Barbarian Path

Path of the Lycan

Those that walk the Path of the Lycan traverse a treacherous line between man and beast, seeking to wield their bestial fury as a weapon without succumbing to it. For most, walking this path is not a choice, but a necessity to keep the curse of lycanthropy from overwhelming their mind and body.

Though some lucky few are born natural lycanthropes with control over their condition, all other forms are the result of a disease-born curse that is brought upon a humanoid, usually unwillingly. They might have been bitten by a rampaging lycan or been cursed under a blood moon during a Wild Hunt. Still others undergo the transformation willingly, perhaps as a rite of passage for an order of companions.

In any case, the barbaric rage you've harnessed up to this point is derived from the supernatural bestial fury that resides inside your body. Only now, through intense training and no small amount of willpower, you have become able to control the cursed blood that flows through your veins. Fearsome and fully aware, you wield the power to transform into a powerful werebeast with the mind of a man and strength of a beast.

Cursed Blood

Beginning at 3rd level, your creature type becomes humanoid (shapechanger) and you must choose a beast associated with your particular form of lycanthropy from the list to the right. Your Cursed Blood type affects each of the features you gain from this archetype. You gain physical characteristics of your chosen beast in your humanoid form (such as shaggy hair, pointed teeth/ears, or animal eyes) and beasts of that kind generally go out of their way to avoid provoking you out of fear and respect. You also gain the two additional benefits detailed beneath each Cursed Blood type while in your hybrid form.


Wolf
  • Pack Tactics

    You have advantage on attack rolls against a creature if you and at least one of your allies is within 5 feet of the creature and aren't incapacitated.
  • Knockdown

    Once per round when you hit a creature with a bite attack, you can immediately make a shove attempt to knock the creature prone.
    Bear
  • Bear Hug

    When you hit a creature with a claw attack, you can attempt to grapple it as a bonus action.
  • Large Size

    Your size is large. Your claws attack deals 2d6 damage. Your bite attack deals 1d8 damage.
    Tiger
  • Ambusher

    You have advantage on all attack rolls against creatures that are surprised.
  • Pounce

    If you move at least 20 feet straight toward a creature and then hit it with a claw attack on the same turn, you can immediately make a shove attempt to knock the creature prone. If the target is prone, you can make a bite attack against it as a bonus action.
    Crocodile
  • Aquatic

    You gain a swim speed equal to your normal speed and can hold your breath for 15 minutes.
  • Powerful Jaws

    Once per round when you hit with a bite attack, you can immediately attempt to grapple your target.
    Rat
  • Rodent Rage

    All instances of Strength in your barbarian features are replaced by Dexterity. Additionally, your natural weapons have the finesse property.
  • Diseased Bite

    When you hit a creature with a bite attack, it must make a DC 10 Constitution save or be unable to regain hit points (including regeneration) except by magical means until it takes a long rest. This does not work on constructs, undead, or any other creature immune to diseases.

Lycanthropic Rage

At 3rd level, you can willingly assume a hybrid form based on your humanoid form and Cursed Blood type without the raw animal instincts taking hold over you. When aren't wearing armor and use your rage, you may assume your hybrid form until the rage ends. While in your hybrid form, you can speak (albeit in a guttural drawl), wield weapons, hold items and otherwise do anything else you normally could while raging. You also gain the following qualities while in your hybrid form in addition to those you gain from raging:

  • Keen Senses

    Your senses are exceptional. You have advantage on Wisdom (Perception) checks that rely on hearing and smell.
  • Natural Weapons

    You have a set of claws and nasty pointed teeth that ensure you're never unarmed. The claws are a 2d4 weapon that deals slashing damage and the bite is a light 1d6 weapon that deals piercing damage. You are proficient in both of these.
  • Increased Speed

    You can close distances with great haste by dropping on all fours. Your speed increases by 10 feet.
  • Weakness to Silver

    Lycanthropes are famously vulnerable to a strike from a silvered weapon, you are no different. Silvered weapons ignore the resistances conferred by your rage. Whenever you are struck with a silvered weapon, you must succeed on a DC 15 Constitution save or immediately end your rage and revert to your humanoid form.

Additionally, during the night of a full moon, you unwillingly assume your hybrid form (automatically gaining the benefits of your hybrid form but not your rage). If you have an available rage, you must use it on your first turn in any combat. Otherwise, you remain fully in control but cannot change into a different form until the light of dawn.

The Beast Within

At 6th level, you can use an action to assume a beast form that corresponds to your Cursed Blood type. While in your beast form, you retain your hit points, hit dice, alignment, personality, skills, saving throws, and your Intelligence, Wisdom, and Charisma scores but otherwise assume all the characteristics listed in the beasts stat block. If the creature has a skill or save that is higher than yours, you can use it instead of yours. You can't speak, cast spells, and your equipment drops the ground when you transform.

Beast Form List

Cursed Blood Beast Forms
Wolf Wolf or Dire Wolf
Bear Black Bear or Brown Bear
Crocodile Giant Lizard or Crocodile
Tiger Panther or Tiger
Rat Rat or Giant Rat

You can return to your humanoid form at any time as an action.

Alpha Presence

At 10th level, animals of your Cursed Blood type now fear and respect you enough to obey your commands. They will follow simple one-word commands to the best of their ability, unless compelled otherwise with magic or if they feel sufficiently endangered by a given command.

Additionally, you are now considered to always be under the effects of the speak with animals spell while interacting with creatures related to Cursed Blood type. (i.e. canines for werewolves, felines for weretigers, ursines for werebears, reptiles for werecrocs, and rodents for wererats)

Roar of the Packleader

At 14th level, while in your hybrid or beast form, you can use an action to loose a bellowing roar or howl that whips your allies into a supernatural bloodlust. Until the start of your next turn, any number of friendly, willing creatures within 60 feet are considered to be under the effects of a rage at your barbarian level.

Once you use this feature, you can't use it again until you have taken a long rest.

Lycanthropes in the World

Lycanthropes are almost universally reviled and hunted in most societies. The people who fear them so would be right to, as wild and uncontrolled lycans are bloodthirsty monsters with little to no control over their actions. The infamous Werewolves, by far the most common and well-known of all lycans, are particularly hated for spreading their curse around unsuspecting frontier towns and villages on the borderlands of civilization.

For these reasons, it should be noted that you will likely be attacked if you assume your hybrid or beast forms in public or hunted by those who know your secret. Talk to your DM about the potential consequences of lycanthropy in their world setting.