Ranger
Base Class: Ranger

Lycanthropy is an ancient curse feared by nearly all peoples and cultures, passed through blood and seeding a host with the savage strength and hunger for violence of a wicked beast. You have been inflicted by such a curse, bearing the hallmark signs of the beasts: enhanced physical prowess, unnatural resilience, and razor-sharp claws. You know what it is to bare the curse of a lycan, always cautious of the rising moon and the wary hunters who stalk you in kind. The wilds are your home, far from the hustle and bustle of civilization. But sometimes you must venture into crowded streets or busy markets.  And always you wonder... will this be the day you finally lose yourself to the beast within?

The Burden of Lycanthropy

While some may seek the gifts of lycanthropy to attain new levels of power, most prefer to avoid it.  The power comes at a great cost, and maintaining control of your senses can be difficult.  Those with a powerful connection to their humanity can often overcome their bestial instincts with enough effort.  This connection can take many forms - family, loved ones, duty, revenge - any particularly strong motivator can be used as a focus to clear the mind. 

But sometimes a lycanthrope who tries their hardest to maintain their senses can fail.  The full moon is notorious for forcing the transformation on the infected. All lycanthropes have a mystical connection to the full moon, putting additional stress on the human half's mind as the beast inside rabidly struggles to be let loose. In times like this, they need the help of any allies to bring them under control and contain their wrath.  Some lycanthropes choose to sequester themselves away on nights baring the full moon, while others choose to venture deep into the woods where there is little risk of harming others.

Lycanthropy comes in many forms bound to specific beasts, with wolf, bear, tiger, boar, and rat the best-known variations. The particular strain of the lycanthropic curse defines the physical traits that manifest in a Lycan blood hunter’s hybrid transformation, even as the benefits the curse bestows remain relatively uniform.

Heightened Senses

When you choose this archetype at 3rd level, you gain the improved senses of a natural predator. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Accursed Transformation

Also at 3rd level, you learn to control the lycanthropic curse that courses through your veins. As a bonus action, you transform into a special hybrid form for up to 1 hour. You can speak, use equipment, and wear armor while in this form, and can revert to your normal form as a bonus action. You automatically revert to your normal form if you fall unconscious or die.

This feature replaces the rules for lycanthropy in the Monster Manual. Once you use this feature, you must finish a short or long rest before you can use it again.

In the Character Builder, set the option for Hybrid Transformation to Hybrid Form to activate the bonuses for that form on the character sheet.

 

Hybrid Form

Selecting this option has updated the character sheet with the features of your Hybrid Form.

Normal Form

Your character is in their normal form. Change this option to "Hybrid Form" when the character has transformed.

Hybrid Transformation Features

While you are transformed, you gain the following benefits and drawbacks:

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. You can apply hunter's mark to the first enemy you deal damage to with your unarmed strikes in combat. This spell can only be cast at 1st level, does not expend a spell slot, and does not require components or concentration. You may only have one mark up at a time, and when the marked target dies, you apply a fresh mark to the next creature you deal damage to, regardless of if you have already damaged it. 

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, which deal 1d6 bludgeoning or slashing damage (your choice). This damage increases to 1d8 at 11th level.

When you use the Attack action to make an unarmed strike, you can make one additional attack as part of the same action.

Bloodlust. If you start your turn with fewer hit points than half your hit point maximum, you must succeed on a DC 8 Wisdom saving throw or move directly toward the nearest creature and use the Attack action against that creature. If you’re concentrating on a spell or are under an effect that prevents you from concentrating (such as the barbarian’s Rage feature), you automatically fail this saving throw.

When viewing the full moon or under the effects of a moonbeam spell, you shift into your hybrid form if you weren't already in it and make your bloodlust rolls each turn regardless of your total hit points. Moonbeam effects you differently: you take no damage and cannot leave your hybrid form.  Illusions of the moon do not set off your transformation, but spells that show a live view of the moon can.

If you have your Extra Attack feature, you can choose whether to use it for this frenzied attack. If more than one creature is equally near to you, roll randomly to determine your target. Once your attack is resolved, you regain control of yourself.

Bloodlust

If you start your turn with fewer hit points than half your hit point maximum, you must succeed on a Wisdom saving throw (Save DC = 8 + your Constitution modifier) or move directly toward the nearest creature and use the Attack action against that creature. If you’re concentrating on a spell or are under an effect that prevents you from concentrating (such as the barbarian’s Rage feature), you automatically fail this saving throw.

When viewing the full moon or under the effects of a moonbeam spell, you shift into your hybrid form if you weren't already in it and make your bloodlust rolls each turn regardless of your total hit points. Moonbeam effects you differently: you take no damage and cannot leave your hybrid form.  Illusions of the moon do not set off your transformation, but spells that show a live view of the moon can.

If you have your Extra Attack feature, you can choose whether to use it for this frenzied attack. If more than one creature is equally near to you, roll randomly to determine your target. Once your attack is resolved, you regain control of yourself.

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.

Feral Might (level 11)

Your bonus to melee damage rolls increases to +2 at 11th level.

Feral Might (level 18)

Your bonus to melee damage rolls increases to +3 at 18th level.

Normal Form

You are in your normal form with no additional features.

Predatory Strikes

The first time you hit a creature in combat, you apply the hunter's mark spell to it. This spell is always cast at level 1, does not consume a spell slot, and does not require concentration. You may only have this effect on one creature at a time, and the mark lasts for up to one minute or until the marked creature has died. Once the creature had died, you may apply the mark again to another creature you hit, even if you have already damaged that creature.

Additionally, when you use the Attack action to make an unarmed strike, you can make one additional unarmed strike as a bonus action.

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.

Stalker's Prowess

At 7th level, your speed increases by 10 feet, and when you jump, you can make a Strength (Athletics) or Dexterity (Acrobatics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn. Your hybrid form also gains the following additional benefit.

Improved Predatory Strikes. You have a +1 bonus to attack rolls made with your unarmed strike. This bonus increases to +2 at 11th level and to +3 at 18th level. Additionally, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Improved Predatory Strikes

You have a +1 bonus to attack rolls made with your unarmed strike. This bonus increases to +2 at 11th level and to +3 at 18th level. Additionally, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Improved Predatory Strikes (level 11)

You now have a +2 bonus to attack rolls made with your unarmed strike.

Improved Predatory Strikes (level 18)

You now have a +3 bonus to attack rolls made with your unarmed strike.

Advanced Transformation

At 11th level, you learn to unleash and control more of the beast within. You can use your Hybrid Transformation feature twice, regaining all expended uses when you finish a short or long rest. Your hybrid form also gains the following additional benefit.

Lycan Regeneration. At the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you gain hit points equal to 1 + your Constitution modifier (minimum of 1). If you are in hybrid form, you gain these hit points before you must make the saving throw for your bloodlust.

Lycan Regeneration

At the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you gain hit points equal to 1 + your Constitution modifier (minimum of 1). If you are in hybrid form, you gain these hit points before you must make the saving throw for your bloodlust.

Mark of the Voracious

Starting at 15th level, you have advantage on the saving throw for your bloodlust while in hybrid form. Additionally, your hunter's mark can now bind a foe to your ranger’s ferocity. While in your hybrid form, you have advantage on attack rolls against a creature marked by you.

Call of the Hunt

The beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your hybrid form, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Wisdom modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. For the next minute, or until you leave your hybrid form, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target that has hunter's mark on it with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Lycanthrope Image

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