Primal Path
At 3rd level, a barbarian gains the Primal Path feature. The following option is available to a barbarian, in addition to those offered in the Player's Handbook.
Path of the Lycan
One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their lycan form.
Evil lycanthropes hide among normal folk, emerging in their primal form at night to spread terror and bloodshed, especially under a full moon. Good lycanthropes are reclusive and uncomfortable around other civilized creatures, often living alone in wilderness areas far from villages and towns.
Path of the Lycan features
Barbarian level | Feature |
---|---|
3rd |
Lycanthropy, Rage of the Full Moon (Optional) |
6th |
Lycan's Blood |
10th |
Animalistic Instincts |
14th |
True Lycanthropy |
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Lycanthropy
At 3rd level, you learn to transform and become a hybrid between you and your lycanthrope animal. When you adopt this path, choose one of the following animals: bear, boar, rat, tiger, or wolf. The animal you choose is your lycanthrope animal and determines the abilities you gain from this path. Once you choose a lycanthrope animal, you cannot choose another.
When you enter a rage, you can choose to instead expend two uses of rage to also enter your hybrid form. When you enter your hybrid form, any equipment you’re wearing or carrying isn’t transformed. While in your hybrid form, you are considered to be proficient with your unarmed strikes, you have darkvision out to a range of 60 feet (if you already have darkvision, your darkvision’s range is increased by 30 feet), and you become vulnerable to silvered attacks. Additionally, you gain the following abilities.
Bear. While in your hybrid form, your unarmed strikes deal 2d8 + your Strength modifier slashing damage. Additionally, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Boar. While in your hybrid form, your unarmed strikes deal 1d6 + your Strength modifier bludgeoning damage. Additionally, if you move at least 15 feet towards a target and attack it with your unarmed strike in the same turn, you deal an additional 2d6 slashing damage. If the target is a creature who is one size larger than you or smaller, you can use a bonus action to force the target to make a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier or be pushed up to 10 feet away and fall prone.
Rat. While in your hybrid form, your unarmed strikes deal 1d8 + your Strength or Dexterity modifier (your choice) slashing damage (if you use Dexterity for your unarmed strikes, you add your Rage Damage to your unamred strike's damage and you can use the Reckless Attack feature when using your unarmed strike). Additionally, you gain a climbing speed equal to your walking speed.
Tiger. While in your hybrid form, your unarmed strikes deal 1d10 + your Strength modifier slashing damage. Additionally, if you move at least 15 feet towards a target and attack it with your unarmed strike in the same turn, the target must make a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, the target is knocked prone and you can make an unarmed strike attack against the target as a bonus action.
Wolf. While in your hybrid form, your unarmed strikes deal 2d6 + your Strength modifier slashing damage. Additionally, when you score a critical hit, you deal an additional dice of damage.
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Rage of the Full Moon (Optional)
At 3rd level, one night every month during the full moon, you are filled with unbridled, feral rage. During a full moon, you are affected by rage and are transformed into your hybrid form until dawn. While transformed in this way, your alignment is chaotic evil.
At dawn, you revert to your humanoid form and gain 3 points of exhaustion.
At 14th level, you are no longer affected by this feature.
Lycan's Blood
At 6th level, your body changes as you adopt traits from the lycanthrope animal you chose at 3rd level.
Your unarmed strikes damage becomes 1d6 + your Strength modifer (1d6 + your Strength or Dexterity modifier if you chose the Rat as your lycanthrope animal) bludgeoning damage.
Additionally, your unarmed strikes count as magical for purposes of overcoming resistance and immunity to non-magical attacks and damage.
Bear. Your hit point maximum increases by an amount equal to your level and whenever you gain a level hereafter, your hit point maximum increases by an additional 1 hit point.
Boar. When you drop to 0 hit points but not outright killed, you instead drop to 1 hit point. Once you use this feature, you can’t do so again until you finish a long rest.
Rat. Your movement speed is increased by 10 feet.
Tiger. You have advantage on Dexterity (Stealth) checks that rely on moving silently.
Wolf. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Animalistic Instincts
At 10th level, you embrace your curse further and adopt some of your lycanthrope animal’s mannerisms and instincts.
You gain the following benefits from the same lycanthrope animal you chose at 3rd level.
Bear. You have advantage on Wisdom (Survival) and Charisma (Intimidation) checks.
Boar. You have advantage on saving throws against being charmed or frightened.
Rat. You can take the disengage or hide actions as a bonus action on your turn.
Tiger. You have advantage on attacks on creatures that haven’t taken a turn in combat yet.
Wolf. Your allies have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you.
True Lycanthropy
At 14th level, you fully accept your curse and learn to change into your hybrid form at will.
When you enter a rage, transforming into your hybrid form no longer costs additional uses of rage. Additionally, you are no longer vulnerable to silvered attacks.
Created by Buster0117
Legal:
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the material used here are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Credits:
N/A
Ainur Salimova on ArtStation
Changelog: v2.0 - Changed 3rd and 6th level features