Base Class: Barbarian
Those who walk the Path of the Lycan are not warriors by choice; they are victims to the terrible curse of Lycanthropy.
Level 3: Heightened Senses
When you choose this path at 3rd level, you gain the improved senses of a natural predator. You have advantage on Wisdom (Survival) checks to track creatures and (Perception) checks that rely on hearing or smell. You also gain Darkvision with a range of 60 feet. If you already have Darkvision when you gain this feature, its range increases by 60 feet. These senses are always active, even when you are not in your hybrid form.
Level 3: Silver Vulnerability
Your lycanthropic curse leaves you permanently sensitive to silver. You are vulnerable to bludgeoning, piercing, and slashing damage from silvered weapons. If you are benefiting from the resistance to bludgeoning, piercing, and slashing damage granted by your Rage feature, that resistance and this vulnerability cancel each other out, causing you to take normal damage from silvered weapons.
Level 3: Hybrid Transformation
When you enter your rage, your body twists into a hybrid werewolf form. You can speak, use equipment, and wear light and medium armor while in this form, and can revert to your normal form as a bonus action by ending your rage. You gain the following benefits while raging:
Predatory Strikes. Your unarmed strikes deal 1d6 + your Strength modifier damage, which can be bludgeoning, piercing, or slashing (your choice), and have the Graze mastery property. This damage increases to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level. Additionally, you can make one unarmed strike as a bonus action on each of your turns.
Resilient Hide. While you are not wearing heavy armor, you gain a +1 bonus to AC.
Bloodlust. At the start of your turn, if you are Bloodied, you must succeed on a Wisdom saving throw (DC = 7 + half your proficiency bonus, rounded down) or move directly toward the nearest creature and use the Attack action against it. This movement is forced and doesn’t provoke opportunity attacks, but any movement that you use to reach the closest creature still consumes movement. If you have the Extra Attack feature, you can choose whether to use it for this frenzied attack. If multiple creatures are equally near, determine the target randomly. After this attack resolves, you regain control of yourself.
Clouded Mind. While Bloodied, you are immune to the charmed and frightened conditions.
Frightening Presence. While raging, you have advantage on Charisma (Intimidation) checks.
Level 3: Reverberation of the Full Moon
When you choose this path at 3rd level, you are especially affected by the phases of the moon. On nights when the moon is full, the curse of lycanthropy is at its peak, causing the following changes:
Uncontrolled Rage. When the full moon is in the sky, your rage becomes uncontrollable. It automatically activates once the full moon rises and remains active until the moon sets and the sun rises. This rage does not consume a rage charge, and you do not need to take any action to maintain it. The rage persists for the entire duration of the night, even if you are incapacitated. You cannot voluntarily end this rage until the moon sets. Due to the nature of this rage, you can’t complete a long rest while the full moon is in the sky. When this uncontrolled rage ends, you gain a level of exhaustion due to the strain of maintaining your hybrid form for so long.
Elevated Bloodlust. The DC for your Bloodlust feature increases by 4.
Level 6: Lunar Tenacity
At 6th level, you gain the following additional benefits:
Improved Predatory Strikes. While raging, your unarmed strikes score a critical hit on a roll of 19 or 20. Against creatures that are Bloodied, your critical hit range for unarmed strikes for that creature expands to 18–20.
Lycan Regeneration. At the start of each of your turns, if you have at least 1 hit point and you have less than half your hit point maximum, then you regain hit points equal to half your Barbarian level (rounded down) plus your Constitution modifier. This regeneration caps at half your hit-point maximum. If you are damaged by a silvered weapon, you are unable to benefit from this feature at the start of your next turn. This regeneration functions whether or not you are raging.
Bestial Pounce. While raging, your long jump distance increases by 10 feet, and your high jump distance increases by 3 feet. At 10th level, these bonuses increase to +20 feet to your long jump distance and +6 feet to your high jump distance.
Level 10: Tireless Stalker
At 10th level, your speed increases by 10 feet, and you gain the following benefits while raging:
Towering Form. Your body grows to Large size, along with anything you are wearing. If there isn’t enough room for you to increase your size, your size doesn’t change. Your reach with your unarmed strikes increases by 5 feet.
Primal Frenzy. When Bloodied, you can make an additional unarmed strike as part of the attack action. If you are compelled to attack the nearest creature due to your Bloodlust feature, you may choose whether to make the additional unarmed strike from Primal Frenzy, same as the extra attack granted by your extra attack feature.
Feral Resolve. You have advantage on the Wisdom saving throws made as part of your Bloodlust feature.
Unyielding Strikes. Your unarmed strikes ignore resistance to bludgeoning, piercing, and slashing damage.
Level 14: Blood-Starved Beast
Your curse has fully awakened. You gain the following benefits while raging:
Bathing in Blood. When a creature hits you with an attack roll while both you and that creature are Bloodied, you can use your reaction to move up to your speed toward that creature, provided you are not already within reach. This movement doesn’t provoke opportunity attacks. If, at the end of this movement, the creature is within your reach, you can make one unarmed strike against it as part of this reaction, tearing furiously into their body. If the creature is already within reach when the attack occurs, you can forgo the movement and make the unarmed strike immediately. This unarmed strike deals additional damage equal to half your barbarian level.
If the unarmed strike hits, it causes the creature to suffer the Bleeding condition, representing the savage nature of your attack. A Bleeding creature takes damage equal to your Strength modifier at the start of each of its turns for 3 turns or until it regains hit points. A creature can suffer from only one instance of Bleeding at a time. If you inflict Bleeding on a creature that is already Bleeding, the condition’s duration resets to 3 turns. The Bleeding condition has no effect on creatures that lack blood. The damage dealt by Bleeding ignores all resistance and immunity.
Feral Wail. While raging and Bloodied, you can use a bonus action to unleash a terrifying howl. Each creature of your choice in a 60-foot Emanation originating from you that can hear you must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be frightened of you until the start of your next turn. Bloodied creatures make this save with disadvantage. Once you use this feature, you can’t use it again until you finish a short or long rest.
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