Lycanthrope Revision1.5 (Reddit)
Lycanthrope Revision1.5 (Reddit)
Lycanthrope Revision1.5 (Reddit)
L
ycanthropy 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 The Lycanthrope
creatures to pieces with their hands alone.
Because of this, lycanthropes are a force to be Proficiency Predatory Totem
reckoned with. Level Bonus Features Strikes Powers
However, not all lycanthropes are evil beasts enslaved to 1st +2 Hybrid Form, 1d4 —
their vicious nature. Those who take their time to train Lycanthrope Origin
themselves and focus their minds can unlock their bestial
power and use it for their own desires. Able to shift into 2nd +2 Natural Armour,
Totem Powers
1d4 2
animalistic hybrids and shrug off wounds that would fell
mortal men, lycanthropes that follow this path become the 3rd +2 Heightened Senses 1d4 2
ultimate predators; however should their focus fail, grave 4th +2 Ability Score 1d4 2
peril will befall those around them. Improvement
5th +3 Extra Attack 1d6 2
Creating a Lycanthrope
6th +3 Origin Feature 1d6 2
All lycanthropes get their curse from somewhere. Were you
born with it, transferred from the blood of your parents? 7th +3 Stalker's Prowess 1d6 2
Were you bitten by another lycanthrope during an adventure 8th +3 Ability Score 1d6 3
or attack on your home? Did you get cursed by some craven Improvement
mage who sought to punish you? Was it a life you chose to 9th +4 Bleeding Slash 1d6 3
accept, being granted such power by a deity? (1d10)
Quick Build 10th +4 Origin Feature 1d6 3
You can make a lycanthrope quickly by following these 11th +4 Advanced Hybrid 1d8 3
suggestions. First, make Strength or Dexterity your highest Form
ability score, followed by Constitution. Second, choose the 12th +4 Ability Score 1d8 3
Outlander background. Improvement
13th +5 Bleeding Slash 1d8 3
Class Features (2d10)
As a lycanthrope, you gain the following class features 14th +5 Origin Feature 1d8 4
15th +5 Iron Volition 1d8 4
Hit Points 16th +5 Ability Score 1d8 4
Hit Dice: 1d10 per lycanthrope level Improvement
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution 17th +6 Bleeding Slash 1d10 4
modifier per lycanthrope level after 1st (3d10)
18th +6 Origin Feature 1d10 4
Proficiencies
Armor: Light armour, medium armour, shields 19th +6 Ability Score 1d10 4
Weapons: Simple weapons, martial weapons Improvement
Tools: None 20th +6 Hybrid Form 1d10 5
Mastery
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics,
Deception, Intimidation, Nature, Perception, Stealth, and
Survival
— Revision 1.5, July 2021 —
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.
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Class by u/foxfire94
Lycanthrope Origin Totem Powers
At 1st level, you choose a origin that describes where your At 2nd level, you gain two totem powers of your choice. Your
lycanthropic curse came from. Choose Werebear, Wereboar, totem power options are detailed at the end of the class
Wererabbit, Wererat, Wereraven, Weretiger, or Werewolf, all description. When you gain certain lycanthrope levels, you
detailed at the end of the class description. The origin you gain additional powers of your choice, as shown in the Totem
choose grants you features at the 1st level and again at the Powers column of the Lycanthrope Table.
6th, 10th, 14th, and 18th levels. Additionally, when you gain a level in this class, you can
choose one of the powers you know and replace it with
Hybrid Form another power that you could learn at that level.
At 1st level, you begin to control the lycanthropic curse that A level prerequisite in a totem power refers to your
now flows through your blood. As an action, you can lycanthrope level, not character level.
transform into your Hybrid form as determined by your Heightened Senses
Lycanthrope Origin feature. This form lasts for 10 minutes.
You can speak, use equipment, and wear armor in this form. Starting at 3rd level, you begin to adopt the improved senses
You can revert to your normal form earlier by using an action of a natural predator. You gain advantage on any Wisdom
on your turn. You automatically revert to your normal form if (Perception) checks that rely on hearing or smell.
you fall unconscious, drop to 0 Hit Points, or die. You can use
this feature twice. You regain expended uses when you finish Ability Score Improvement
a short or long rest. When you reach 4th level, and again at 8th, 12th, 16th, and
While you are transformed, you gain the following benefits: 19th level, you can increase one ability score of your choice
Feral Might. You gain a bonus to melee damage rolls equal by 2, or you can increase two ability scores of your choice by
to half your proficiency bonus, rounded down. You also have 1. As normal, you can't increase an ability score above 20
advantage on Strength checks and Strength saving throws. using this feature.
Resilient Hide. You have resistance to bludgeoning, If your DM allows the use of feats, you may instead take a
piercing, and slashing damage from nonmagical attacks that feat.
aren't silvered. While you are not wearing heavy armor or
wielding a shield, you gain a +1 bonus to your AC.
Predatory Strikes. Your unarmed strikes are considered a Extra Attack
melee weapon. When you transform into your hybrid form Beginning at 5th level you can attack twice, instead of once,
and whenever you make an unarmed strike as part of the whenever you take the Attack action on your turn.
