Barbarian
Base Class: Barbarian

For many, lycanthropy is a terrible curse. For others, it is a gift to be mastered and tamed, as a hound heeds its master. Barbarians who follow the Path of the Wolf have been inflicted with lycanthropy, or have sought it out on their own. You have spent years in the wild learning how to control your transformations, and how to keep your sanity when you shift. When you choose this subtype, consider how your character became a werewolf, and what their training was like. Were you inducted into a pack of werewolves, and gifted with the Bite by a senior member? Are you the offspring of a werewolf who grew up with the curse? Were you the disciple of a shaman or arch-druid who taught you how to shift and become the master of the beast within you?

Lycanthropy

When you choose this Path at 3rd level, your lycanthropy has changed you forever.

You have advantage on Survival and Perception checks, thanks to your advanced senses. Additionally, you gain darkvision out to a range of 60 feet, if you already have darkvision, it is extended by another 60 feet.

Fang and Claw

3rd-level Path of the Wolf feature

At 3rd level you are able to partially shift, or fully embrace the wolf to manifest deadly natural weapons. They count as simple melee weapons, and you add your Strength modifier to the attack and damage rolls when you attack with them, as normal. You can manifest your Claws at will, and you transform into a werewolf while you are raging.

Claws. As a free action, you can transform both of your hands into claws which you can use as a weapons if they are empty. They deal 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.

Werewolf Form. While you are raging, you transform into a wolf-hybrid form. While you are raging, your teeth become sharp fangs. While you are raging, you can use a bonus action to make one melee weapon attack with your fangs against a target within 5 feet of you. It deals 1d8 piercing damage on a hit, and you use your Strength modifier for the attack and damage rolls. when you damage a creature with this attack, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.

 

Predator

6th-level Path of the Wolf feature

The feral power within you increases, causing the natural weapons of Fang and Claw to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Additionally, you become adept at climbing and making huge leaps. You gain 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. Finally, 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.

 

 

Improved Werewolf Form

At 10th level, your Werewolf Form becomes more powerful. 

While you are raging, you gain +1 to AC, your movement speed increases by 10 feet, and you cannot be frightened while you are raging. 

Pack Tactics

14th-level Path of the Wolf feature

You are skilled at fighting as a pack with your team mates.

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. 

 

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