Base Class: Ranger
You are some form of lycanthrope, a carrier of a curse that threatens to transform your body and mind to that of a dreadful beast, hungry for bloodshed and carnage.
Lycanthrope Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Lycanthrope Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Lycanthrope Spells
Ranger Level | Spell |
---|---|
3rd | expeditious retreat |
5th | blur |
9th | fear |
13th | confusion |
17th | grim terror (new) |
D&D Beyond Note: New homebrew spells and spells marked with an asterisk must be selected manually in the character builder. Homebrew spells must first be added to your collection.
Wild Form
Also at 3rd level, your curse of lycanthropy enables you to take on the shape of a bestial hybrid, a savage fusion between beast and humanoid. You can use a bonus action to transform into your hybrid form for 10 minutes, until you end the effect as an action, or until you are reduced to 0 hit points. You determine the appearance of your hybrid form; your choice has no effect on your statistics.
While you are transformed, you count as a beast in addition to your normal creature type or types, and you gain the following benefits.
- Your speed is increased by 10 feet.
- You gain darkvision out to a range of 60 feet.
- You have advantage on Wisdom (Perception) checks and Dexterity (Stealth) checks.
- You have natural weapons, either claws or fangs, that you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d8 + your Strength modifier or your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike, and you can use your Dexterity instead of your Strength score for the attack roll.
- When you take the attack action on your turn, if you hit with an attack and the attack's damage reduces the target to 0 hit points, or if the attack reduces the target's hit points below half of its maximum and the target has blood, you can make one additional weapon attack as part of that action, although you must use a natural weapon for the attack. Alternatively, you can take the Dash action or the Disengage action instead of making this additional weapon attack. Either way, you can't do this more than once per turn.
When the feature ends, you resume the form you were in when it began. Once you use this feature, you can't use it again until you finish a short or long rest, unless you expend a spell slot of 1st level or higher to do so.
Beast Shape
At 7th level, you embrace the beast within you, allowing you to transform into its shape.
Choose one beast from the list below, corresponding with your form of lycanthropy. You can use an action on your turn to transform into that beast. Whenever you gain a level in the ranger class, you can choose a different beast from the list, if your DM allows, replacing your previous choice with your new one.
Your transformation into a beast follows all the same rules as the druid's Wild Shape class feature, except your statistics for your hit points, AC, and Constitution score all remain unchanged, and you keep any special senses you possess in your true form. While you are transformed, the following rules from Wild Shape apply:
- Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores as well as your hit points, AC, and Constitution score. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
- You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so, including any special senses that you possess.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Your transformation lasts up to 10 minutes, or until you are reduced to 0 hit points or choose to end it as an action. When the transformation ends, you resume the form you were in when it began. Once you enter this form, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st-level or higher to do so.
Whenever you use this feature or your Wild Form feature, you gain temporary hit points equal to your ranger level, you have advantage on saving throws against being charmed, frightened, or paralyzed, and your natural weapons also count as magical for the purposes of overcoming any resistances or immunities. These benefits last until your transformation ends.
Beast Shape: Ape
You can transform into an Ape using your Beast Shape feature.
Beast Shape: Bear
You can transform into a Black Bear using your Beast Shape feature.
Beast Shape: Boar
You can transform into a Boar using your Beast Shape feature.
Beast Shape: Crocodile
You can transform into a Crocodile using your Beast Shape feature.
Beast Shape: Panther
You can transform into a Panther using your Beast Shape feature.
Beast Shape: Rat
You can transform into a Giant Rat using your Beast Shape feature.
Beast Shape: Shark
You can transform into a Reef Shark using your Beast Shape feature.
Beast Shape: Snake
You can transform into a Constrictor Snake using your Beast Shape feature.
Beast Shape: Spider
You can transform into a Giant Wolf Spider using your Beast Shape feature.
Beast Shape: Wolf
You can transform into a Wolf using your Beast Shape feature.
Feral Weaponry
Starting at 11th level, you don't need to reduce a target's hit points to make an additional attack or take the Dash or Disengage action using your Wild Form feature, and the feature treats all creatures as if they have blood. In addition, when you reduce a creature to 0 hit points or reduce its hit points below half of its maximum, you can use any weapon to make the additional weapon attack, instead of requiring a natural weapon.
Monstrous Hide
At 15th level, your toughness as a lycanthrope grows to new heights. When you are hit by an attack, you can use your reaction to guard yourself before any damage is dealt, gaining resistance to bludgeoning, piercing, and slashing damage dealt by nonmagical attacks that don't use silvered weapons until the end of the turn.

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