Attack action, you can make another unarmed strike as a
bonus action. Stalker's Prowess
Your unarmed strikes deal 1d4 slashing damage. The
damage of your unarmed strikes increases as you gain At 7th level, your speed increases by 10 feet. You also can add
lycanthrope levels, as shown in the Predatory Strikes column 10 feet to your long jump distance and 3 feet to your high
of the Lycanthrope Table. jump distance. In addition, unarmed strikes made using your
Cursed Weakness. Your have vulnerability to damage predatory strikes feature and attacks with your hybrid form's
from silvered weapons. natural weapons are considered magical for the purpose of
Bloodlust. If you've taken damage since the start of your overcoming resistance and immunity to nonmagical attacks
last turn, you must make a Wisdom saving throw to maintain and damage.
control of your humanity at the start of your turn. The DC
equals 5, or 1/4 of the total damage you've taken since the Bleeding Slash
start of your previous turn, whichever number is higher. On a Beginning at 9th level, you can tear deep into your enemies'
failed save, you must move directly towards the nearest flesh, leaving gaping wounds. When you make an unarmed
creature to you and use the Attack action against that strike using your predatory strikes feature you can attempt a
creature. If there is more than one possible target, the DM bleeding slash.
chooses between the targets. You then regain control of your On a hit the target takes the attack's normal damage and
character for the remainder of your turn. must succeed a Constitution saving throw with a DC equal to
If you are under an effect that prevents you from 8 + your proficiency bonus + your Strength or Dexterity
concentrating (like the Barbarian's rage feature), you modifier (your choice) or take 1d10 slashing damage at the
automatically fail this saving throw. start of their next turn. This increases to 2d10 at 13th level
The benefits of this feature replace the rules for Lycanthropy and 3d10 at 17th level.
within the Monster Manual. 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,
Natural Armour minimum of 1). You regain expended uses of this feature
Starting at the 2nd Level, while you are not wearing any when you finish a short or long rest.
armor nor wielding a shield, your Armor Class equals 11 +
your Dexterity modifier + your Constitution modifier.
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Class by u/foxfire94
Advanced Hybrid Form Formidable Strength
Starting at 11th level, you learn to unleash and control more At 6th level you gain the might of a bear. Your carrying
of the beast within you. You can now transform into your capacity (including maximum load and maximum lift) is
hybrid form as a bonus action, and your hybrid form now doubled, and you have advantage on Strength checks made to
lasts for up to 30 minutes. push, pull, lift, or break objects.
In addition, at the start of each of your turns, while you are Bear Form
in your hybrid or animal form and have no more than half of Starting at 10th level you can transform into a bear instead of
your hit points left, you regain hit points equal to your your hybrid form when using your Hybrid Form feature. You
Constitution modifier + 1 (minimum of 1). You don't gain this retain the benefits granted by the hybrid form feature. Any
benefit if you have 0 hit points. equipment you are wearing or carrying isn't transformed and
you can't wear any armor unless it is made to fit your animal
Iron Volition form. You have disadvantage when using equipment meant
Beginning at 15th level, you've honed your willpower to better for humanoids and cannot cast spells that require material
resist the violent urges of your lycanthropic curse. Whenever components whilst in this form.
you make a Wisdom saving throw to maintain control of your Your statistics other than your AC and size remain the
hybrid form, you do so with advantage. same in your animal form. Your AC when in your animal form
Additionally in the event of a more than one possible is 12 + your Dexterity modifier + your Constitution modifier
nearest target after a failed save you, not the DM, now (you still get the bonus AC from your Resilient Hide feature in
chooses between the targets. situations when it would apply) and your size becomes Large.
To discern that you aren't a normal animal of your type, a
Hybrid Form Mastery creature can use its action to inspect your appearance and
must make an Intelligence (Investigation) check contested by
At 20th level, you have wrestled with your inner predator and your Charisma (deception) check.
mastered it. You can now use your hybrid form feature three Transforming this way expends a use of your hybrid form
times instead of two, and your hybrid form now lasts for up to feature.
an hour.
Additionally when you roll initiative and have no uses of Ursine Toughness
your hybrid form left, you regain one use. At 14th level, while you are in your hybrid or bear form, not
wearing armor and not wielding a shield, you gain a +2 bonus
Lycanthrope Origins to your AC (cumulative with the bonus from resilient hide).
Each lycanthrope origin stems from a curse or disease Terrifying Roar
bourne by a particular type of animal, with seven widely At 18th level you can use your action to roar at any number of
known varieties of lycanthrope are werebears, wereboars, creatures within 30 feet, chilling their blood and stunning
wererabbits, wererats, wereravens, weretigers, and them with fear. Any of the targeted creatures that can hear
werewolves; although others have been known to exist. you must succeed on a Wisdom saving throw with a DC
equal to 8 + your proficiency bonus + your Charisma modifier
Werebear or become frightened of you until the end of your next turn.
Werebears are powerful lycanthropes with the ability to If a creature fails this saving throw by 5 or more, they are
temper their monstrous natures and reject their violent instead stunned until the end of your next turn. A creature
impulses. In humanoid form, they are large, muscular, and that succeeds on this saving throw is immune to this feature
covered in hair matching the color of their ursine form's fur for the next 24 hours.
provided they can grow hair. When a werebear transforms, it You may use this feature a number of times equal to your
grows to enormous size, lashing out with weapons or claws Charisma modifier (minimum of 1) and you regain all
and fighting with the ferocity of a bear. expended uses when you finish a long rest.
Bear-Hybrid Form Wereboar
When choosing this origin at 1st level your hybrid form takes Wereboars are ill-tempered and vulgar brutes. As humanoids,
the shape of a bear-humanoid and your bite becomes a they are stocky and muscular, with short, stiff hair. In their
natural weapon you are proficient with whilst in that form. humanoid and hybrid forms, they use heavy weapons, while
When making a melee attack with your bite, you have a in hybrid or animal form, they gain a devastating goring
reach of 5 feet and deal 3d4 piercing damage on a hit. You attack through which their curse is spread.
add your Strength modifier to the attack and damage rolls.
A creature hit by your bite must succeed on a Constitution Boar-Hybrid Form
saving throw with a DC of 8 + your proficiency bonus + your When choosing this origin at 1st level your hybrid form takes
Constitution modifier or be cursed with werebear the shape of a boar-humanoid and you gain tusks that
lycanthropy. become a natural weapon you are proficient with whilst in
that form.
