Barbarian
Base Class: Barbarian

You were bitten, scratched, or otherwise subjected to the contagious curse, infection, or wild power of a were-beast, such as a werewolf, a wereboar, or a weregator. Perhaps you encountered this power long ago, and it has only recently begun to surface within you as your barbarian rage deepens. Perhaps you encountered the werebeast while adventuring recently and sustained injuries. Perhaps you even sought out the wild power yourself, searching the wilderness for a were-beast to change you, or undertaking twisted druidic rituals or fae witchcraft to conjure the primal curse into you from pure magic.

However you started down this path, you are thriving. Rather than reject the bestial nature that has gripped you, you find it to be a thrilling compliment to your way of life as a barbarian. You revel in the strength and toughness of the were-beast transformation, and in the sharpened, animal-focus it brings your mind. Your weapons are no longer tools of battle to you, but reflections of your fang and claw, extensions of your body perfectly adapted for the hunt. The rage that fills you is the same as the rage of the were-beast, and you feel yourself moving closer and closer to the call of the full moon every day now.

Were-Beast Form

At 3rd level, you gain the ability to transform halfway into a wild beast, enabling you to take the form of a powerful humanoid monster with terrifying bestial features: a were-creature. Choose one out of the following eight beast types to be your were-beast: bear, boar, cobra, crocodile, rat, shark, tiger, or wolf. You cannot change this decision later.

You can use a bonus action on your turn to morph into your were-beast form, gaining a +1 bonus to AC and to weapon damage rolls while transformed. In this form, you have an unarmed bite weapon which deals 1d4 + Strength modifier piercing damage and requires no free hands to use. You also gain extra benefits based on your choice of were-beast which are further empowered when you rage.

In addition, while you are in your Were-Beast Form, you count as both a Beast and your normal creature type (usually Humanoid). You can be affected by a game effect if it works on any of your creature types. If your were-beast form forces a saving throw, the DC for that saving throw is equal to 8 + your Constitution modifier + proficiency bonus.

Your Were-Beast Form lasts for up to 2 hours, but you can use your action to end the transformation. However, the beast within you will not be caged again so soon. You can only end the transformation once it has lasted for at least an hour. The maximum duration of the transformation increases to 4 hours at 6th level, 6 hours at 10th level, 8 hours at 14th level, and unending at 20th level.

When you use a bonus action to morph into your were-beast form, you can also enter a rage as part of that bonus action, expending a rage usage as normal. Once you have transformed into your were-beast form, you cannot do so again until you finish a long rest.

Chosen Beast: Bear

In this Were-Beast Form, you have advantage on Strength ability checks, and you gain an additional +1 bonus to AC and to weapon damage rolls. While you are raging, you gain temporary hit points equal to your rage damage bonus at the start of each of your turns.

Chosen Beast: Boar

In this Were-Beast Form, when you move at least 15 feet straight toward a target and then hit it with a melee weapon attack on the same turn, the target takes an extra 1d6 piercing damage, or 2d6 if you are raging. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone.

Chosen Beast: Cobra

In this Were-Beast Form, the reach of your unarmed bite attack increases by 5 feet, and on a hit the target must make a Constitution saving throw, taking 2d4 poison damage on a failure. While you are raging, you can use a bonus action on your turn to make one bite attack.

Chosen Beast: Crocodile

In this Were-Beast Form, you have a swim speed equal to your ground speed, you can hold your breath for 10 minutes more than normal, and your bite attack improves. Its weapon die increases from 1d4 to 1d10, and on a hit, the target is grappled. Until this grapple ends, you can't bite another target. While you are raging, you have advantage on melee weapon attacks made against targets you are grappling.

Chosen Beast: Rat

In this Were-Beast Form, you have a climb speed equal to your ground speed, and you can use a bonus action on your turn to Hide or Disengage. While you are raging, your speed increases by 10 feet and you have advantage on Dexterity (Stealth) checks.

Chosen Beast: Shark

In this Were-Beast Form, you have a swim speed equal to your ground speed, you can breathe underwater, and you have blindsight that extends 5 feet, or 30 feet in the water. While raging, you have advantage on melee attack rolls against any creature with blood that doesn't have all its hit points.

