Barbarian
Base Class: Barbarian

This subclass allows you to become a lycanthrope. The options in the class are meant as templates, meaning you can use them to represent other types of lycanthrope of your choice, with minor tweaks to attack types. There are a variety of themes for each of the templates, being as follows:

  • Werebear - Grappling Lycanthropes. They grab their targets, dealing damage to them with their bite. They can hold targets in place, giving their allies advantage on attack rolls.
  • Wereboar - Tanking Lycanthropes. They focus targets on them, because they can avoid the effects, and resist the damage.
  • Werelizard - Swift Lycanthropes. They take opportunities others might miss, and are defensive even when they're attacking. If things get tough they can regenerate themselves.
  • Wererat - Burrowing Lycanthropes. They drag targets into the ground to hold them in place, making it easier for their allies to hit them, and allowing them to ravage them with great ferocity.
  • Wereravens - Flying Lycanthropes. They can bat their wings to clear their melee range, allowing them to take of without opportunity attacks. They have dive attacks that deal extra damage.
  • Wereshark - Savage Lycanthropes. They are aquatic, but their focus is on bloodlust. They move to their next victim after one is dealt with, and make reckless, destructive attacks with no care for their own well-being.
  • Weretiger - Stalking Lycanthropes. They prowl out of sight, waiting for the perfect time to strike. When the moment arrives, they pounce at their target, putting them into an opportune position to ravage them with their teeth.
  • Werewolf - Hunting Lycanthropes. They are exceptionally fast, bounding at targets that run from them and tearing them to shreds. Their howl strikes fear into even the mightiest of warriors.

Bestial Form

When you take this path at 3rd level, you learn to transform your body into a bestial form while raging. When you rage, you can choose to enter your bestial form. The type of lycanthrope you become is determined by rolling or choosing on the following table. If you choose not to enter bestial form, you do not gain any of the abilities in this subclass.

d8     Lycanthrope

  1.     Werebear
  2.     Wereboar
  3.     Werelizard
  4.     Wererat
  5.     Wereraven
  6.     Wereshark
  7.     Weretiger
  8.     Werewolf

 

Werebear Grip

Werebear Grip. When you perform an Unarmed Strike while raging, you can choose for that attack to be a Bite attack or a Claw attack. Additionally, creatures have disadvantage on opposed Strength (Athletics) checks performed when you attempt to grapple that creature, and creatures provoke opportunity attacks from you when they break free from your grapple.

Wereboar Taunt

Wereboar Taunt. When you perform an Unarmed Strike while raging, you can choose for that attack to be a Tusk attack or a Fist attack. Additionally, you have advantage on saving throws against poison and disease, and creatures within 5 feet of you provoke opportunity attacks from you when they attack a creature other than you.

Werelizard Swiftness

Werelizard Swiftness. When you perform an Unarmed Strike while raging, you can choose for that attack to be a Bite attack or a Claw attack. Additionally, you can hold your breathe for 15 minutes, and creatures provoke opportunity attacks from you when they miss you with an attack that had a die roll of 5 or less.

Wererat Burrow

Wererat Burrow. When you perform an Unarmed Strike while raging, you can choose for that attack to be a Bite attack or a Claw attack. Additionally, you have a burrowing speed equal to your walking speed, provided the area you are burrowing into is dirt.

Wereraven Flight

Wereraven Flight. When you perform an Unarmed Strike while raging, you can choose for that attack to be a Beak attack or a Wing attack. Additionally, while raging, you have a flying speed equal to your walking speed but you cannot make Wing attacks while in the air without falling to the ground.

Wereshark Bloodlust

Wereshark Bloodlust. When you perform an Unarmed Strike while raging, you can choose for that attack to be a Bite attack or a Fist attack. Additionally, you have a swimming speed equal to your walking speed, can breathe in water and air, and creatures within 5 feet of you provoke opportunity attacks from you when they are reduced to half their hit point maximum.

Weretiger Prowl

Weretiger Prowl. When you perform an Unarmed Strike while raging, you can choose for that attack to be a Bite attack or a Claw attack. Additionally, you have advantage no Dexterity (Stealth) checks in tall grass, your rage does not end early as a result of not attacking or taking damage provided you are hidden, and you can take the Hide action as a bonus action on your turn.

Werewolf Bound

Werewolf Bound. When you perform an Unarmed Strike while raging, you can choose for that attack to be a Bite attack or a Claw attack. Additionally, you have advantage on Wisdom (Perception) checks that rely on hearing or smell, and you can take the Dash action as a bonus action on your turn.

Unarmed Prowess

Additionally at 3rd level, you gain the following features:

  • While in your Bestial Form, your Unarmed Strikes deal damage differently depending on what type of attack it is. Bite and Beak attacks deal piercing damage; Claw and Tusk attacks deal slashing damage; and Fist and Wing attacks deal bludgeoning damage. You can only make one Bite, Beak or Tusk attack per turn.

