Base Class: Cleric
Lycanthropy is an ancient curse feared by nearly all peoples and cultures, spread through blood and seeding a host with a fierce strength and a desire for violence similar to that of a wicked beast. Those that follow the Lycan Domain are a prideful group of clerics. They do not see this curse as a bane on their lives, but rather a gift from the gods. Their ceremonial “Taming” ritual is the infliction of lycanthropy by a higher member of clergy to a newer follower of the domain, and a celebration of the gift the gods have given them. These acolytes then use the magic within their blood to harness the power of the monster they harbor, hopefully without losing themselves to it. Using their immense willpower, constituents of the Lycan domain learn to control and unleash their lycan forms for short periods of time. Strong physical prowess, unusual resilience, razor-sharp claws, and immense physical strength make them a deadly foe for any evil. Though, even the most diligent worshiper can lose themselves temporarily to their own hunger without care and complete concentration.
Unease
Animals sense a general feeling of unease in your presence. Horses no longer allow you ride them, and non-canine animals are uncomfortable around you.
Pack Speak
You feel a connection with wolves and other canines. You can communicate with wolves and dire wolves indirectly. You sense their emotions and can communicate feelings. You may attempt to give a 1 word command, with advantage to CHA rolls made to influence them.
Augmented Senses
You have the improved senses of a natural predator. You have advantage on Wisdom (Perception) checks that rely on hearing or smell. You also gain 60 ft of darkvision.
Lycan Transformation
You develop the ability to control the lycanthropy that courses through your veins. As a bonus action, you may transform into a lycan form for up to 1 hour. You can still speak, wear armor, and use equipment while in this form, and can transform back into your normal form as a bonus action. You automatically transform back into your normal form if you fall unconscious or die.
This feature will replace the rules for lycanthropy within the Monster Manual. Once you use this feature, you must finish a short or long rest before you may use it again.
In the Character Builder, set the option for Lycan Transformation to Lycan Form to activate the effects of that form on the character sheet.
Lycan Form (Level 1-10)
You are in your lycan form.
Lycan Form (Level 11-17)
You are in your Lycan Form.
Lycan Form (Level 18+)
You are in your Lycan Form.
Normal Form
You are in your normal, non-lycan form.
Lycan Transformation Effects
While you are transformed, you gain the following benefits and drawbacks:
Second Wind. You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your cleric level. Once you use this feature, you must finish a short or long rest before you can use it again.
Feral Might. You have advantage on Strength checks and Strength saving throws, and you have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th level and to +3 at 18th level.
Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. Additionally, while you are not wearing heavy armor, you have a +1 bonus to AC.
Predatory Strikes: Biting. A Bite made while in Wolf or Hybrid Form only. You may, as an attack action, attempt to bite a creature with a melee strike. You may roll a melee attack roll using STR as a modifier. Deals 1d6+STR+Proficiency piercing damage. This damage increases to 1d8+STR+Proficiency at 11th level. Also: If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.
Predatory Strikes: Claws. A Bite made while in Wolf or Hybrid Form only. Uses STR for the attack and damage rolls to hit and Deals 1d4+STR+Proficiency slashing damage. This damage increases to 1d6+STR+Proficiency at 11th level and to 1d8+STR+Proficiency at 18th level.
Curse of the Werewolf - Full Moon. During a full moon, your resistance towards the lycan form is diminished. You must succeed a DC 13 Wisdom saving throw to try and regain control of yourself. On a failed save, you lose your own will and control over your body and have the uncontrollable desire to attack anyone you find with your Predatory Strikes. After each hour, you may roll another Wisdom saving throw. This change lasts until you succeed on your Wisdom save, or until the sun rises over the horizon in the morning.
Full moons last 3 nights in a row. If at any point you succeed on your Wisdom saving throw during this time, you may roll any additional saves against this effect with advantage.
Once you reach 8th level, you no longer need to save against this effect.
Frenzy. Whenever you smell blood, you must make a DC 13 Wisdom saving throw. If you fail, you go into a frenzy. During your next turn, you must move directly toward the nearest creature and use the Attack action against that creature.
If you have an Extra Attack feature, you can choose whether to use your extra attack action for this frenzied attack. If more than one creature is equally near to you, roll randomly to determine the target creature. Once the attack is resolved, you regain control of yourself.
If this effect is triggered, you cannot transform back into your human form until you kill a creature. Starting at 6th level, you may attempt to resolve the frenzy by making a DC 8 Wisdom saving throw. At 17th level, your will becomes strong enough to resist frenzy without a saving throw.
Bloodlust. If, at the beginning of your turn, you have fewer hit points than half of your hit point maximum, you must succeed on a DC 8 Wisdom saving throw. If you fail, you must move directly toward the nearest creature and use the Attack action against that creature. If you are concentrating on a spell or are under an effect that prevents you from concentrating (such as the Rage feature from the Barbarian class), you automatically fail this saving throw.
If you have an Extra Attack feature, you can choose whether to use your extra attack action for this frenzied attack. If more than one creature is equally near to you, roll randomly to determine the target creature. Once the attack is resolved, you regain control of yourself.
Channel Divinity: Carnivorous Snare
Starting at 2nd level, you can use your Channel Divinity to stop your enemy in its tracks. Whenever you hit a creature with a melee attack on your turn, you can use your Channel Divinity as a bonus action to reduce that creature's speed to 0 until the start of your next turn.
Hunter's Grace
Starting at 6th level, your walking speed is increased by 10 feet, and you can add 10 feet to your long jump distance and 3 feet to your high jump distance. Your lycan form also gains the following additional benefit.
Enhanced Predatory Strikes. You gain a +1 bonus to attack rolls made with your Claw or Bite Predatory Strikes. This bonus increases to +2 at 8th level and to +3 at 17th level.
Improved Transformation
At 8th level, you have learned how to unleash more of your inner beast. You may use your Lycan Transformation feature twice. You regain all expended uses upon completion of a short or long rest. Your Lycan form also gains the following benefit.
Lycan Invigoration. At the beginning of each of your turns, if you have at least 1 hit point, but fewer hit points than half of your hit point maximum, you will gain hit points equal to 1 + your Constitution modifier (minimum of 1). If you are in Lycan form, you will gain these hit points before you make a bloodlust saving throw.
Lycan Mastery
At 17th level, you have mastered the predator within. You may use your Lycan Transformation feature an unlimited number of times, and your lycan form will last until you revert to your normal form, fall unconscious, or die.
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