When making a melee attack with your tusks, you have a
reach of 5 feet and deal 2d6 slashing damage on a hit. You
add your Strength modifier to the attack and damage rolls.
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Class by u/foxfire94
A creature hit by your tusks must succeed on a Constitution When making a melee attack with your bite, you have a
saving throw with a DC of 8 + your proficiency bonus + your reach of 5 feet and deal 1d4 piercing damage on a hit. You
Constitution modifier or be cursed with wereboar may add your Strength or Dexterity modifier to the attack
lycanthropy. and damage rolls.
A creature hit by your bite must succeed on a Constitution
Brutish Swine saving throw with a DC of 8 + your proficiency bonus + your
At 6th level you gain proficiency with improvised weapons. In Constitution modifier or be cursed with wererabbit
addition, weapons with the Heavy property no longer impose lycanthropy.
disadvantage on attack rolls if your size is Small.
Powerful Kick
Boar Form Starting at 6th level you are able to make use of your strong
Starting at 10th level you can transform into a boar instead of legs to strike your foes. Whilst in your hybrid form you
your hybrid form when using your Hybrid Form feature. You become proficient with your kicks.
retain the benefits granted by the hybrid form feature. Any When making a melee attack with your kick, you have a
equipment you are wearing or carrying isn't transformed and reach of 5 feet and deal 1d8 bludgeoning damage on a hit.
you can't wear any armor unless it is made to fit your animal You add your Strength or Dexterity modifier (your choice) to
form. You have disadvantage when using equipment meant the attack and damage rolls.
for humanoids and cannot cast spells that require material Additionally on a hit, the creature must succeed a Strength
components while in this form. saving throw with a DC of 8 + your proficiency bonus + your
Your statistics other than your AC and size remain the Strength or Dexterity modifier (your choice) or be pushed 10
same in your animal form. Your AC when in your animal form feet away from you and incapacitated until the start of their
is 12 + your Dexterity modifier + your Constitution modifier next turn.
(you still get the bonus AC from your Resilient Hide feature in
situations when it would apply) and your size becomes Rabbit Form
Medium. Starting at 10th level you can transform into a rabbit instead
To discern that you aren't a normal animal of your type, a of your hybrid form when using that feature. You retain the
creature can use its action to inspect your appearance and same features granted by your hybrid form. Any equipment
must make an Intelligence (Investigation) check contested by you are wearing or carrying isn't transformed and you can't
your Charisma (deception) check. wear any armour unless it is made to fit your animal form.
Transforming this way counts as a use of your hybrid form You have disadvantage when using equipment meant for
feature. humanoids and cannot cast spells that require material
components whilst in this form.
Charge Your statistics other than your AC and size remain the
Starting at 14th level, while you are in your hybrid or boar same in your animal form. Your AC when in your animal form
form, move at least 15 feet straight towards a target and then is 12 + your Dexterity modifier + your Constitution modifier
make an attack against it with your tusks on the same turn, (you still get the bonus AC from your Resilient Hide feature in
the target takes an extra 2d6 piercing damage on a hit. If the situations when it would apply) and your size becomes Tiny.
target is a creature, it must succeed on a Strength saving To discern that you aren't a normal animal of your type, a
throw with a DC equal to 8 + your proficiency bonus + your creature can use its action to inspect your appearance and
Strength modifier or be knocked prone. must make an Intelligence (Investigation) check contested by
your Charisma (deception) check.
Relentless Transforming this way counts as a use of your hybrid form
When you reach the 18th Level, if you drop to 0 hit points feature.
while in your hybrid or animal form and don't die outright,
you can drop to 1 hit point instead. Once you use this feature, El-ahrairah's Blessing
you can't use it again until you finish a long rest. Starting at 14th level if you take the Dash action on your turn
you can Dash or Dodge as a bonus action.
Wererabbit Additionally when in your hybrid form you gain a
Wererabbits, occasionally called werehares, are a rare breed burrowing speed equal to your movement speed.
of lycanthropes and somewhat of an anomaly amongst their Finally you can add 10 feet to your long jump distance and
brethren. Whereas other lycanthropes are born of more 3 feet to your high jump distance.
predatory species, wererabbits evoke a lot of traits typically Lucky Rabbit's Foot
found in prey animals; however this only disguises their At 18th level you're able to make almost near-miraculous
deadly potential. Extremely agile, wererabbits can move with escapes from danger. You may choose to make one melee,
blinding speed and deliver kicks that can snap bones like ranged, or spell attack that would hit you, miss instead. This
twigs. is done after you know you have been hit, but before the
Rabbit-Hybrid Form
damage is rolled.
When choosing this origin at 1st level your hybrid form takes You regain the use of this feature once you finish a short or
the shape of a rabbit-humanoid and your bite becomes a long rest.
natural weapon you are proficient with whilst in that form.
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Class by u/foxfire94
Wererat Wereraven
Wererats are cunning lycanthropes with sly, avaricious Wereravens are secretive and extraordinarily cautious
personalities. They are wiry and twitchy in humanoid form, lycanthropes that trust one another but are wary of just about
with thin hair and darting eyes. In their humanoid and hybrid everyone else. Although skilled at blending into society they
forms, wererats prefer light weapons and use ambush tactics keep mostly to themselves, respect local laws, and strive to
rather than fighting as a pack. Although a wererat can deliver do good whenever possible. In their human and hybrid forms,
a nasty bite in its rat form, it favors that form for stealthy wereravens tend to favour light weapons.
infiltration and escape rather than combat.
