Base Class: Paladin
The Oath of the Lycan is a paladin oath whose origins are unknown, some say it's relatively new, others say its as old as the Oath of the Ancients, while others don't even believe in its existence. The Oath of the Lycan is a paladin oath that is only taken up by lycanthropes either by bloodline or by affliction. Depending on who takes the oath, the meaning behind the oath can change but two main sides of the oath are the ones sworn to Selûne and the ones sworn to Malar.
The Selûne aspect of the oath is usually taken up by lycanthropes who wish to control their curse and not be defined by the savage reputations lycanthropes usually have. Some of these paladins live secluded lives to not be known about, while others travel around the lands to ensure the safety of new lycanthropes and to make sure they don't lose themselves to the curse.
The Malar aspect of the oath is usually taken up by lycanthropes who are full of hate against civilizations and/or humanoids who have wronged them and caused them pain. They terrorize merchants and travelers, hunt to feel the thrill of bloodshed, and increase their numbers to bring the downfall of civilizations. Some of these paladins are traveling extensions of Malar's wrath, while others are living in influential cities to relay information to their brethren in secret and to assassinate higher-ups in governments.
Tenets of the Lycan
Tame, Control, Become. The "curse" of lycanthropy can be and must be controlled to not be defined by it but to be able to define it either as a means of usage or a means of hiding it.
Pack Above All. Lycanthropes much like the animals that they take their respective names after must see the importance of being a part of a pack as a pack is family and family is strength.
Great Power, Great Responsibility. Lycanthropy is not something that should be spread without caution, those who don't have the will or the drive to be able to master the curse, should not have it, and those who use it without understanding it must be taken care of. (Healed or Killed depending on your/your deities morality)
Embrace Yourself. Lycanthropy is a two-edged blade, its a curse and a blessing, a weapon and a shield, a corruption and a rebirth but at the core of it, it is you, you are not it
Oath Spells
Oath of the Lycan Spells
| Paladin Level | Spells |
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3rd |
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5th |
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9th |
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13th |
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17th |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Divine Transformation As a bonus action, you channel the lycanthropy inside you to transform into your hybrid form with certain control and divine capabilities. In this form, your unarmed attacks deal 1d8+Strength or Dexterity(Your choice) bludgeoning, slashing or piercing damage (Your choice based on if you use claws, bite, headbutt etc), additionally, when you use the Attack action to make an unarmed strike, you can make one additional unarmed strike as a bonus action. This form lasts for 10 minutes or until you willingly end it (no action required) and you can use divine smite with your unarmed attacks.
- You can speak, wear armor, and cast spells in this form
- This feature replaces the rules for lycanthropy in the Monster Manual
Lycan Scream. As an action, you channel the powerful roars/howls/screeches of your lycanthrope namesake. You force creatures of your choice equal to your proficiency bonus within 15 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 5 rounds(half a minute). The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. Furthermore, for each time you see a creature fail this saving throw, you can give an equal number of allies within 15 feet of you 1d6 temporary hit points at the top of your turn.
Aura of the Pack
Starting at 7th level, you fill nearby creatures with the ferocity of beasts. While you’re not incapacitated, you and creatures of your choice within 10 feet have all their movement speeds increased by 10 feet and gain a bonus to their melee attack rolls and damage equal to half your proficiency bonus(rounded up)
Furthermore, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
At 18th level, the range of this aura increases to 30 feet.
Lycan Toughness
At 15th level, you regain half of the damage you deal to an enemy creature with a single attack of your choice once per turn.
Grand Shepherd
At 20th level, you learn to channel the purest form of lycanthropy in which your mind and your bestial form are one. As an action, you embrace this form to gain the following benefits for 1 minute:
- You have advantage on Strength (Athletics), Wisdom (Perception) and Dexterity(Stealth) checks.
- Your walking, climbing and swimming speeds(If you have any) are doubled
- When you are below half your maximum hit points, you can crit on 19 and 20 on attacks rolls
- You can roll an extra damage die when you crit
Once you use this feature, you can’t use it again until you finish a long rest.
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Posted Aug 17, 2023Hey could you put in a bleeding option or feature in . I’m going to use this in my campaign