Chosen Beast: Tiger

In this Were-Beast Form, your jumping distance is tripled, and when you move at least 15 feet straight toward a creature and then hit it with a melee weapon attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone. If you knock a target prone in this way while you are raging, you can use your bonus action to immediately make a bite attack against the target.

Chosen Beast: Wolf

In this Were-Beat Form, your speed increases by 10 feet, and while you are raging you have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Bestial Gifts

At 6th level, you gain the ability to complete your bestial transformation, enabling you to use an action to transform into a full beast based on your choice of were-beast. This transformation follows all the same rules as the druid's Wild Shape class feature, with exceptions stated in this feature.

You can always transform into only one creature and no others, which is based on your choice of were-beast as shown in the table below:

Full Beast Transformation Table

Were-Beast Full Beast Form Were-Beast Full Beast Form
Bear Brown Bear Boar Giant Boar
Cobra Giant Poisonous Snake Crocodile Crocodile
Rat Giant Badger Shark Hunter Shark
Tiger Tiger Wolf Wolf

When you transform, your statistics for your hit points, AC, and ability scores remain unchanged, you keep any special senses that your normal form possesses, and you are size Large regardless of the beast's size. When you make a Dexterity (Stealth) check while transformed, you use the beast's Dexterity score for the check, not your own. Your full beast 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 whatever form you were in when it began. You can only use this ability once before you finish a long rest. The number of uses increases to two at 14th level and becomes unlimited at 20th level.

In addition, you gain latent abilities based on your choice of were-beast. Just as the soul and power of the wild beast lives within you at all times, you gain these benefits regardless of what form you take, depending on your choice of were-beast:

Were-Beasts Bestial Gift
 Bear, Boar, Shark, or Wolf Hunter Senses
Cobra, Crocodile, Rat, or Tiger Lurker Instincts

Hunter Senses. You gain proficiency in your choice of Perception or Survival, and you can memorize a creature's scent forever by sniffing it for at least 1 minute. You can always recognize the smell of any creature whose scent you've memorized. In addition, you have advantage on Wisdom ability checks that rely on taste or smell.

Lurker Instincts. You gain proficiency in your choice of Sleight of Hand or Stealth. Also, you never have to slow your travel pace to move stealthily, and you can perform an activity while traveling without having to stop watching for danger. In addition, you gain darkvision that extends to 60 feet.

Hunter Senses: Perception

You gain proficiency in your choice of Perception or Survival, and you chose Perception. Also, you can memorize a creature's scent forever by sniffing it for at least 1 minute. You can always recognize the smell of any creature whose scent you've memorized. In addition, you have advantage on Wisdom ability checks that rely on taste or smell.

Hunter Senses: Survival

You gain proficiency in your choice of Perception or Survival, and you chose Survival. Also, you can memorize a creature's scent forever by sniffing it for at least 1 minute. You can always recognize the smell of any creature whose scent you've memorized. In addition, you have advantage on Wisdom ability checks that rely on taste or smell.

Lurker Instincts: Sleight of Hand

You gained proficiency in your choice of Sleight of Hand or Stealth, and you chose Sleight of Hand. Also, you never have to slow your travel pace to move stealthily, and you can perform an activity while traveling without having to stop watching for danger. In addition, you gain darkvision that extends to 60 feet.

Lurker Instincts: Stealth

You gained proficiency in your choice of Sleight of Hand or Stealth, and you chose Stealth. Also, you never have to slow your travel pace to move stealthily, and you can perform an activity while traveling without having to stop watching for danger. In addition, you gain darkvision that extends to 60 feet.

Were-Beast Resolve

Starting at 10th level, while you are in your Were-Beast Form, you have advantage on saving throws made to resist being charmed, frightened, or having your emotions changed by magic. Also, your full beast transformation using your Bestial Gifts feature can now last up to 1 hour.

A Truer Form

At 14th level, you start to feel more at home in your were-beast form than your true form, and your mind begins to settle into the serene call of the wild. You know this is what you were always meant to be.

While you are in your Were-Beast Form you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered. If you are also raging, you are instead immune to such damage.

In addition, regardless of your form, you have advantage on saving throws made to resist being cursed, being diseased, or having your true form revealed.

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