Raven-Hybrid Form
Rat-Hybrid Form When choosing this origin at 1st level your hybrid form takes
When choosing this origin at 1st level your hybrid form takes the shape of a raven-humanoid and you gain a beak that
the shape of a rat-humanoid and your bite becomes a natural becomes a natural weapon you are proficient with whilst in
weapon you are proficient with whilst in that form. that form.
When making a melee attack with your bite, you have a When making a melee attack with your beak, you have a
reach of 5 feet and deal 1d4 piercing damage on a hit. You reach of 5 feet and deal 1d4 piercing damage on a hit. You
may add your Strength or Dexterity modifier to the attack may add your Strength or Dexterity modifier to the attack
and damage rolls. and damage rolls.
A creature hit by your bite must succeed on a Constitution A creature hit by your beak must succeed on a Constitution
saving throw with a DC of 8 + your proficiency bonus + your saving throw with a DC of 8 + your proficiency bonus + your
Constitution modifier or be cursed with wererat lycanthropy. Constitution modifier or be cursed with wereraven
lycanthropy.
Scurry Additionally, while in your hybrid form you gain a flying
Starting at 6th level if you take the Disengage action on your speed equal to your movement speed. To use this speed, you
turn you can Dash as a bonus action. Additionally if you take can't be wearing medium or heavy armor.
the Attack action on your turn, you can Disengage as a bonus
action. Mimicry
Starting at 6th level you can mimic sounds you have heard,
Rat Form including voices. A creature that hears the sounds you make
Starting at 10th level you can transform into a giant rat can tell they are imitations with a successful Wisdom
instead of your hybrid form when using that feature. You (Insight) check opposed by your Charisma (Deception) check.
retain the same features granted by your hybrid form. Any
equipment you are wearing or carrying isn't transformed and Raven Form
you can't wear any armour unless it is made to fit your animal Starting at 10th level you can transform into a raven instead
form. You have disadvantage when using equipment meant of your hybrid form when using your Hybrid Form feature.
for humanoids and cannot cast spells that require material You retain the benefits granted by the hybrid form feature.
components whilst in this form. Any equipment you are wearing or carrying isn't transformed
Your statistics other than your AC and size remain the and you can't wear any armor unless it is made to fit your
same in your animal form. Your AC when in your animal form animal form. You have disadvantage when using equipment
is 12 + your Dexterity modifier + your Constitution modifier meant for humanoids and cannot cast spells that require
(you still get the bonus AC from your Resilient Hide feature in material components while in this form.
situations when it would apply) and your size becomes Small. Your statistics other than your AC and size remain the
To discern that you aren't a normal animal of your type, a same in your animal form. Your AC when in your animal form
creature can use its action to inspect your appearance and is 12 + your Dexterity modifier + your Constitution modifier
must make an Intelligence (Investigation) check contested by (you still get the bonus AC from your Resilient Hide feature in
your Charisma (deception) check. situations when it would apply) and your size becomes Tiny.
Transforming this way counts as a use of your hybrid form To discern that you aren't a normal animal of your type, a
feature. creature can use its action to inspect your appearance and
must make an Intelligence (Investigation) check contested by
Skulk your Charisma (deception) check.
At 14th level you gain advantage on Dexterity (Stealth) Transforming this way counts as a use of your hybrid form
checks made to hide. You also gain a climbing and swimming feature.
speed equal to your movement speed.
Swooping Blow
Surprise At 14th level, if you fly at least 15 feet straight towards a
At 18th level if you hit a surprised creature with an attack on target while you are in your hybrid or raven form and then hit
your first turn in combat, the attack deals an extra 3d6 it with a melee attack on the same turn, the target takes an
damage to it. The extra damage is of the same type as the extra 2d6 damage of the type done by that attack. If the target
attack itself. is a creature and you move out of its reach after doing so, the
creature has disadvantage on attacks of opportunity made
against you.
5
Class by u/foxfire94
Keen Sight Pounce
At 18th level you can see up to 1 mile away without difficulty, Starting at 18th level whilst you are in your hybrid or tiger
able to discern even fine details as though looking at form, move at least 15 feet straight towards a creature and
something no more than 100 feet away from you. then hit it with an unarmed strike on the same turn, that
Additionally, dim light doesn't impose disadvantage on your target must succeed on a Strength saving throw with a DC
Wisdom (Perception) checks and you have advantage on equal to 8 + your proficiency bonus + your Strength modifier
(Perception) checks made to spot items. or be knocked prone. If the target is knocked prone, you can
make one bite attack against it as a bonus action.
Weretiger
Weretigers are ferocious hunters and warriors with a haughty Werewolf
and fastidious nature. Lithe and sleekly muscular in A werewolf is a savage predator. In its humanoid form, a
humanoid form, they are taller than average and meticulously werewolf has heightened senses, a fiery temper, and a
groomed. Weretigers grow to enormous size in animal and tendency to eat rare meat. Its wolf form is a fearsome
hybrid form, but they fight in their more refined humanoid predator, but its hybrid form is more terrifying by far - a
form when they can. furred and well-muscled humanoid body topped by a ravening
wolf's head. A werewolf can wield weapons in hybrid form,
Tiger-Hybrid Form though it prefers to tear foes apart with its powerful claws
When choosing this origin at 1st level your hybrid form takes and bite.
the shape of a tiger-humanoid and your bite becomes a
natural weapon you are proficient with whilst in that form. Wolf-Hybrid Form
When making a melee attack with your bite, you have a When choosing this origin at 1st level your hybrid form takes
reach of 5 feet and deal 1d10 piercing damage on a hit. You the shape of a wolf-humanoid and your bite becomes a
add your Strength modifier to the attack and damage rolls. natural weapon you are proficient with whilst in that form.
