Base Class: Fighter
The curse of the Lycan is in your blood.
Of the many terrible curses that plague the realm, few are as ancient or as feared as Lycanthropy. Passed through a curse, a bite or even sometimes a family line, this affliction seeds a host with the savage strength and hunger for violence of a wicked beast. Those cursed as a lycan then use their abilities to harness the power of the monster they harbor without losing themselves to it. Through intense honing of one’s own willpower, combined with the secrets of lycan packs or ancient histories, one can learn to control and unleash their hybrid form for short periods of time. Enhanced physical prowess, unnatural resilience, and razor sharp claws make these warriors a terrible foe to any evil that crosses their path. Yet, no training is perfect, and without care and complete focus, even the greatest of minds can temporarily lose themselves to the bloodlust.
The Onus of Lycanthropy
Many of those cursed as a Lycan choose this path with conviction, understanding the terrible burden it is and the challenges it brings. Where most who embrace this curse grow wicked, mad, even murderous, these warriors accept the gifts of the beast while maintaining control through intense training and meditation. These factors enable a Lycan to prevent the spread of their curse through blood, should they wish to. One of the most sacred oaths of this order is to never infect another without the order’s sanction.
Lycanthropy comes in many forms. Each version of the curse is bound to a specific beast: wolf, bear, tiger, boar, and rat are a few of the more well-known variations. The strain of the curse defines the beast a hybrid form will share, but the features the curse bestows remain relatively uniform across strains.
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 a bonus action, you can transform into your hybrid form for up to 1 hour. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier as a bonus action. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die. This feature replaces the rules for Lycanthropy within the Monster’s Manual.
Once you use this feature, you must finish a short or long rest before you can use it again.
In the Character Builder, set the option for Hybrid Transformation to Hybrid Form to activate the bonuses for that form on the character sheet.
Hybrid Form
Selecting this option has updated the character sheet with the features of your Hybrid Form.
Normal Form
Your character is in their normal form. Change this option to "Hybrid Form" when the character has transformed.
Hunter's Bane
The lycan curse suffuses your body, permanently reinforcing your resilience. Your speed increases by 5 feet, and whenever you make a Strength, Dexterity, or Constitution saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (minimum of +1).
Beginning at 1st level, you have survived the Hunter’s Bane, a dangerous, long-guarded ritual that alters your life’s blood, forever binding you to the darkness and honing your senses against it. You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence ability checks to recall information about them.
Feral Points. At 3rd level you gain access to a pool of ability points known as Feral Points. You can have a total of these equal to your proficiency modifier. These points can be spent to fuel the following options. They are restored on a short or long rest. Additionally at 10th level each time you score a critical hit, you restore a feral point.
- You can spend 1 feral point to gain expertise in Acrobatics and Athletics. This lasts until your next short or long rest.
- You can spend 1 feral points to howl or roar as a bonus action giving those within 30ft of you, pack tactics for a round, if they are within 5 feet of any allies they have advantage on all spell, ranged or melee weapon attack rolls.
- You can spend 1 feral point so you can extend your 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 spend 1 feral point to change the damage type of your strikes.
- You can spend 2 feral point to as a bonus action, you curse a creature that you can see within 30 feet of you to be marked until the end of your next turn. For the duration of this curse, while in your hybrid form, whenever you succeed on an attack roll made using your unarmed strikes, you regain hit points equal to the damage dealt to the cursed creature + your Constitution modifier (minimum of 1).
Hybrid Transformation Features
Predatory Strikes. You can use Dexterity or Strength for the attack and damage rolIs of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action bite.
Your unarmed strikes deal 1d6 slashing damage. The damage increases to 1d8 at 11th level. This damage increases to 1d10 at 17th level.
When you hit a creature with a weapon, you can deal an extra 1d6 cold or lightning damage to the target, which can take this extra damage only once per turn.
The extra damage increases to 1d8 when you reach 11th level in this class and to 1d10 at 17th level.
When you strike a creature with your predatory strikes, you can drain resistance to one type of its damage types and add it to your list of resistances. This lasts until your next short or long rest. You can only have one additional resistance at a time.
Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical and magical attacks not made with silver weapons. You gain unarmoured defence. While you are not wearing any armour, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You cannot use a shield and still gain this benefit.
While you are not wearing heavy armor, you gain a +1 bonus to your AC.
Bloodlust.
The first creature to damage you with an attack incites you bloodlust. You gain advantage on all attacks against the creature marked by the blood lust. When you enter this state you are focused and relentless, you can only attack this creature until it is dead. You are bound to the creature you are attacking forcing you to kill it without mercy or hesitation. If the creature attacking the bearer of this ability is a possible or known ally a wisdom saving throw of DC 16 is required to prevent the blood lust from activating.
