Base Class: Fighter
Normally lycanthropy is considered a disease or a curse turning humanoids into monsters. Not for lycan Fighers. Some say the teachings of the Lycan Warrior came from the Goddess of the Moon, Selûne. Other say they were developed by born lycansthrops. It may be a combination of the two. Nobody truly knows how it happened but for untold years, groups (Packs, Streaks, Sleuths, & Colonies) of Lycan fighters have roamed the land. Through special training techniques, meditation, and ritual - often painful, lycan fighters have learned to manage lycanthropy's drawbacks and channel its benefits to empower them, making them stronger, faster, and deadlier. This training gives them increasing control over their feral identity such that alignment and behaviors are defined by the individual not their lycanthropic nature. That being said, it is not uncommon for their non-lycan form to acquire some attributes of their beast form, like fur, pointed ears or teeth, beastlyl eyes etc.
It doesn't seem to matter how a humanoid becomes a lycanthrope, whether it be from the bite of one, inherited or some other way. Whether an individual seeks out a lycanthrope group or the group finds them, at some point, a lycanthrope makes contact with a group of lycan fighters. The Alpha initiates them into the Pack, Streak, Sleuth, or Colony and they are taught to control their lycanthropic powers to make themselves powerful warriors.
The nature of the lycan packs, streaks, sleuths, or colonies are as varied as the lands in which they live and are differentiated by lycan species, alignment, traditions, location, alpha personalities, and many other factors. Some groups can be tightly controlled and enforce strict discipline, while others are a loose hierarchy of similar individuals, still others, something in between. They are all territorial. They all regard lycanthropy as a gift rather than a curse.
Level 3: 3rd Level: Lycan Qualities
Starting at 3rd level all Lycan fighters have the following qualities:
Darvision: You have darkvision out to 60'. If you already have darkvision it extends another 60'
Supernatural senses: you gain the characteristics of a supernatural predator's heightened level of awareness allowing you to react to danger quickly but making you "jumpy" around others. You gain proficiency in perception if you don't already have it, and add you proficiency bonus to initiative rolls.
Feral Strength: All Lycan's are weirdly strong for their humanoid body type. You have advantage on strength ability checks and saving throws.
Beast Speech: you can speak with animals, casting Speak With Animals at will. Creatures similar to your lycan type are friendly towards you unless attacked. Some creatures are wary however, such as felines towards canines or rodents towards felines etc.
Feral Hide: Your skin becomes very tough. Your unarmored AC is now base 13 + your constitution modifier. This increases to base 15 at 15th level.
Regeneration. While transformed you regenerate HP at the start of each or your turns equal to half your level rounded up.
Full Moon: During the Full Moon, you involuntarily transform into your full beast form. You enter an uncontrollable blood lust (see blood lust attributes), and are unable to distinguish between friend or foe without a wisdom saving throw, DC8.. You know only other beasts of your lycan type. It is for this reason, Lycan warriors often isolate themselves during the full moon, or take measures to keep themselves away from allies, friends, loved ones and innocents during this period. As you progress, you gain increasing control over this blood lust (see blood lust attributes). You can't resume their humanoid or hybrid form until full moon passes.
Bloodlust: The scent of blood awakens your most primal instincts for better or worse.
- If you hit a creature that has been wounded, once per turn you do an extra 1d6 damage. This increases to 2d6 at 10th level and 3d6 at 15th level.
- 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 enter a frenzied state moving directly toward the nearest creature (friend or foe) and use the Attack action against that creature. If you’re concentrating on a spell or some favorable attribute that requires concentration, you automatically fail this saving throw. At level 10, you roll your bloodlust saving throw with advantage. At level 18, you automatically succeed in your bloodlust saving throw.
- Restoring hit points above half your hit point maximum, or bringing you under the following conditions: charmed, stunned, paralyzed, petrified, incapacitated, or death shakes you out of the frenzy.
Silver aversion: Silver is the bane of lycans. You avoid even touching it. You are vulnerable to silvered weapons which overcome any resistances you have to damage and their damage can't be healed by your regeneration or second wind. Even touching it with your bare skin or fur creates minor burns, causing 1 hp of damage every hour. Lycan's typically avoid silver coins as a result.
The "Curse": While Lycan warriors consider Lycanthropy a gift, most people consider it a curse. It requires special considerations.