A creature hit by your bite must succeed on a Constitution When making a melee attack with your bite, you have a
saving throw with a DC of 8 + your proficiency bonus + your reach of 5 feet and deal 1d8 piercing damage on a hit. You
Constitution modifier or be cursed with weretiger add your Strength modifier to the attack and damage rolls.
lycanthropy. A creature hit by your bite must succeed on a Constitution
saving throw with a DC of 8 + your proficiency bonus + your
Feline Agility Constitution modifier or be cursed with werewolf
Starting at 6th level, you have advantage on Dexterity lycanthropy.
(Acrobatics) checks. Additionally if you take the Dodge action
on your turn you may use your bonus action to make a single Silent Tracker
attack with your unarmed strikes. At 6th Level You gain the hunting sensibilities of a wolf. You
can track other creatures while traveling at a fast pace, and
Tiger Form you can move stealthily while traveling at a normal pace (see
Starting at 10th level you can transform into a tiger instead of Chapter 8 of the Player's Handbook for rules on travel pace).
your hybrid form when using your Hybrid Form feature. You
retain the benefits granted by the hybrid form feature. Any Wolf Form
equipment you are wearing or carrying isn't transformed and Starting at 10th level you can transform into a wolf instead of
you can't wear any armor unless it is made to fit your animal your hybrid form when using your Hybrid Form feature. You
form. You have disadvantage when using equipment meant retain the benefits granted by the hybrid form feature. Any
for humanoids and cannot cast spells that require material equipment you are wearing or carrying isn't transformed and
components while in this form. you can't wear any armor unless it is made to fit your animal
Your statistics other than your AC and size remain the form. You have disadvantage when using equipment meant
same in your animal form. Your AC when in your animal form for humanoids and cannot cast spells that require material
is 12 + your Dexterity modifier + your Constitution modifier components while in this form.
(you still get the bonus AC from your Resilient Hide feature in Your statistics other than your AC and size remain the
situations when it would apply) and your size becomes Large. same in your animal form. Your AC when in your animal form
To discern that you aren't a normal animal of your type, a is 12 + your Dexterity modifier + your Constitution modifier
creature can use its action to inspect your appearance and (you still get the bonus AC from your Resilient Hide feature in
must make an Intelligence (Investigation) check contested by situations when it would apply) and your size becomes
your Charisma (deception) check. Medium.
Transforming this way counts as a use of your hybrid form To discern that you aren't a normal animal of your type, a
feature. creature can use its action to inspect your appearance and
must make an Intelligence (Investigation) check contested by
Eye of the Tiger your Charisma (deception) check.
At 14th level you gain 120 feet of darkvision if you don't Transforming this way counts as a use of your hybrid form
already have it and you gain advantage on any Wisdom feature.
(Perception) checks that rely on sight.
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Class by u/foxfire94
Pack Hunter Breath of the Winter Wolf
At 14th level while you are in your hybrid or wolf form you Prerequisite: 8th level, Werewolf Lycanthrope Origin
have advantage on attack rolls against a creature if at least
one of your allies is within 5 feet of the creature and the ally Whilst in your hybrid or animal form you can exhale a blast of
isn't incapacitated. freezing wind in a 15 foot cone as an action. Each creature in
that area must make a Dexterity saving throw with a DC
Inspiring Howl equal to 8 + your proficiency + your Constitution modifier,
At 18th level you can use your action to give a long and loud taking 4d8 cold damage on a failed save or half as much on a
howl, inspiring your allies and terrifying your enemies. Any successful one. At 14th level the cold damage increases to
friendly creature within 30 feet that can hear you when you 5d8, and it increases to 6d8 at 18th level. You must finish a
howl has advantage on their next attack roll and is no longer long rest before you can use this feature again.
charmed nor frightened. Hostile creatures within 30 feet of
you that can hear you must succeed on a Wisdom saving Bruin Grip
throw (DC equal to 8 + your proficiency bonus + your Prerequisite: Werebear Lycanthrope Origin
Charisma modifier) or have disadvantage on their next attack You count as one size larger for the purposes of determining
roll or saving throw. A creature that succeeds on this saving which creatures you can grapple.
throw is immune to this feature for the next 24 hours. You Additionally you can use your action to try to pin a creature
need to finish a short or long rest before you can use this grappled by you. To do so, make another grapple check. If you
feature again. succeed, the creature is restrained and your movement speed
is reduced to 0 until the grapple ends.
Totem Powers
If a totem power has prerequisites, you must meet them to Call Animal Allies
gain it. You can gain a totem power at the same time that you Prerequisite: 10th level
meet its prerequisites. The Bear, Boar, Rabbit, Rat, Raven, As a bonus action you can attempt to call animal allies to
Tiger, and Wolf Form features are referred to collectively as your side provided you are in the correct environment. At the
"Animal Form" in this section. DM's discretion and depending on your Lycanthrope origin
the following animals appear to aid you for up to 1 hour:
Adept Climber
Prerequisite: 8th level, Werebear Lycanthrope Origin Werebear: two black bears
Wereboar: four boars
You gain proficiency in the Athletics skill. You also gain a Wererabbit: sixteen rabbits
climbing speed of 30 feet while you aren't wearing heavy Wererat: eight giant rats
armor. Wereraven: four swarms of ravens
Weretiger: one tiger
Bestial Mask Werewolf: four wolves
Prerequisite: 10th level
The summoned creatures are friendly to you and your
While you are in your animal form, you have advantage on allies. Roll initiative for the summoned creatures as a group.
Charisma (Deception) checks made to disguise yourself as a The summoned creatures share a place in initiative and take
normal version of that creature. their turn at the same time.