  • Your Unarmed Strike damage increases to 1d8 while in your Bestial Form, and increases again to 1d10 at 6th level, and 1d12 at 10th level.

  • You cannot wear armor or use a shield while you are in your Bestial Form.

Cursed Attacks

At 6th level, your attacks become infused with the magic of your curse.

Your Unarmed Strikes are considered magical for the purposes of overcoming resistances and immunities to non-magical attacks and damage.

Additionally, the DC for any of your Lycanthrope Strike or Savage Rage abilities is equal to 8 + your Strength modifier + your proficiency bonus.

Savage Rage

Also at 6th level, you gain an additional feature based on your Lycanthrope type. If you have already used your Lycanthrope Stike ability during your current rage, you can expend one use of your rage to use that effect once again this rage.

Werebear Grapple

Werebear Grapple. Once per rage, when you hit a creature with a Claw attack on your turn, you can use a bonus action to attempt to grapple that target. Bite attacks against a creature you are grappling deal an additional 1d6 damage.

Wereboar Resillience

Wereboar Resillience. Once per rage, if you are the target of a spell or effect that requires you to make a saving throw and you fail that save, you can choose to reroll it but you must use the new roll.

Werelizard Dodge

Werelizard Dodge. Once per rage, you can take the Dodge action as a bonus aciton on your turn.

Wererat Restraint

Wererat Restraint. Once per rage, if you are burrowing and move 15 feet straight towards a creature and then hit it with a Claw attack on the same turn, you can use a bonus action to pull the creature into the ground slightly. Creatures pulled into the ground are considered grappled. A creature grappled in this way or one of its allies can use an action to make a Strength check to pull them free.

Wereraven Gust

Wereraven Gust. Once per rage, you can use an action to beat your wings. Each creature within 5 feet of you must succeed a Strength saving throw or be pushed 5 feet away from you.

Wereshark Rampage

Wereshark Rampage. Once per rage, if you reduce a creature to 0 hit points with a Unarmed strike attack on your turn, you can use a bonus action to move up to half your speed and make one Bite attack against another creature.

Weretiger Pounce

Weretiger Pounce. Once per rage, if you move 15 feet straight toward a creature and then hit it with a Claw attack on the same turn, that target must succeed a Strength saving throw or be knocked prone. If you were hidden at the start of the turn you performed this attack, you can make one Bite attack against that target as a bonus action on the same turn.

Werewolf Hunt

Werewolf Hunt. Once per rage, if you make an attack against a creature that took the Dash or Disengange action on their last turn, you can have that attack deal an additional 1d6 damage.

Lycanthrope Signature

At 10th level, you gain an additional feature based on your lycanthrope type.

Werebear Clutch

Werebear Clutch. Once per short rest while raging, if you are grappling a creature, you can use an action to hug the target. The target must succeed a Strength saving throw or become restrained by you. Breaking free from being restrained functions the same as being grappled. While restraining a creature, you cannot make Claw attacks, as your arms are wrapped around the creature you are restraining.

Wereboar Resistance

Wereboar Resistance. Once per short rest while raging, you can use an action to gain resistance to all damage for 1 minute.

Werelizard Regeneration

Werelizard Regeneration. Once per short rest while raging, when you hit a creature with a Bite attack, you can choose to regain a number of hit points equal to 2d8 + your Constitution modifier.

Wererat Frenzy

Wererat Frenzy. Once per short rest while raging, when you hit a creature that is under the grappled condition with a Bite attack, you can take the attack action as a bonus action on your turn, provided each of the attacks made with that action are against that grappled creature.

Wereraven Dive

Wereraven Dive. Once per short rest while raging, if you are flying and dive 15 feet straight towards a creature and then hit it with a wing attack on the same turn, you can have that attack deal an additional 2d6 damage to the target. The target must succeed a Strenth saving throw or be knocked prone.

Wereshark Ferocity.

Wereshark Ferocity. Once per short rest while raging, if you hit a creature that does not have all its hit points with a Bite attack, you can choose for that attack to become a critical hit. Once you use this ability, the next attack made against you that hits you is also considered a critical hit.

Weretiger Shred

Weretiger Shred. Once per short rest while raging, if you were hidden at the start of your turn and make a Bite attack against a creature on the same turn, you can choose for that attack to deal an additional 2d8 damage.

Werewolf Howl

Werewolf Howl. Once per short rest while raging, you can use an action to howl. Each non-friendly creature within 30 feet of you that can hear you must succeed a Wisdom saving throw or become frightened by you for 1 minute, as if under the effect of the Fear spell. Creatures can make the saving throw again at the end of each of their turns to end the effect on themselves. Once a creature succeeds on the saving throw they cannot become frightened by you again until they finish a long rest.

Primal Sense

At 14th level, while raging, you have blindsight out to a range of 30 feet, provided you can smell and hear.

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