- You can be "cured" of lycanthropy and your lycan powers will disappear (your fighter abilities remain). You need make arrangements to reacquire lycanthropy to get your lycan powers back. If you are a born lycan, inheriting your lycanthropy from one or both parents, the condition cannot be removed from you short of a wish or divine intervention. If you were "gifted" lycanthropy from another lycan, it can be taken from you by a remove curse spell cast at your level or higher if you fail a constitution saving throw agains the caster. You make this constitution saving throw with advantage at 10th level and automatically succeed at 18th level. Once you are re-gifted with lycanthropy, you get your powers back at the levels and capabilities they were when you lost them.
- Starting at level 10, you can spread lycanthropy through your bite. This is a conscious act and doesn't happen automatically. If you choose to spread lycanthropy, to a wiling or unwilling humanoid, you must score a hit with your bite, and they must fail a constitution saving throw vs your DC (DC 8 + Proficiency Bonus +Constitution Modifier). They may choose to fail the saving throw. Once the full moon comes and the individual has their first metamorphosis, those who you "gift" with lycanthropy are permanently bound to you (regardless of the form they take). You can sense each other within a mile of each other knowing whether either is far or near. Your lycanthropic offspring are under the power of a permanent suggestion spell to be friendly and helpful to you and can't do any harm to you unless attacked by you. These effects disappear permanently if either or you are cured of lycanthropy or are killed.
3rd Level: Lycan Transformation
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 or that or your beast type. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. At 18th level, you can transform at will. You can stay in this form for a number of hours equal to half your level (rounded down, minimum of 1) or until you are incapacitated, willingly end the transformation early (bonus Action) or die.
Hybrid Form: While in hybrid form, you have fur, claws, and head of your beast type ( werebats get wings and wererats get tails). You can speak, use equipment, cast spells, and wear armor while in this form. You have resistance to non-magical and non-silver bludgeoning, slashing and piercing attacks. Note: changing into hybrid form doesn't change equipment, clothing or armor. Lycan Warriors much take care not to ruin these things when they change by removing them or wearing items, clothing and armor that is unaffected by the change. Logic dictates.
Beast form: Whenever you assume a beast form, all your clothing and equipment is absorbed into the form. You retain all your normal creature attributes except that your shape is that of your beast type (wolf, great cat, bat, bear, rat). You have resistance to non-magical and non-silver bludgeoning, slashing and piercing attacks.. You gain the attributes of your creature type and may use any of those if they are better than your regular ones. While in beast form, you cannot speak, and are limited in what actions you can logically do in that form (you don't have hands for instance). You cannot cast spells but can concentrate on spells previously cast in your previous form.
From either form, you can shift to the other form (i.e. beast to hybrid or hybrid to beast) as a bonus action without ending the transformation. You can end the transformation early by shifting into your humanoid form as a bonus action.
These rules replace any other rules of Lycanthropy in the Monster Manual or in any other rule book.
To activate your transformed attributes read below.
Normal form
Choose to transform back into your normal form by selecting "Normal Form" on your character sheet.
Wearbear
Choose to transform into your hybrid or bear form by selecting "werebear" on your character sheet. While Transformed, you have the following qualities.
Lycan Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. You have +1 to your AC. You are immune to the effects of natural cold..
Superior Strength: You have advantage on strength ability checks and saving throws.
Regeneration. While transformed you regenerate HP at the start of each or your turns equal to half your level rounded up.
Feral Strikes: While transformed you have have fierce claws and a large snout filled with razor sharp fangs. You have a +1 bonus to melee attack & damage rolls with these natural weapons. These bonuses improve to +2 at 10th level and +3 at 15th level. You are proficient in your unarmed bite claw strikes which are as follows:
- Bite: deal 2d6 piercing damage. This improves to 2d8 at 15th level and 2d10 at 15th level. You may only make 1 bite attack per round until 18th level.
- Claws: deal 1d8 slashing damage. This improves to 1d10 at 10th level and 1d12 at 15th level. If you hit a creature you can attempt to topple it, forcing it to make a Constitution save vs. your strength DC (8+proficiency modifying + strength modifier), knocking it prone.
- At 6th level, your feral strikes are considered magical for the purpose of overcoming immunity or resistance to non-magical attacks or damage.
Increased Size: You are size large (room permitting)
Werebat
Choose to transform into your hybrid or bat form by selecting "Werebat" on your character sheet. While transformed you have the following attributes:
Lycan Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. You are immune to the effects of natural cold.