When blood lust is activated the transformation to lycan form does not take a bonus action it happens as a free action.
Bloodlust
The first creature to damage you with an attack incites you bloodlust. You gain advantage on all attacks against the creature marked by the blood lust. When you enter this state you are focused and relentless, you can only attack this creature until it is dead. You are bound to the creature you are attacking forcing you to kill it without mercy or hesitation. If the creature attacking the bearer of this ability is a possible or known ally a wisdom saving throw of DC 16 is required to prevent the blood lust from activating.
When blood lust is activated the transformation to lycan form does not take a bonus action it happens as a free action.
Feral Might
You gain a +1 to melee damage rolls. This bonus increases by 1 at 11th and 18th level. You also have advantage on Strength checks and Strength saving throws.
Feral Might (level 11)
You gain a further +1 to melee damage rolls.
Feral Might (Level 17)
You gain a further +1 to melee damage rolls.
Predatory Strikes
Predatory Strikes. You can use Dexterity or Strength for the attack and damage rolIs of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action bite.
Your unarmed strikes deal 1d6 slashing damage. The damage increases to 1d8 at 11th level. This damage increases to 1d10 at 17th level.
When you hit a creature with a weapon, you can deal an extra 1d6 cold or lightning damage to the target, which can take this extra damage only once per turn.
The extra damage increases to 1d8 when you reach 11th level in this class and to 1d10 at 17th level.
Resilient Hide
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical and magical attacks not made with silver weapons. You gain unarmoured defence. While you are not wearing any armour, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You cannot use a shield and still gain this benefit.
While you are not wearing heavy armor, you gain a +1 bonus to your AC.
Hunter’s Brand
Marked Prey . You can choose to mark a creature when you strike it. You always know the direction to the marked creature, and each time you strike, you deal an additional d4 weapon damage.
Your mark lasts until you dismiss it, or you apply a mark to another creature. Your mark counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your level (maximum of 9th level spell).
Once you use this feature, you can’t use it again until you finish a short or long rest.
At 15th level your Hunter's brand gains an additional feature. A branded creature can’t take the Dash action, and if a creature branded by you attempts to teleport or leave their current plane via ability, spell, or portal, they take 4d6 psychic damage and must make a Wisdom saving throw. On a failure, the teleport or plane shift fails.
At 7th level, your speed increases by 10 feet. You also can add 10 feet to your long jump distance and 3 feet to your high jump distance. In addition, your lycan form gains the Improved Predatory Strikes feature.
Improved Predatory Strikes. You gain a +1 bonus to attack rolls and damage made with your unarmed strikes. This bonus increases by 1 at 11th level (+2) and to +3 at level 17. Your strikes are considered magical for overcoming damage resistances.
Improved Predatory Strikes
You gain a +1 bonus to attack rolls made with your unarmed strikes. This bonus increases by 1 at 11th level (+2) and 17th level (+3). In addition, while in your hybrid form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Improved Predatory Strikes (level 11)
You gain a +1 bonus to attack rolls made with your unarmed strikes. This bonus increases by 1 at 11th level (+2) and 18th level (+3).
Improved Predatory Strikes (level 17)
You gain a +1 bonus to attack rolls made with your unarmed strikes. This bonus increases by 1 at 11th level (+2) and 18th level (+3).
Grim Psychometry
When you reach 10thth level, you have a supernatural talent for discerning the history surrounding mysterious objects or places touched by evil. When making an Intelligence (History) check to recall information about a darker past surrounding an object you are touching, or a location you are present in, you have advantage on the roll. The information gleaned often leans towards the more sinister influences of the past, and sometimes conveys visions of things previously unknown to the character on higher rolls.
Lycan Regeneration. At the start of each of your turns, before you roll for bloodlust, you regain hit points equal to 1 + your Constitution modifier (minimum of one) if you have at least 1 hit point and no more than half of your hit points left. This regeneration does not apply if you were struck with a silvered weapon within the previous battle round.
Additionally at 10th level each time you score a critical hit, you restore a feral point.
Brand of the Voracious
At 15th level, you have advantage on your Wisdom saving throws to maintain control of your bloodlust in hybrid form. In addition, your Hunter's brand now binds your foe to your hunter’s thirst for savagery. While in your hybrid form, your attacks have advantage against a creature branded by you.
Brand of Binding. Your Hunter's brand gains an additional feature. A branded creature can’t take the Dash action, and if a creature branded by you attempts to teleport or leave their current plane via ability, spell, or portal, they take 4d6 psychic damage and must make a Wisdom saving throw. On a failure, the teleport or plane shift fails.
Hybrid Mastery
At 18th level, you have wrestled your inner predator and mastered it. You can use your Hybrid Transformation feature an unlimited number of times, and your hybrid form can now last indefinitely.
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