Base Class: Barbarian
Those who follow the Path of the Lycan are those who are war with the beast inside them. They draw on their cursed blood and channel the bloodlust into the rage that empowers them.
1.1 Fix - Fixed an issue in the formatting
Lycan Blood
Upon choosing this subclass, you may choose a lycan bloodline from the list below. This choice grants you additional abilities as you gain levels. You cannot change this choice once it has been made. Whenever you go into a Beastial Rage, you transform into the hybrid form of this lycanthrope. Due to the nature of your cursed blood, you also gain a vulnerability to silvered weapons. You can choose from the following bloodlines
Werebear
- When you choose this bloodline, your hit point maximum increases by 3 and increases by 1 whenever you gain a level in this class.
- Whenever you go into a Beastial Rage, you gain temporary hit points equal to your barbarian level plus your constitution modifier.
- Your natural weapon is your bite and it deals 1d10 piercing damage.
Wereboar
- Whenever you choose this bloodline, if you take damage that would reduce you to 0 hit points, you are reduced to 1 hit point instead. You can use this ability once per long rest.
- When you go into a Beastial Rage, if you moce at least 15 feet in a straight line and hit a creature with an attack made with your natural weapon, you can deal an addition 1d8 slashing damage.
- Your natural weapon is your tusks and they deal 1d8 slashing damage.
Weretiger
- Whenever you choose this bloodline, you gain darkvision up to 60 feet. If you already have darkvision then you gain superior darkvision up to 120ft. Also you gain proficiency in Stealth checks.
- When you go into a Beastial Rage, if you move at least 15 feet in a straight line and hit a creature with an attack with your natural weapon, you can force that creature to make a Strength saving throw (DC 8 + your Strength modifier + your proficiency bonus) or be knocked prone.
- Your natural weapon is your claws and they deal 1d8 slashing damage.
Werewolf
- Whenever you choose this bloodeline, you gain advantage on Wisdom (Perception) checks that rely on hearing or smell.
- When you go into a Beastial Rage, if you are within 5 feet of an enemy creature, your allies gain advantage on their first melee attack made against that creature.
- Your natural weapon is your bite and it deals 1d10 piercing damage.
Beastial Rage
Whenever you rage, you can choose to tap into the power of your lycan blood and go into a Beastial Rage. You gain the following abilities as well as any abilities you recieve from your lycan bloodline when you rage:
- Resiliant Hide. You get a +1 bonus to your AC
- Beastial Might. You get a natural weapon that is based on your lycan bloodline. When you make an attack with your natural weapon, you may use a bonus action to make an additional attack with your natural weapon.
- Bloodlust. Whenever you tap into your lycan blood, you risk the chance of temporarily losing control to the lycan curse. When you choose to go into a beastial rage, make DC 13 Wisdom saving throw. Onn a failed roll, you immediately move up to your total speed towards the nearest creature. If you are in range of the creature, you use your attack action to make natural weapon attacks against that creature. You regain control once the attacks finish or if there is nothing in range to attack.
When your rage ends you take one point of exhaustion.
Primal Savagery
At 6th level, while you are in your Beastial Rage, your natural weapons are considered magical for the purposes of overcoming weakness and resistance.
Iron Will
Your mastery over your Lycan blood helps you resist your bloodlust when raging. When you reach 6th level, you gain proficiency with Wisdom saving throws. If you already have this proficiency, you instead gain proficiency with Intelligence or Charisma saving throws (your choice).
Lycan Regeneration
At 10th level, your body has learned to use the curse to it advantage, allowing you unnatural healing over time. At the start of each of your turns, you regain hit points equal to 1 + your Constitution modifier (minimum of 1) if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
Ferocious Roar
Starting at 14th level, while raging you can use an action to howl at all creatures that can hear you within 15 feet , chilling their blood and stunning them with fear. All targets must succeed on a Wisdom saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) or become frightened of you until the end of your next turn. If they fail their saving throw by 5 or more, they are stunned until the end of your next turn instead. A creature that succeeds on this saving throw is immune to this effect for the next 24 hours.
Previous Versions
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3/31/2020 8:06:40 PM
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1.0
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Coming Soon
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