Additional lycan form: you can transform into either your hybrid form, a giant bat, or a regular bat form.
Flight: Regardless of what form you take, you have flying speed equal to your walking speed. You have the flyby ability as well.
Regeneration. While transformed you regenerate HP at the start of each of your turns equal to half your level rounded up.
Feral Strikes: While transformed you have have fierce claws and a large snout filled with razor sharp fangs. You have a +1 bonus to melee attack & damage rolls with these natural weapons. These bonuses improve to +2 at 10th level and +3 at 15th level. These are dexterity based and you are proficient in your unarmed bite claw strikes which are as follows:
- Bite: deal 1d4 piercing damage. This improves to 1d6 at 10th level and 1d18 at 15th level. You may only make 1 bite attack per round until 18th level.
- Claws: deal 1d6 slashing damage and have the light property. This improves to 1d8 at 10th level and 1d10 at 15th level.
- At 6th level, your feral strikes are considered magical for the purpose of overcoming immunity or resistance to non-magical attacks or damage.
- Attack damage reduced in half while in normal bat form.
Blindsight: Your echolocation abilities give you blindsight out to 30'
Wererat
Choose to transform into your hybrid or rat form by selecting "wererat" on your character sheet.
Lycan Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. You are immune to the effects of natural cold
Superior reflexes: You have advantage on dexterity ability checks and saving throws.
Climbing: Your climb speed equals your walking speed.
Additional lycan form: you can transform into either your hybrid form, a giant rat, or a regular rat from.
Tail: In your hybrid form, you have a long rat tail. You can't use it to attack but can use it to grasp and use objects within reason. For example, picking up a lantern would be reasonable whereas lock picking would not be.
Regeneration. While transformed you regenerate HP at the start of each of your turns equal to half your level rounded up.
Feral Strikes: While transformed you have have fierce claws and a large snout filled with razor sharp fangs. You have a +1 bonus to melee attack & damage rolls with these natural weapons. These bonuses improve to +2 at 10th level and +3 at 15th level. These are dexterity based and you are proficient in your unarmed bite claw strikes which are as follows:
- Bite: deal 1d6 piercing damage. This improves to 1d8 at 10th level and 1d10 at 15th level. You may only make 1 bite attack per round until 18th level.
- Claws: deal 1d6 slashing damage and have the light property. This improves to 1d8at 10th level and 1d10 at 15th level.
- At 6th level, your feral strikes are considered magical for the purpose of overcoming immunity or resistance to non-magical attacks or damage.
- Your strikes are reduced by half when in regular rat form.
Scamper dodge: As a bonus action you take the Disengage or Hide action.
Weretiger
Choose to transform into your hybrid or tiger form by selecting "weretiger" on your character sheet. While Transformed, you have the following qualities.
Superior reflexes and speed: You have advantage on dexterity ability checks and saving throws. Your speed increases by 5'.
Regeneration. While transformed you regenerate HP at the start of each or your turns equal to half your level rounded up.
Feral Strikes: While transformed you have have fierce claws and a large snout filled with razor sharp fangs. You have a +1 bonus to melee attack & damage rolls with these natural weapons. These bonuses improve to +2 at 10th level and +3 at 15th level. You are proficient in your unarmed bite claw strikes which are as follows:
- Bite: deal 2d4 piercing damage. This improves to 2d6 at 10th level and 2d8 at 15th level. You may only make 1 bite attack per round until 18th level.
- Claws:these have the light quality and deal 1d6 slashing damage and the have the light property. This improves to 1d8at 10th level and 1d10 at 15th level. If you hit with the same creature with both claw attacks, you can attempt to topple it, forcing it to make a constitution save vs. your strength DC (8+proficiency modifying + strength modifier), knocking it prone.
- At 6th level, your feral strikes are considered magical for the purpose of overcoming immunity or resistance to non-magical attacks or damage.
Nimble Prowl: As a bonus action you take the Disengage or Hide action.
Werewolf
Choose to transform into your hybrid or wolf form by selecting "werewolf" on your character sheet. While Transformed, you have the following qualities.
Lycan Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. You are immune to the effects of natural cold.
Superior speed: You have increased speed of 10'
Regeneration. While transformed you regenerate HP at the start of each of your turns equal to half your level rounded up.
