Barbarian
Base Class: Barbarian

Those who bear the curse of lycanthropy often live ashamed of their own condition, content to tuck away into the corners of society and live among the shadows. Some, on the other hand, embrace it as a blessing—or at the very least, a strength. These individuals can choose to take the Path of the Lycanthrope, a barbaric means of harnessing your own curse as a weapon rather than a hindrance.

Feral Rage

At 3rd level, the beast within you longs for the opportunity to incur bloodshed. When you enter your rage, you can choose to transform into your hybrid form. Until the rage ends, you gain the ability to use your claws as weapons, dealing 2d4 + your Strength modifier in slashing damage. It counts as an unarmed strike for you, which you are proficient with.

When you roll a critical failure or critical success on any ability check, saving throw or attack roll, or receive critical damage from an attacker, make a Charisma saving throw. The DC of this saving throw is determined by the DM depending on the context of the check. On a failure, you transform into your beast form. You can choose to make additional saving throws on each of your turns using the same DC as your original roll to revert back to your hybrid form. You revert back to your true form when the rage ends, regardless of the outcome of your roll(s). When you transform into your beast form in this way, you cannot end your rage willfully and must instead wait until the full minute runs out unless you are able to revert to your hybrid form.

Tempered Curse

At 6th level, the nature of your curse bends to your will, increasing the effectiveness of your attacks. The natural weapons given to you in both your hybrid and beast forms count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Additionally, you gain control over the infectious nature of your curse. When a creature is at risk of contracting lycanthropy from you, you can choose to not spread it and eliminate the need to make a saving throw to resist it.

Howling Resolve

At 10th level, the beast within you strikes fear into the hearts of the meek. Once per long rest as, you can choose to release a deafening howl only when in your beast form as an action. All creatures within 30 feet of you must make a Wisdom saving throw with a DC of 8 + your Charisma modifier + your proficiency bonus. On a failed save, the creature is frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it.

On a successful save, a creature is immune to this feature for the next 24 hours.

True Predator

At 14th level, you become an apex predator of the night. You have advantage on saving throws against being frightened and cannot be surprised in combat. Additionally, your natural weapons given to you by your beast and hybrid forms overcome resistance to piercing and slashing damage.

Comments

Posts Quoted:
Reply
Clear All Quotes