Barbarian
Base Class: Barbarian

A Barbarian afflicted with this disease is in a unique position as tribes have been known to harness the strength of beasts for countless generations. Through a process of trial known as "The Taming" an individual is tested spiritually, and physically. If they manage to Tame the beast within they are able to unleash their hybrid form for short periods of time. Enhanced physical prowess, unnatural resilience, and razor sharp claws make these warriors a terrible foe to any evil that crosses their path. Yet, no amount of training will ever be enough to fully silence the monster within. Without care and complete focus, even the greatest of lycans can temporarily lose themselves to the bloodlust.

Heightened Senses

Starting when you choose this archetype at 3rd level, you begin to adopt the improved abilities of a natural predator. You gain advantage on Wisdom (Perception) checks that rely on hearing or smell.

Hybrid Transformation

 Upon choosing this archetype at 3rd level, you begin to learn to control the lycanthropic curse that now lives in your blood. As a bonus action, you can transform into your hybrid form for up to 1 hour. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier as a bonus action. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die. This feature replaces the rules for Lycanthropy within the Monster’s Manual.
Once you use this feature, you must finish a short or long rest before you can use it again.

Starting 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. In addition, your hybrid form gains the Lycan Regeneration feature.

At 18th level, you have wrestled your inner predator and mastered it. You can use your Hybrid Transformation feature an unlimited number of times, and your hybrid form can now last indefinitely.

Hybrid Transformation Features

Feral Might. You gain a +1 to melee damage rolls. This bonus increases by 1 at 11th and 18th level. You also have advantage on Strength checks and Strength saving throws.

Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from non-magical attacks not made with silver weapons. While you are not wearing heavy armor, you gain a +1 bonus to your AC.

Predatory Strikes. Attacking with your unarmed strike counts as a single claw weapon. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action.

Your unarmed strikes deal 1d6 slashing damage. The damage increases to 1d8 at 11th level.

Blood Letting. In an attempt to deal additional damage you rake your claws across your own skin tipping them in your diseased blood. For 10 minutes or until 6 attacks successfully land, whichever comes first, the blood on your claws is wet and potent enough to transfer to your target. 

As a bonus action you take 1d4 damage to yourself to apply your own blood to your claws. On a successful hit target takes an additional 1d4 poison damage. These attacks are considered magical.

Blood Letting damage increases to both yourself, and target to 1d6 at level 5, 1d8 at level 11, and 1d10 at level 17.

Bloodlust. If you begin your turn with no more than half of your maximum hit points and successfully damaged a creature, you must succeed on a DC 8 Wisdom saving throw or move directly towards the nearest creature to you and use the Attack action against that creature. You can choose whether or not to use your Extra Attack feature for this frenzied attack. If there is more than one possible target, roll to randomly determine the target. You then regain control for the remainder of your turn.

If you are under an effect that prevents you from concentrating (such as Barbarian's Rage), you automatically fail this saving throw.

Marked Prey

Starting at 6th level, whenever you damage a creature with your Blood Letting feature, you can choose to mark it (requires no action) to track your blood scent. Until the effect ends you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. Each time the marked creature deals damage to you the creature takes psychic damage equal to your Constitution modifier (minimum of 1 damage).

Your mark lasts for 1 hour, until you dismiss it, or you apply a mark to another creature. Your mark counts as a poison for the purposes of Lesser Restoration or similar magics.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Stalker's Prowess

At 6th level, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. In addition, your hybrid form gains the Improved Predatory Strikes feature.

Improved Predatory Strikes. You gain a +1 bonus to attack rolls made with your unarmed strikes. This bonus increases by 1 at 11th level (+2) and 18th level (+3). In addition, when you have an active Blood Letting while in your hybrid form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Improved Predatory Strike

You gain a +1 bonus to attack rolls made with your unarmed strikes. This bonus increases by 1 at 11th level (+2) and 18th level (+3). In addition, when you have an active Blood Letting while in your hybrid form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Lycan Regeneration

Starting at 10th level at the start of each of your turns, while in your Hybrid form and before you roll for Bloodlust, you regain hit points equal to 1 + your Constitution modifier (minimum of one) if you have at least 1 hit point and no more than half of your hit points left.

Persistent Hunter

At 14th level, you have a greater ability to remain focused on your target. You have advantage on your Wisdom saving throws to maintain control of your bloodlust in hybrid form. In addition, your Marked Prey is now bound to your hunter’s thirst for savagery. While in your hybrid form, your attacks have advantage against a creature marked by you.

Curse of the Howl

Starting at 14th level as an action, while in your Hybrid form you can unleash a blood-curdling howl. Each creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw 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 while frightened in this way. A creature that succeeds on this saving throw is immune to this Curse for the next 24 hours. Creatures and allies that are friendly to you have advantage on their save.

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