They obey any verbal command given to them by you that
Bestial Speech isn't outright suicidal. Giving verbal commands to the
Prerequisite: 10th level summoned creatures is a free action. If you don't issue any
commands to them, they defend themselves from hostile
While in your hybrid or animal form you gain the ability to creatures, but otherwise take no actions.
comprehend and verbally communicate with beasts. You must finish a long rest before you can use this feature
The knowledge and awareness of many beasts is limited by again.
their intelligence, but at minimum, beasts can give you
information about nearby locations and monsters, including Cannibalistic Regeneration
whatever they can perceive or have perceived within the past While you are in your hybrid or animal form you can use your
day. You might be able to persuade a beast to perform a small action to consume the flesh and blood of a dead organic
favor for you, at the DM's discretion. creature within 5 feet of you, gaining hit points equal to 1d10
+ your lycanthrope level.
Boar Rush After doing so your turn ends. At the start of your next turn,
Prerequisite: 8th level, Wereboar Lycanthrope Origin you must make a DC 10 Wisdom saving throw or move
When you successfully hit a creature with your tusks on your directly towards the nearest creature to you and use the
turn you may use your bonus action to attempt to push the Attack action against that creature. You must finish a short or
creature back. The creature must succeed on a Strength long rest before you can use this feature again.
saving throw with a DC equal to 8 + your proficiency + your
Strength modifier or be pushed 10 feet away from you.
7
Class by u/foxfire94
Cat-Like Reflexes You need to finish a short or long rest before you can use
Prerequisite: 15th level, Weretiger Lycanthrope Origin this feature again.
While you are in your hybrid or animal form and an attacker Immovable Beast
that you can see hits you with an attack, you can use your Prerequisite: Werebear Lycanthrope Origin
reaction to halve the attack's damage against you. You cannot be knocked prone by non-magical means. You
Disease Carrier also have advantage on saving throws against spells or other
Prerequisite: 10th level, Wererat Lycanthrope Origin effects that would force you to move or knock you prone.
When you successfully hit a creature with your bite attack, it Keen-Feathered
must succeed on a Constitution saving throw with a DC of 8 Prerequisite: 8th level, Wereraven Lycanthrope Origin
+ your proficiency bonus + your Constitution modifier or
become poisoned. The creature is poisoned until they are Your feathers become razor sharp, able to cut like daggers.
cured of this condition. Each minute, the creature must While in your hybrid form you can use a bonus action to
repeat the saving throw, reducing its hit point maximum by throw your feathers at a creature. Choose a creature within
1d10 on a failure. This reduction lasts until the poisoned 30 feet of you and make a ranged attack roll. You add your
condition is cured. The creature dies if this feature reduces proficiency bonus to this ranged attack roll. On a hit, you deal
its hit point maximum to zero. 2d4 + your Dexterity modifier piercing damage, which is
A creature immune to disease or the poisoned condition is considered magical, to the creature. You can use this feature
immune to this effect. a number of times equal to your Constitution modifier
(minimum of once). You regain any expended uses of this
Disease Immunity feature when you finish a short or long rest.
Prerequisite: 10th level
Kin to Beasts
The lycanthropic curse in your blood makes you immune to You gain proficiency in the Animal Handling skill. If you are
all diseases, poison damage, and the poisoned condition. already proficient in this skill, you may double your
proficiency bonus for Animal Handling skill checks you make.
Fast-Flyer
Prerequisite: Wereraven Lycanthrope Origin Leporine Escape
Prerequisite: Wererabbit Lycanthrope Origin
You've become adept at using your wings to maneuver
through the air at blinding speeds. When you move using You gain advantage on ability checks and saving throws made
your flying speed on your turn, you can double your flying against being restrained or grappled.
speed until the end of your turn. Once you use this feature, Additionally you may move through the space of a hostile
you can't use it again until you move 0 feet on one of your creature if it is at least one size larger than you, and moving
turns. through another creature's space no longer counts as difficult
terrain.
Fearless
Prerequisite: 8th level Lunar Transformation
You are able to use the light of the full moon to transform but
You are immune to the frightened condition and any effect the beast within threatens to break loose. During a full moon
that would cause you to flee from a creature. you may use your hybrid or animal form feature without
expending a use, however if you do then whenever you make
Feline Balance a Wisdom saving throw due to bloodlust, you do so with
Prerequisite: Weretiger Lycanthrope Origin disadvantage.
You can use your reaction when you fall to reduce any falling Night Vision
damage you take by an amount equal to your Dexterity score. You gain darkvision. You can see in dim light within 60 feet of
you as if it were bright light, and in darkness as if it were dim
Feral Lope light. You can't discern color in darkness, only shades of gray.
Prerequisite: 10th level Additionally, dim light doesn't impose disadvantage on your
While you are in your hybrid or animal form and you aren't Wisdom (Perception) checks.
holding anything in your hands your movement speed
increases by 20 feet. Other Foot's Lucky Too
Prerequisite: 20th level, Wererabbit Lycanthrope Origin
Hunt the Prey You gain a second use of your Lucky Rabbit's Foot feature.
Prerequisite: 8th level You regain all expended uses when you finish a short or long
As a bonus action choose one creature you can see. For the rest.
next hour you have advantage on Wisdom (Perception) and
Wisdom (Survival) checks to find or track it.
8
Class by u/foxfire94
Pack Master Thrash
Prerequisite: 15th level, Werewolf Lycanthrope Origin Prerequisite: 15th level, Wereboar Lycanthrope Origin
While in your hybrid or animal form, allied creatures have While you are in your hybrid or animal form you can use an
advantage on melee attack rolls against any creature within 5 action to make a melee attack with your tusks against any
feet of you that is hostile to you and you aren't incapacitated. number of creatures within 5 feet of you, making a separate
attack roll for each target.
