Path of the Lycanthrope 3.7 Barbarians on the path of the lycanthrope have learned, with the help from some druids, to focus their rage to work with the curse of lycanthropy. They are similar to the lycanthropes of legend, but they have much more control over their bestial form. Path of the Lycanthrope Features Barbarian Level Feature 3rd Bestial Form, Unarmed Prowess 6th Cursed Attacks, Savange Rage 10th Lycanthrope Signature 14th Primal Sense Bestial Form When you take this path at 3rd level, you learn to transform your body into a bestial form while raging. When you rage, you can choose to enter your bestial form. The type of lycanthrope you become is determined by rolling on or choosing from the following table. If you choose not to enter bestial form, you do not gain any of the abilities in this subclass. d8 Lycanthrope 1 Werebear 2 Wereboar 3 Werelizard 4 Wererat 5 Wereraven 6 Wereshark 7 Weretiger 8 Werewolf Werebear Grip. When you perform an Unarmed Strike while raging, you can choose for that attack to be a Bite attack or a Claw attack. Additionally, creatures you attempt to grapple have disadvantage on opposed Strength (Athletics) checks performed to oppose that grapple, and when a creature breaks free from your grapple, you can use your reaciton to make one Claw attack against them. Wereboar Taunt. When you perform an Unarmed Strike while raging, you can choose for that attack to be a Tusk attack or a Fist attack. Additionally, you have advantage on saving throws against poison and disease, and when a creatures within 5 feet of attacks a creature other than you, you can use your reaction to make one Fist attack against them. Werelizard Swiftness. When you perform an Unarmed Strike while raging, you can choose for that attack to be a Bite attack or a Claw attack. Additionally, you can hold your breathe for up to three times as long, and when a creatures misses you with an attack roll of 10 or less, you can use your reaction to make one Claw attack against them. Wererat Burrow. When you perform an Unarmed Strike while raging, you can choose for that attack to be a Bite attack or a Claw attack. Additionally, you have a burrowing speed equal to your walking speed, provided the area you are burrowing into is dirt. Wereraven Flight. When you perform an Unarmed Strike while raging, you can choose for that attack to be a Beak attack or a Wing attack. Additionally, while raging, you have a flying speed equal to your speed but you cannot make Wing attacks while in the air without falling to the ground. Wereshark Bloodlust. When you perform an Unarmed Strike while raging, you can choose for that attack to be a Bite attack or a Fist attack. Additionally, you have a swimming speed equal to your walking speed, can breathe in water and air, and when a creatures within 5 feet of you is reduced to half their hit point maximum, you can use your reaction to make one Fist attack against them. Weretiger Prowl. When you perform an Unarmed Strike while raging, you can choose for that attack to be a Bite attack or a Claw attack. Additionally, you have advantage on Dexterity (Stealth) checks in grassy terrain, your rage does not end early as a result of not attacking or taking damage provided you are hidden, and you can take the Hide action as a bonus action on your turn. Werewolf Bound. When you perform an Unarmed Strike while raging, you can choose for that attack to be a Bite attack or a Claw attack. Additionally, you have advantage on Wisdom (Perception) checks that rely on hearing or smell, and you can take the Dash action as a bonus action on your turn. Unarmed Prowess Additionally at 3rd level, you gain the following features: While in your Bestial Form, your Unarmed Strikes deal damage differently depending on what type of attack it is. Bite and Beak attacks deal piercing damage; Claw and Tusk attacks deal slashing damage; and Fist and Wing attacks deal bludgeoning damage. You can only make one Bite, Beak or Tusk attack per turn.

Your Unarmed Strike damage increases to 1d8 while in your Bestial Form, and increases again to 1d10 at 6th level, and 1d12 at 10th level.

You cannot wear armor or use a shield while you are in your Bestial Form. Cursed Attacks At 6th level, your attacks become infused with the magic of your curse. Your Unarmed Strikes are considered magical for the purposes of overcoming resistances and immunities to non-magical attacks and damage. Additionally, the DC for any of your Savage Rage or Lycanthrope Signature abilities is equal to 8 + your Strength modifier + your proficiency bonus.

