneration

While Transformed, at the start of each of your turns, you regain hit points equal to 1 + your Constitution modifier (minimum of 1). You don't gain this benefit if you have 0 hit points.

Calmed Spirits

Your control over the curse in your blood has now reached a point that you can now tame the innate anger of the Lycanthropic Forms. You no longer suffer from Bloodlust in either Hybrid Form or Dire Wolf Form.

 

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