Base Class: Barbarian
The Path of the Loup-Garou is more of a discipline than it is a barbaric tradition. It blesses those with Lycanthropy, and most of the time it is a mentor or teacher who sets a barbarian down this path, but sometimes Werewolves are directed to these masters to learn control over this power and direct them on a particular focus. These mentors direct the Lupine transformation during a period of anger where the wolf is unleashed and guided by the Crests.
The Path is designed to set those who are confused, unrestrained, and frenzied on a path of self-control and mindfulness. The Lycanthropic Crests are the key elements in channeling this reckless curse. They provide different benefits when they are prepared, but some of these effects are only provided when the barbarian enters their transformation during their rage. These Crests provide new perspectives, point of views, and paradigms that control the beast inside.
This path may lead to a variety of Werewolves for those that walk its path. Different werewolves gain access to different Crests. Various Crests that may toughen a Werewolf's skin, Crests that enhance attacks or give new attacks, and Crests that empower your very howl.
Lupine Rage
Upon taking this path at third level your rage has been altered.
- When you enter rage, you grow retractable claws from both hands that deal 1d6 damage, and you can make an additional attack with these claws as part of another attack. Retracting the claws takes a bonus action, allowing you to use other weapons.
- You may also select two Crests from those available to you. These crests give you various bonuses, both active and passive. You only have access to its active effect upon raging.
- These crests may use a Lycanthropic DC, this can be calculated as such (it may be given in specific features requiring it):
Lycanthropic Save DC=8+proficiency bonus+wisdom modifier
The Lycanthropic Crests help to guide a Werewolf to their chosen path. Instead of unbridled power causing chaos, the Crests focus that power into a designated direction that gives the Lycanthrope control over its power. Various mentors can be found and can teach other Werewolves their own paths and assist in guiding them on their own. the chart below describes how many crests are available to you at your specific level.
Crests Known
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Crests at Level 3 |
2 |
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Crests at Level 6 |
3 |
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Crests at Level 10 |
4 |
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Crests at Level 14 |
5 |
Crest of Feral Agility
Active Effect: Upon entering rage, you can immediately move a number of feet equal to your walking speed, provoking no attacks of opportunity as you sprint with a sudden burst of speed granted by your Wolfen form. You can do this 2 total times per rage, the second use requires a bonus action.
Passive Effect: You gain a +5 bonus to your movement speed
Crest of Feral Howl
Active Effect: Upon entering your rage, you can use your action to release a bone-chilling howl. The essence of the howl fuels your rage, extending the rage. When you release this howl you may choose a number of creatures equal to your Wisdom modifier within 60 ft. of you. Those creatures must make a Wisdom save against your Lycanthrope Save DC. Any creature that fails is frightened of you for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this ability once per rage.
Passive Effect: You gain a bonus to intimidation checks equal to your Strength modifier, as you channel the energy from this crest into your speech.
Crest of Flesh Ward
Active Effect: Upon entering your rage, you gain the ability to grant yourself unnatural fortitude. Once per turn, after successfully landing two attacks you can grant yourself 2d4+your Wisdom modifier temporary hitpoints. This can be done a number of times equal to your proficiency bonus and all expended uses are regained after a long rest.
Passive Effect: You have advantage to resist being poisoned or diseased.
Crest of Life Sense
Active Effect: Upon entering rage, you learn the appearance of all creatures within 60ft of you for one round. Their forms being highlighted in a red haze that lasts until the end of your turn. This effect can be used again by using a bonus action to learn again the presence of all exposed creatures. Invisible creatures are immune to this ability. You can use this 2 times per each rage.
Passive Effect: This Crest grants advantage on Perception checks that rely on hearing and smell.
Aspect of the Wolf
At 6th level, once per long rest you can take on certain aspects of your Lycanthropic form, augmenting them, as an action, for a minute per short rest. Once you enter your rage, you get these augmentations during it as well.
Climbing
Your claws extend, granting you control over your environment. You gain a climbing speed equal to your walking speed.
