Base Class: Paladin
Paladins who take the Oath of the Lycan accept the dangers of the curse of lycanthropy in exchange for the power it brings. They tend to be among the more chaotic paladins.
TENETS OF THE LYCAN
Upon being bitten by a lycan, a paladin can take the Oath of the Lycan to regain control.
Tame Yourself. Do not let yourself be overcome with power. Your faith will protect you.
Sniff Out the Suspicious. Use your new senses to find those who would harm the innocent.
Stick to the Shadows. The powers that be will distrust you. Use this to your advantage.
Use Your Savagery. Those unworthy of your mercy are worthy of your bloodlust.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Lycan Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the Lycan Spells
| PALADIN LEVEL | SPELLS |
|---|---|
| 3rd | hunter's mark, speak with animals |
| 5th | moonbeam, pass without trace |
| 9th | fear, haste |
| 13th | dominate beast, locate creature |
| 17th | dispel evil and good, hold monster |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
As an action, you transform into your hybrid form for 1 hour. You revert to your normal form if you fall unconscious, drop to 0 hit points, or die. While in your hybrid form, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silver weapons. Additionally, your unarmed strikes deal 1d6 plus your Strength modifier of slashing damage. Choose which aspect of your hybrid form to draw out.
Aspect of Alacrity. Your walking speed is boosted by 15 ft, and you have advantage on Dexterity checks and Dexterity saving throws.
Aspect of Power. Your unarmed strikes are considered magical, and you have advantage on Strength checks and Strength saving throws.
If you begin your turn with less than half of your maximum hit points, you must succeed on a DC 12 Wisdom saving throw or move directly towards the nearest creature to you and use the Attack action against that creature. You can choose whether or not to use your Extra Attack feature for this frenzied attack. If there is more than one possible target, you choose 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.
Aura of Animal Senses
Starting at 7th level, you constantly emanate an aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
You and your allies have advantage on Investigation and Perception checks while in your aura.
At 18th level, the range of this aura increases to 30 feet.
Supernatural Resistance
At 15th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical, non-silvered weapons. Additionally, while your channel divinity is active you gain immunity to bludgeoning, piercing, and slashing damage from nonmagical, non-silvered weapons.
Aspect of Mastery
At 20th level, you gain the ability to assume complete control of your hybrid form. As an action, you transform into your hybrid form, gaining the following benefits for 1 minute or until you fall unconscious, drop to 0 hit points, or die:
- You have immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silver weapons.
- Your unarmed strikes deal 1d6 plus your Strength modifier of slashing damage. Your unarmed strikes are considered magical.
- When you take the Attack action on your turn, you can make one additional attack as a bonus action.
- You have advantage on Strength and Dexterity checks and saving throws.
- Your walking speed is boosted by 15 feet.
Once you use this feature, you can’t use it again until you finish a long rest.
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