Feral Strikes: While transformed you have have fierce claws and a large snout filled with razor sharp fangs. You have a +1 bonus to melee attack & damage rolls with these natural weapons. These bonuses improve to +2 at 10th level and +3 at 15th level. You are proficient in your unarmed bite claw strikes which are as follows:
- Bite: deal 2d4 piercing damage. This improves to 2d6 at 10th level and 2d8 at 15th level. You may only make 1 bite attack per round until 18th level.
- Claws: These have a light property and deal 1d6 slashing damage and have the light property. You may use either Dexterity or Strength. This improves to 1d8 at 15th level and 1d10 at 15th level. If you hit with the same creature with both claw attacks, you can attempt to topple it, forcing it to make a constitution save vs. your DC (8+proficiency modifier + Str or Dex modifier), knocking it prone. At 18th level each claw attack has a topple effect.
- At 6th level, your feral strikes are considered magical for the purpose of overcoming immunity or resistance to non-magical attacks or damage.
Pact Tactics: You have advantage on attacks when your allies are within 5 feet of your opponent.
7th Level: Feral Friends & Powers
Increased speed: Your lycan nature makes you increasingly quick. Your speed increases by 10'
Feral Senses: Your senses are especially acute even while not transformed. You can detect invisible and hidden creatures within 10' (Blindsight). You can detect the general presence of creature types (humanoid, fey, aberrations and so on) within a mile of your location. If you have been in the presence of a specific creature, have part of it, or something it has worn, or touched for an hour or more, you can detect that creature within one mile of your location, knowing its exact distance and direction from where you are. You can detect pheromones, allowing to you to sense the emotions of creatures within 30' and understand simple messages certain creatures convey with them (ie. ants). You have advantage on perception checks.
Feral Friends: You can cast Find Familiar as a ritual. By doing so, you recruit a familiar associated with your Lycan species as follows:
- werewolf: Wolf or other form of dog with the same stats
- weretiger: cat
- werebear: small bear (use black bear stats)
- werebat: bat
- wererat: rat
10th Level: Lycan Constitution & Perception
- Your lycan constitution makes you immune to poison, aging effects and disease.
- When you use your second wind feature to recover hit points, you can remove one of the following conditions: Charmed, Frightened, Blinded, Deafened, Paralyzed, or Stunned.
- Your regeneration capability now works whether you are transformed or not and you regenerate lost body parts other than your head over the course of a long rest.
- After puberty, you age very slowly, only 1 year in 10.
- You gain expertise in perception if you don't already have it.
15th Level: Lycan species power
At 15th level, you develop a power associated with your Lycan species.
Howl (Werewolf)
You release a bloodcurdling howl that has the effect of casting the Fear spell on your opponents. You may use this feature as many times as your proficiency bonus. It resets on a long rest.
Misty prowl (Weretiger)
You can cast misty step the number to times equal to your proficiency bonus. It resets on a long rest.
Shadow Scurry (Wererat)
In dim light or darkness you can disappear, casting Invisibility on yourself at will.
Sonic Shriek (Werebat)
You can unleash a devastating screech. As an action, you emit a sonic shriek in a 30-foot cone: All creatures in the area must make a Constitution saving throw versus your Constitution DC (DC = 8 + proficiency + Constitution mod). On a fail: they take 4d6 thunder damage, are deafened for 1 minute, and can't take reactions until the start of their next turn and any concentration on spells ceases. On success: they take half damage and suffer no other effects. Flying creatures or those concentrating on spells make this save with disadvantage. You may use this power then number of times equal to your proficiency bonus. At 18th level, the damage increases to 8d6 and the range is a 60' cone.
Ursine Roar (Werebear)
You release a great roar that has the effect of casting the Fear spell on your opponents. You may use this feature as many times as your proficiency bonus. It resets on a long rest.
18th Level: Alpha Status
At 18th level you have reached Alpha status.
Werebat Alpha
Alpha Transformation: Your powers reach new levels. When you transform, you have +2 to all dexterity ability checks and saving throws as well as your sonic shriek DC. You may make 2 bite attacks per turn instead of 1. You speed increases by 10'. Your Sonic Shriek extends to a 60 foot cone and does 8d6 damage. You no longer lose control during a blood lust as well.
Alpha Constitution: When you use your regenerative powers with your second wind, you can now remove the rolling conditions from yourself: charmed, blinded, deafened, frightened, stunned, paralyzed, or petrified. You can also remove curses from yourself.
