Path of the Lycanthrope V1.6

Some barbarians are cursed with a lycanthrope's blood in their veins. Whether they are bitten by a lycanthrope during their adventure, or an ancestral bloodline is awakened within them, these beasts of the night hunt their prey with primal senses and rend them to pieces with their razor-sharp claws. Your rage is a conduit for your beastly nature, a result of the bloodlust that festers inside of you.

Shapechanger

Starting when you choose this path at 3rd level, when you enter a rage, you transform into a hybrid lycanthrope. You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. You automatically revert back to your humanoid form when your rage ends, when you are reduced to 0 hit points, fall unconscious, or die. While you are transformed, you gain the following features:

Darkvision You can see in dim light up to 60 feet of you as though it were bright light, and in darkness as if it were dim light. You can't discern colors in darkness, only shades of gray. If your humanoid form already has darkvision, the range is extended by 30 feet.

Keen Hearing and Smell You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Natural Weapons Your claws and teeth are natural weapons. You are proficient with them. Starting at 3rd level, you can make an unarmed strike with your claws or teeth as an action, dealing 1d6 slashing or piercing damage + your strength modifier, respectively. As a bonus action on your turn, you may make another bite or claw attack. The damage for these attacks becomes 1d8 at 11th level, and 1d10 at 17th level.

Lycan's Bane You are vulnerable to silvered weapons. Additionally, they ignore your resistance to non-magical slashing, piercing, and bludgeoning damage.

Terrifying Presence when you enter a rage, all creatures within 10 feet of you that can see you, and are witnessing you transform for the first time must suceed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until your next turn. This effect ends if the creature ends its turn out of your line of sight or more than 30 feet away from you. On a successful save, they cannot be frightened again by you in this way for 24 hours.

Credit: Wizards of the Coast