Circle of the Lycan

Druids following the Circle of the Lycan are generally renegades. Though other druids will usually accept them, they are still watched with caution for fear of the ancient Curse they dare try to control.

Druids of the Lycan are usually both more martial and more primal than their counterparts in the Circle of the Moon or the Circle of the Land. They take it upon themselves to contract and control the Curse of Lycanthropy, viewing it as a way to further enhance their understanding of nature, as well as a way to greatly increase their ability to defend both themselves and the forests in which they typically live. Through use of ancient druidic magic, those that follow this Circle learn to free their mind from the influence of the moon and to control the primal fury of the Curse, though there is still the chance for them to lose control.

Lycanthropic Immunity

When you take this archetype at 2nd level, your contraction of the Curse makes you immune to any new applications of the Curse of Lycanthropy.

Hybrid Transformation

When you take this archetype at 2nd level, you take advantage of your primal nature to learn to control the Curse of Lycanthropy. Using a bonus action, you may transform into a hybrid of a wolf and your chosen race. While in hybrid form, you gain the following benefits, which supercede the rules of Wild Shape and those of Lycanthropy in the Monster Manual. Your transformation lasts a number of hours equal to half your druid level (rounded down), and you may use any combination of this feature or Wild Shape twice, regaining expended uses upon completion of a short or long rest.

-- You gain temporary hit points equal to 5 times your proficiency bonus, and you gain advantage on Strength or Dexterity saving throws and ability checks (your choice). Your Intelligence, Wisdom, and Charisma scores remain the same as they are outside of hybrid form.

-- Your claws and bite function as weapons. Your claws deal 1d4 damage, and your bite deals 1d6 damage. This damage increases at 5th (1d6/1d8), 11th (1d8/1d10), and 17th level (1d10/1d12). Your claws use Dexterity and your bite uses Strength as the relevant ability for attack and damage rolls.

-- You may speak in hybrid form, but you can’t cast spells. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast

-- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.

-- You gain Darkvision to a range of 60 feet.

-- You choose whether your equipment falls to the ground in your space or merges into your new form. 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. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

-- You gain a bonus to your AC equal to your proficiency bonus

-- You gain vulnerability to damage from silvered weapons.

-- When you take damage while in hybrid form, you must make a DC 14 Wisdom saving throw or go berserk. If you fail the save, you must spend your next turn attacking the creature closest to you. If no creatures are in range, you take 2d6 psychic damage and spend your action howling in rage.

Wrath of the Moon

Starting at 2nd level, when you hit a creature with a melee attack while in hybrid form, you can expend one druid spell slot to deal necrotic damage to the target, in addition to the normal damage. The extra damage is 1d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6.

Primal Strike

Starting at 6th level, your attacks in hybrid or beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, while in hybrid form you can attack twice, instead of once, whenever you take the Attack action on your turn.

Resilient Hide

Beginning at 10th level, your hide becomes more resilient. While in hybrid form, you have resistance to magical and non-magical piercing, slashing, and bludgeoning damage, unless the damage was delivered by a silvered weapon. Additionally, you have advantage on the saving throw to avoid going berserk.

Unnatural Fortitude

Beginning at 14th level, when you take damage while in hybrid form that would not reduce you to zero or fewer Hit Points, and you are conscious, you may use your reaction to immediately heal for half the damage received, rounded down. You may not use this feature if the damage was dealt by a silvered weapon. Once you use this feature you may not use it again until you have completed a long rest.

Photo Credits:

Cover: Turtle Arts https://s-media-cache-ak0.pinimg.com/236x/84/54/fa/8454fa2a7c2bc0fbbda0e3639c973959--werewolf-mythical-creatures.jpg