Savage Rage Also at 6th level, you gain an additional feature based on your Lycanthrope type. If you have already used your Savage Rage ability during your current rage, you can expend one use of your rage to use that effect once again. Werebear Grapple. Once per rage, when you hit a creature with a Claw attack on your turn, you can use a bonus action to attempt to grapple that target. Bite attacks against a creature you are grappling deal an additional 1d6 damage. Wereboar Resillience. Once per rage, if you are the target of a spell or effect that requires you to make a saving throw and you fail that save, you can choose to succeed instead. Werelizard Fleet. Once per rage, you can take the Dodge action as a bonus aciton on your turn, and until the start of your next turn you have 1 additional reaction that can only be used for an opportunity attack. Wererat Restraint. Once per rage, if you are burrowing and move 15 feet straight towards a creature and then hit it with a Claw attack on the same turn, you can use a bonus action to pull the creature into the ground slightly.That creature must make a Dexterity saving throw or be pulled into the ground and become grappled. A creature grappled in this way or one of its allies can use an action to make a Strength check to pull them free. Wereraven Gust. Once per rage, you can use an action to beat your wings. Each creature within 5 feet of you must succeed a Strength saving throw or be pushed 5 feet away from you. Wereshark Rampage. Once per rage, if you reduce a creature to 0 hit points with a Unarmed strike attack on your turn, you can use a bonus action to move up to half your speed and make one Bite attack against another creature. Weretiger Pounce. Once per rage, if you move 15 feet straight toward a creature and then hit it with a Claw attack on the same turn, that target must succeed a Strength saving throw or be knocked prone. If you were hidden at the start of the turn you performed this attack, you can make one Bite attack against that target as a bonus action on the same turn. Werewolf Hunt. Once per rage, if you make an attack against a creature that took the Dash or Disengange action on their last turn, you can have that attack deal an additional 1d6 damage. Lycanthrope Signature At 10th level, you gain an additional feature based on your lycanthrope type. Werebear Clutch. Once per short rest while raging, if you are grappling a creature, you can use an action to hug the target. The target must succeed a Strength saving throw or become restrained by you. Breaking free from being restrained functions the same as being grappled. While restrainingd a creature, you cannot make Claw attacks, as your arms are wrapped around the creature you are restraining. Wereboar Resistance. Once per short rest while raging, you can use an action to gain resistance to all damage for the next 30 seconds. Werelizard Regeneration. Once per short rest while raging, when you hit a creature with a Bite attack, you can choose to regain a number of hit points equal to 2d8 + your Constitution modifier. Wererat Frenzy. Once per short rest while raging, when you hit a creature that is under the grappled condition with a Bite attack, you can take the attack action as a bonus action on your turn, provided each of the attacks made with that action are against that grappled creature. Wereraven Dive. Once per short rest while raging, if you are flying and dive 15 feet straight towards a creature and then hit it with a wing attack on the same turn, you can have that attack deal an additional 2d6 damage to the target. The target must succeed a Strenth saving throw or be knocked prone. Wereshark Ferocity. Once per short rest while raging, if you hit a creature that does not have all its hit points with a Bite attack, you can choose for that attack to deal it's maximum damage. Weretiger Shred. Once per short rest while raging, if you were hidden at the start of your turn and make a Bite attack against a creature on the same turn, you can choose for that attack to deal an additional 2d8 damage. Werewolf Howl. Once per short rest while raging, you can use an action to howl. Each non-friendly creature within 30 feet of you that can hear you must succeed a Wisdom saving throw or become frightened by you for 1 minute, as if under the effect of the Fear spell. Creatures can make the saving throw again at the end of each of their turns to end the effect on themselves. Once a creature succeeds on the saving throw they cannot become frightened by you again until they finish a long rest. Primal Sense At 14th level, while raging, you have blindsight out to a range of 30 feet, provided you can smell and hear.