Plague Rat
Prerequisite: Wererat Lycanthrope Origin Vigorous Shifting
When you use your hybrid or animal form features you gain a
When you successfully hit a creature with your bite attack number of temporary hit points equal to your lycanthrope
you deal an additional 2d4 poison damage to the target. level. You must finish a short or long rest before you can use
this feature again.
Predator's Patience
Prerequisite: Weretiger Lycanthrope Origin Wounded Fury
While in your hybrid or animal form, if you do not move on When you roll a 1 or 2 on a damage die for an attack you
your turn you can attempt to hide even when you are only make with a natural weapon or an unarmed strike, you can
lightly obscured by foliage, heavy rain, falling snow, mist, and reroll the die and must use the new roll, even if the new roll is
other natural phenomena. a 1 or a 2. You must have no more than half of your hit points
left to receive this benefit.
Quickrunner
Prerequisite: 8th level Lycanthrope
Your movement is unaffected by difficult terrain, and you have Multiclassing
advantage on saving throws against spells and magical For multiclassing with the Lycanthrope class, you must meet
effects that reduce your speed or cause you to be restrained. prerequisites and you gain proficiencies as described here.
Rampager Lycanthrope Multiclassing Prerequisites
When you are in your hybrid or animal form and reduce a Ability Score Minimum Proficiencies Gained
creature to 0 hit points with a melee attack on your turn, you
can use your bonus action to move up to half your speed and Strength 13 or Dexterity Light armour, simple weapons,
13, Lycanthropy martial weapons
make a natural weapon attack or unarmed strike against
another creature.
Rending Claws
Additional Stat Block
Prerequisite: 20th level Below is the monster stat block required for the rabbits from
both the Wererabbit Lycanthrope Origin and the option for
Your hybrid and animal form's claws elongate to terrifying that subclass in the Call Animal Allies totem power.
length. Your predatory strikes die increases to 1d12.
However, you cannot hold any objects in your hands while in
your hybrid or animal form. Rabbit
Tiny beast, unaligned
Signs of the Curse
Even in your humanoid form your curse changes your body, Armor Class 11
as your teeth and nails elongate and sharpen. You gain the Hit Points 1 (1d4 - 1)
benefit of your predatory strikes feature when not in your Speed 40 ft.
hybrid or animal form.
Spirit of the Beast STR DEX CON INT WIS CHA
Prerequisite: 10th level 2 (-4) 12 (+1) 8 (-1) 2 (-4) 12 (+1) 6 (-2)
You can cast the commune with nature spell, but only as a
ritual. When you do so, a spiritual version of the animal you Senses passive Perception 11
chose for your Lycanthrope Origin appears to you to convey Languages —
the information you seek. Challenge 0 (10 XP)
9
Class by u/foxfire94
Exercitus Immortuorum
Bonus Origins for Fun At 14th level as an action you may command a number of
Here's a few additional Lycanthrope Origins I made for fun. humanoid corpses or piles of bones within 30 feet of you, up
Inspired by various things from metal bands, cool artwork or to your Charisma modifier (minimum of 1), to rise and
even a supporter of my brews, these don't necessarily fit with become zombies or skeletons under your control.
the main concept of the class itself but I opted to include The undead creatures are under your control for 1 minute
them as extra choices for anyone interested in them. or until the this effect ends, at which point they become dead
once again.
Lupus Virtute While they are under your control and within 30 feet of
you, you can continue this effect and command them on your
Sacramentum. Nocturnarum. Nefarious. Oremus. Deus turn as a bonus action.
Sanctus, Deum Filium. Dominum. Martyrum. Oremus. A single command can be issued to as many of your
Convertere Apostolicus. Cedere. Animus. Debitus. Et undead minions as you wish and can be specific, like
Catholicus. Debere. Deum Animalum. Dominum. Et directing their movement and what action they will take, or
imperitum. Here We Are. E Nomine. Sanctus Dominus. be more general, as in guarding a person or place. They will
Halleluja! Christus Animus. Halleluja! Et Sanctus Spiritus. continue to follow your orders until they are complete or the
Call me in the Night. Sanctus Dominus. Amen. effect ends, but if you don't command them at all, they will do
nothing except defend themselves against attack.
Lupi Nothus Forma This feature requires concentration, as if concentrating on
When choosing this origin at 1st level your hybrid form takes a spell; the effect ends if this concentration is broken. You
the shape of a wolf-humanoid and your bite becomes a must finish a short or long rest before you can use this
natural weapon you are proficient with whilst in that form. feature again.
When making a melee attack with your bite, you have a
reach of 5 feet and deal 1d8 piercing damage on a hit. You Massa Metallum
add your Strength modifier to the attack and damage rolls. At 18th level you can use your action to read aloud holy
A creature hit by your bite must succeed on a Constitution litanies to inspire your allies and strike fear into your
saving throw with a DC of 8 + your proficiency bonus + your enemies. Choose a number of creatures up to your Charisma
Constitution modifier or be cursed with werewolf modifier (minimum of 1) that are within 30 feet of you. The
lycanthropy. chosen creatures may add your Charisma modifier
(minimum of 1) to one ability check, attack roll, damage roll
Sacerdotales Artes or saving throw on their turn. A creature that is deafened or
Also at 1st level you gain proficiency in the Persuasion skill. If otherwise can't hear you is unaffected by this feature. If a
you are already proficient in the skill, you add double your creature moves further than 30 feet away from you on their
proficiency bonus to checks you make with it. Additionally turn they no longer receive this bonus unless they are once
you gain a holy symbol, a prayer book, and vestments again within 30 feet of you at the start of their next turn
alongside your starting equipment. whilst this feature is still active.