Colonial Leader: Whether you are transformed or not, other bats (including werebats) who can either see, hear or smell you are inclined to be both friendly and deferential to you. Unless attacked by you, they regard you and your companions as allies. If the bat is a werebat you gifted with lycanthropy, they will automatically follow your orders without question. For all other bats, any persuasion or intimidation checks you make, you treat any roll of 9 or below as a 10. If they are an alpha, you have no effect on them..
Werebear Alpha
Alpha Transformation: Your powers reach new levels. When you transform, your size becomes huge (if room permits). You have +3 to all strength ability checks and saving throws. You may make 2 bite attacks per turn instead of 1. You no longer lose control during a blood lust as well.
Alpha Constitution: When you use your regenerative powers with your second wind, you can now remove the rolling conditions from yourself: charmed, blinded, deafened, frightened, stunned, paralyzed, or petrified. You can also remove curses from yourself.
Sleuth Leader: Whether you are transformed or not, other bears (including werebears) who can either see, hear or smell you are inclined to be both friendly and deferential to you. Unless attacked by you, they regard you and your companions as allies. If the bear is a werebear you gifted with lycanthropy, they will automatically follow your orders without question. For all other bears, any persuasion or intimidation checks make, you treat any roll of 9 or below as a 10. If they are an alpha, you have no effect on them.
Wererat Alpha
Alpha Transformation: your powers reach new levels. You have +2 to all dexterity ability checks and saving throws. You may make 2 bite attacks per turn instead of 1. You speed increases by 5'. When using your shadow scurry, you can now cast invisibility at a bonus action. You no longer lose control during a blood lust as well.
Alpha Constitution: When you use your regenerative powers with your second wind, you can now remove the rolling conditions from yourself: charmed, blinded, deafened, frightened, stunned, paralyzed, or petrified. You can also remove curses from yourself.
Streak Leader: Whether you are transformed or not, other rats (including wererats) who can either see, hear or smell you are inclined to be both friendly and deferential to you. Unless attacked by you, they regard you and your companions as allies. If the rat is a wererat you gifted with lycanthropy, they will automatically follow your orders without question. For all other rats, any persuasion or intimidation checks you make, you treat any roll of 9 or below as a 10. If they are an alpha, you have no effect on them.
Weretiger Alpha
Alpha Transformation: your powers reach new levels. When you transform, your size becomes large (if room permits). Each claw strike can have the Topple effect (assuming opponent DC failure). You have +2 to all dexterity ability checks. You may make 2 bite attacks per turn instead of 1. You speed increases by 5'. You no longer lose control during a blood lust as well.
Alpha Constitution: When you use your regenerative powers with your second wind, you can now remove the rolling conditions from yourself: charmed, blinded, deafened, frightened, stunned, paralyzed, or petrified. You can also remove curses from yourself.
Streak Leader: Whether you are transformed or not, other cats (including weretigers) who can either see, hear or smell you are inclined to be both friendly and deferential to you. Unless attacked by you, they regard you and your companions as allies. If the cat is a weretiger you gifted with lycanthropy, they will automatically follow your orders without question. For all other cats, any persuasion or intimidation checks you make, you treat any roll of 9 or below as a 10. If they are an alpha, you have no effect on them.
Werewolf Alpha Traits
Alpha Transformation: Your powers reach new levels. When you transform, your size becomes large (if room permits). Each claw strike has the Topple effect (assuming opponent DC Failure). You have +2 to all strength ability checks and saving throws. You may make 2 bite attacks per turn instead of 1. You speed increases by 5'. You no longer lose control during a blood lust as well.
Alpha Constitution: When you use your regenerative powers with your second wind, you can now remove the rolling conditions from yourself: charmed, blinded, deafened, frightened, stunned, paralyzed, or petrified. You can also remove curses from yourself.
Pack Leader: Whether you are transformed or not, other canines (including werewolves) who can either see, hear or smell you are inclined to be both friendly and deferential to you. Unless attacked by you, they regard you and your companions as allies. If the canine is a werewolf you gifted with lycanthropy, they will automatically follow your orders without question. For all other canines, any persuasion or intimidation checks that you roll, you treat any roll of 9 or below as a 10. If they are an alpha, you have no effect on them.
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Posted Oct 12, 2025n the latest version the following changes were made:
-several corrections in the functionality of how the subclass shows up in the character sheet.
- Topple effects fixed to be in line with standard rules
- regeneration functions now on a per turn basis like other regenerative creatures
- advantage on perception at 7th level and expertise at 10th level.
Any comments or experience playing this is welcome.