Description and Playstyle Each of the different types of lycanthrope have their own look and style of play. This section describes my vision when creating this subclass, and what I was trying to keep in mind throughout the building of the creatures abilities. The lycanthropes in this subclass are built to work as templates for other lycanthropes, the following table presents some examples that each template can be used for. If you want to come up with your own ideas for werecreatures, I suggest sticking to beasts as a base, as monstrosities can get complicated when adapting them to be a werecreature. In some cases, the attacks and abilities might not align with the lycanthrope you wish to be. In which case, you and your DM can discuss alternate attack types and abilities to be used (e.g. werebats have a Bite attack instead of a Beak attack). Template Examples Werebear Werepolar, Werepanda, etc. Wereboar Werehog, Werelephant, etc. Werelizard Weresnake, Werecrocodile, etc. Wererat Werehamster, Weremole, etc. Wereraven Werehawk, Werebat, etc. Wereshark Wereorca, Werepiranha, etc. Weretiger Werelion, Werejaguar, etc. Werewolf Werehyena, Werejackel, etc. Transformation Lycanthropes tend to have very similar transformations, with a few having unique aspects to them. The main issue people find with Lycanthropes is how some humanoids can transform into something completely polar to their race, e.g. Lizardfolk werewolf. Rememeber, Lycanthropy is a magical curse, so it doesn't have to stick to the normal scientific rules. You may choose your lycanthrope type based on your race, but this section explains how certain races Transform into a lycanthrope, and some features to identify what race the lycanthrope is. Bird Races. Races like the Aarakocra and the Kenku might make the most sense to simply transform into werebirds, but it is possible for them to be other forms of lycanthrope. When an Aarakocra or a Kenku transforms, its wings (in the case of the Aarakocra) merge into its back, and its feathers will begin to frey into tiny hairs or merge together and harden into scales. Their beak begins to sprout fur or segment into scales and their body morphs into the shape of the lycanthrope. Sometimes there are some feathers that still protrude from the fur or between scales, and their snouts can have portions of beak showing through as well. Reptile Races. Races like Dragonborn, lizardfolk, Kobold and Yuan-ti obviously make the most sense to transform into werereptiles, but its not imposible for them to catch other strains of lycanthropy. When they transform, their scales crack and split into tiny hairs or feathers and fur or feathers grow from the spaces between their scales. Their faces and bodies mould to form a shape more closely resembling the creature their strain is based on. It can also occur that they have small scales remain on their bodies, hinting at their base race. Other Races. Most other races transform like you'd imagine, with hair, freathers and scales grow from their skin and their body morphs into the shape of the lycanthrope. Some races keeping some semblance of their humanoid form. For example: Small races are still small after transformation; Half-Orcs and Orcs often keep their large teeth; Teiflings tend to keep their horns; Genasi and Aasimar can have patches of fur resembling their skin colour; Tabaxi can still have the patterns of their fur; Tritons might still have their gills and fins; Grung could have slime on their fur, feathers or scales; and Tortles have shell like body shapes or even keep their shell on their Lycanthrope form. Werebear When a creature transforms into a werebear they grow more broad and bulkier. Their heads are quite large and round and their snout is usually short and thick. Their entire body is covered in fur, and claws spout from their pawed hands and feet. Werebears have a great grip strength, which when combined with sharp claws can make it hazardous for creatures trying to escape their grasp. A common tactic for a werebear is to grapple a target and wrap their arms around them to restrain them further. Once they have a creature restrained in their grip, they tear into the target with their viscious bite. Wereboar When a creature transforms into a wereboar their short hair coated skin thickens and toughens. Their nose grows and turns upward into a large stout snout, and tooth like tusks grow on either side of the snout. Their bodies are bulkier than their base race, with rotund bellies. Their hands tend to stay as humanoid hands while their feet become hooved. Wereboars are a lot more resiliant than other lycanthropes and like to focus enemy attacks on themselves because it amuses them. They are excellent at avoiding effects that target them, and can resist great amounts of damage from any source.