Augmented: When you augment the ability you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Jumping
Your legs and feet change, optimizing vertical movement. When you jump, you can roll a d6 and add the result to the height jumped.
Augmented: When you augment this ability, instead of adding a d6 you double your Strength modifier and score when calculating your jump distance.
Supernatural Strength
Your muscles bulge with the strength of Loup-Garou. Your carrying capacity (including maximum load and maximum lift) is doubled.
Augmented: When you augment this ability you have advantage on Strength checks made to push, pull, lift, or break objects.
Crest of Bleeding Claws
Active Effect: Upon entering your rage, your claws grow razor sharp. Once per turn, when you hit a creature with an attack, you may expend a hit die to force the target to make a Constitution saving throw against your Lycanthropic DC. On a failure, the target is dealt extra damage from the attack, on their turn they lose 1d8 hitpoints. They can make the saving throw again, ending the effect on a success. If they fail subsequent saving throws they then lose another 1d8 of hitpoints for each failure. They can only end the effect on their turn.
Passive Effect: You can extend your claws even when not in werewolf form, gaining the benefits as if you were enraged.
Crest of Piercing Gaze
Active Effect: Once you begin your rage, you can use a bonus action after making an attack to attempt to stun your target with a wolven glare. They have to succeed on a Constitution Save against your Lycanthropic DC. If they fail they are stunned until the beginning of your next turn. You can use this feature twice each rage.
Passive Effect: If you do not already have darkvision you gain 60 ft. if you do already have darkvision it extends to 90 ft.
Lycanthropic Reflexes
At 10th level you gain supernatural speed and reflex in response to fights or incoming attacks.
- You can give yourself a bonus to your initiative equal to your Wisdom modifier.
- You can also use your reaction in response to taking damage from a melee attack to attempt to catch the weapon, reducing the damage equal to your proficiency bonus. You can use this reaction a number of times equal to your wisdom modifier until you take a long rest.
Crest of Hybrid Constitution
Active Effect: When you enter rage and your hit points are below half you can immediately heal a number of hit points equal to your current Barbarian level+1d12
Passive Effect: Whenever you make a Constitution saving throw you can add your Wisdom modifier to the roll.
Crest of Wolven Brotherhood
Active Effect: Upon entering rage, as an action, you summon a Spectral copy of yourself with a howl. This copy acts after your turn, specific details about it can be found below. You can only use this feature once per short rest.
Passive Effect: You have gained the ability to speak with wolves, and any Charisma check you make against them can be made at advantage.
Bolstering Howl and Strengthening Roar
At 14th level, when you enter your rage, after witnessing your transformation your allies have grown so accustomed to it that it empowers them. Until the start of your turn: any melee damage rolled by your allies also adds your Wisdom modifier to it, you and your allies gain advantage on Wisdom, Strength, and Constitution saves, and any spell attack has advantage. Any howl or roar ability you use renews the benefits for your allies again until the start of your next turn.
Crest of Lupine Fang
Active Effect: Upon reaching 14th level, once you enter your rage you gain an additional attack option. The Lupine Fang attack is a bite attack that can also pin down your foes. The bite itself is a d10 piercing damage and the target then has to make an athletics contest to escape or they are restrained. Creatures two sizes larger than you automatically succeed this check. You can do this as part of any Lupine Fang attack. During their turn the target can use their action to make either an Athletics check or Acrobatics check against your Lycanthropic DC to escape.
Passive Effect: You gain a bite attack even when your rage is not active, as the Crest shows through even when not enraged. This Lesser Fang is a d8 piercing with no extra effects.
Crest of the Blood Curdling Roar
Active Effect: Upon raging you terrify the very essence of creatures around you. As a bonus action, you choose any number of creatures within 30 ft. of you. Those creatures must make Constitution Saving Throw against your Lycanthropic DC. All who fail must take 6d10 force damage and are stunned until the end of their next turn due to the curdling and shuddering of their very essence, those who succeed take only half damage and are not stunned. You can use this ability only once per long rest.
Passive Effect: You have learned to interlace the essence of fear into your words. You have advantage on Intimidation checks.
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