Lycanthropy is an ancient and feared curse, able to turn the most stalwart of men into slavering and savage beasts. They are rightfully feared by a lot of common folk and are able to tear creatures to pieces with their hands alone. Because of this, lycanthropes are a force to be reckoned with. However, not all lycanthropes are evil beasts enslaved to their vicious nature. Those who take their time to train themselves and focus their minds can unlock their bestial power and use it for their own desires. Able to shift into animalistic hybrids and shrug off wounds that would fell mortal men, lycanthropes that follow this path become the ultimate predators. Should their focus fail, grave peril will befall those around them.
hit dice:
1d10 per Lycanthrope level
hit points at 1st level:
10 + Con mod
hit points at higher levels:
1d10 (or 6) + Con mod
armor proficiencies:
Light armour, medium armour
weapon proficiencies:
Simple weapons, martial weapons
tools:
None
saving throws:
Str, Con
skills:
Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, Stealth, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) any melee weapon or (b) a shortbow and 20 arrows
(a) leather armour or (b) hide armour
(a) a dungeoneer's pack or (b) an explorer's pack
a dagger
Alternatively, you could begin with a starting wealth of 2d4 x
10gp and purchase starting items of your choice.
spellcasting:
-
class features:
Hybrid Form
At 1st level, you begin to control the lycanthropic curse that now flows through your blood. As an action, you can transform into your Hybrid form as determined by your Lycanthrope Origin feature. This form lasts for 10 minutes. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier by using an action on your turn. You automatically revert to your normal form if you fall unconscious, drop to 0 Hit Points, or die. You can use this feature twice. You regain expended uses when you finish a short or long rest.
While you are transformed, you gain the following benefits and disadvantages: Feral Might, Resilient Hide, Predatory Strikes,
Cursed Weakness and Bloodlust.
Natural Armour
Starting at the 2nd Level, while you are not wearing any armor nor wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
Totem Powers
At 2nd level, you gain a totem power of your choice. When you gain certain lycanthrope levels, you gain additional powers of your choice (one slot at 2nd level, two at 8th, three at 14th and four at 20th). Additionally, when you gain a level in this class, you can choose one of the powers you know and replace it with another power that you could learn at that level. A level prerequisite in a totem power refers to your lycanthrope level, not character level.
Heightened Senses
Starting at 3rd level, you begin to adopt the improved senses of a natural predator. You gain advantage on any Wisdom (Perception) checks that rely on hearing or smell.
Extra Attack
Beginning at 5th level you can attack twice, instead of once, whenever you take the Attack action on your turn.
Stalker's Prowess
At 7th level, your speed increases by 10 feet. You also can add 10 feet to your long jump distance and 3 feet to your high jump distance. In addition, whilst in your hybrid or animal form your unarmed strikes and natural weapons are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Bleeding Slash
Beginning at 9th level, you can tear deep into your enemies' flesh, leaving gaping wounds. When you make an unarmed strike in your hybrid form you can attempt a bleeding slash. On a hit the target takes the normal damage and must succeed on a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) or take 1d10 slashing damage at the start of their next turn. This increases to 2d10 at 13th level and 3d10 at 17th level. This feature has no effect on inorganic creatures or objects. You can use this feature a number of times equal to your Strength or Dexterity modifier (whichever is higher, minimum of 1). You regain expended uses when you finish a short or long rest.
Advanced Hybrid Form & Hybrid Form Mastery
Starting at 11th level, you learn to unleash and control more of the beast within you. You can now transform into your hybrid form as a bonus action, and your hybrid form now lasts for up to 30 minutes. In addition, at the start of each of your turns, while you are in your hybrid or animal form and have no more than half of your Hit
Points left, you regain hit points equal to your Constitution modifier + 1 (minimum of 1). You don't gain this benefit if you have 0 Hit Points.
At 20th level, you have wrestled with your inner predator and mastered it. You can now use your hybrid form feature three times instead of two, and your hybrid form now lasts for up to an hour. Additionally when you roll initiative and have no uses of your Hybrid Form left, you regain one use.
Iron Volition
Beginning at 15th level, you’ve honed your willpower to better resist the violent urges of your lycanthropic curse. Whenever you make a Wisdom saving throw to maintain control of your hybrid form, you do so with advantage.
subclass options:
Each lycanthrope will have their origins either from being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. Seven widely known varieties of lycanthrope are werebears, wereboars, wererats, wereravens, weretigers, werewolves and wererabbits.