Base Class: Barbarian
Barbarians who walk the Path of the Lycanthrope draw their rage from a primal affliction. They can transform themselves in a bestial shape, growing stronger and more ferocious. Such a barbarian may have been cursed or may have inherited their powers from their ancestors.
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.
Hybrid 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. This feature shares the same benefits as a Rage except where otherwise stated and you cannot Rage while transformed. You can speak, use equipment, and wear armor while in this form, and can revert to your normal form as a bonus action. If you are able to cast spells, you can’t cast them or concentrate on them while transformed. You automatically revert to your normal form if you Rage, 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 use 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 10th level.
Additionally, when you use the Attack action to make an unarmed strike, you can make one additional unarmed strike as a bonus action.
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 10)
Your bonus to melee damage rolls increases to +2 at 10th level.
Feral Might (level 14)
Your bonus to melee damage rolls increases to +3 at 14th level.
Normal Form
You are in your normal form with no additional features.
Predatory Strikes
You can apply your Crimson Rite feature to your unarmed strikes, which you treat as one weapon. 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.
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 6th level, your speed increases by 10 feet, and you add 10 feet to your long jump distance and 3 feet to your high jump distance. 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 10th level and to +3 at 14th 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 10th level and to +3 at 14th level. Your Unarmed Strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Improved Predatory Strikes (level 10)
You have a +1 bonus to attack rolls made with your Unarmed Strike. This bonus increases to +2 at 10th level and to +3 at 14th level. Your Unarmed Strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Improved Predatory Strikes (level 14)
You have a +1 bonus to attack rolls made with your Unarmed Strike. This bonus increases to +2 at 10th level and to +3 at 14th level. Your Unarmed Strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Advanced Transformation
At 10th 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).
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).
Hybrid Transformation Mastery
At 14th level, you have mastered your inner predator. You can use your Hybrid Transformation feature two times per short or long rest, and your hybrid form lasts until you revert to your normal form, fall unconscious, or die.