Once started you can continue this effect on each of your
Deus Virtutum turns as a bonus action for up to 1 minute. The effects of this
At 6th level you gain the power to channel divine wrath into feature end either after 1 minute or at the end of one of your
your weapons. You can cast the spell searing smite at 2nd turns where you do not continue it with your bonus action.
level a number of times equal to your Charisma Modifier You must finish a short or long rest before you can use this
(minimum of 1). Charisma is your spellcasting ability for this feature again.
spell. You regain expended uses when you finish a long rest.
Indolis Vigor
Starting at 10th level, you and friendly creatures within 15
feet of you can't be charmed or frightened while you are
conscious.
10
Class by u/foxfire94
Were-Hell Hound Hell Hound Form
Whilst they may look similar to werewolves at first glance, Starting at 10th level you can transform into a hell hound
there's no mistaking their long horns and glowing red eyes. instead of your hybrid form when using your Hybrid Form
Much like their quadruped counterparts these monstrous feature. You retain the benefits granted by the hybrid form
fire-breathing fiends are fierce foes and are often seen feature. Any equipment you are wearing or carrying isn't
stalking the lower planes for their infernal masters. transformed and you can't wear any armor unless it is made
to fit your animal form. You have disadvantage when using
equipment meant for humanoids and cannot cast spells that
Hell Hound-Hybrid Form require material components while in this form.
When choosing this origin at 1st level your hybrid form takes Your statistics other than your AC and size remain the
the shape of a hell hound-humanoid, you have resistance to same in your animal form. Your AC when in your animal form
fire damage and your bite becomes a natural weapon you are is 12 + your Dexterity modifier + your Constitution modifier
proficient with whilst in that form. (you still get the bonus AC from your Resilient Hide feature in
When making a melee attack with your bite, you have a situations when it would apply) and your size becomes
reach of 5 feet and deal 1d8 piercing damage plus 1d6 fire Medium. Additionally you gain immunity to fire damage
damage on a hit. You add your Strength modifier to the attack instead of resistance when in this form.
and damage rolls. To discern that you aren't a normal animal of your type, a
A creature hit by your bite must succeed on a Constitution creature can use its action to inspect your appearance and
saving throw with a DC of 8 + your proficiency bonus + your must make an Intelligence (Investigation) check contested by
Constitution modifier or be cursed with were-hell hound your Charisma (deception) check.
lycanthropy. Transforming this way counts as a use of your hybrid form
Additionally you can speak, read and write Infernal, and feature.
can be affected by effects that affect fiends whilst in your
hybrid form. Pack Hunter
At 14th level while you are in your hybrid or hell hound form
Infernal Combustion you have advantage on attack rolls against a creature if at
At 6th level, whilst in your hybrid or animal form you can least one of your allies is within 5 feet of the creature and the
exhale a cone of searing flame in a 15 foot cone as an action. ally isn't incapacitated.
Each creature in that area must make a Dexterity saving
throw with a DC equal to 8 + your proficiency + your Hell's Hunt
Constitution modifier, taking 4d6 Fire Damage on a failed At 18th level you can, as an action let out an infernal hunting
save or half as much on a successful one. At 14th level the cry, calling other hell hounds into the frey. Choose 4
fire damage increases to 5d6, and it increases to 6d6 at 18th unoccupied spaces you can see within 30 feet of you, a hell
level. hound appears in each. A summoned creature disappears
You may use this feature a number of times equal to your when it drops to 0 hit points or after 1 hour has passed.
Constitution modifier (minimum of 1) and you regain all The summoned creatures are friendly to you and your
expended uses when you finish a long rest. allies. Roll initiative for the summoned creatures as a group.
The summoned creatures share a place in initiative and take
their turn at the same time. They obey any verbal command
given to them by you that isn't outright suicidal. Giving verbal
commands to the summoned creatures is a free action. If you
don't issue any commands to them, they defend themselves
from hostile creatures, but otherwise take no actions. If a hell
hound has not taken the attack action in the last minute it
turns hostile to all creatures around it until it drops to 0 hit
points or disappears.
You must finish a long rest before you can use this feature
again.
11
Class by u/foxfire94
Were-Dragon Dragon Wings
At 10th level, you sprout a pair of dragon wings from your
Sometimes mistaken for other kinds of dragon kin, this back whilst in your hybrid form, gaining a flying speed equal
ancient and rare form of lycanthropy origins are now but a to your current speed.
mystery. This particular variation of the curse spawns Armor and clothing not made to accommodate your wings
draconic hybrids replete with impenetrable scales, powerful might be destroyed when you enter your hybrid form.
wings, and deadly elemental exhalations.
Draconic Scales
Draconic Ancestry At 14th level, while you are in your hybrid form and not
At 1st level, you choose one type of dragon as the origin of wearing armor, you gain a +2 bonus to your AC (cumulative
your lycanthropic curse. Choose one type of dragon from the with the bonus from resilient hide).
Draconic Ancestry table. The damage type associated with
each dragon is used by features you gain later. Frightful Presence
Draconic Ancestry At 18th level, whilst in your hybrid form you can use your
action to force each creature of your choice that is within 60
Dragon Damage Type Breath Weapon feet of you and aware of you to make a Wisdom saving throw
Black Acid 5 by 30 ft. line (Dex. save) with a DC of 8 + your proficiency bonus + your Charisma
Blue Lightning 5 by 30 ft. line (Dex. save) modifier or become frightened of you for 1 minute. A creature
can repeat the saving throw at the end of each of its turns,
Brass Fire 5 by 30 ft. line (Dex. save) ending the effect on itself on a success. If a creature's saving
Bronze Lightning 5 by 30 ft. line (Dex. save) throw is successful or the effect ends for it, the creature is
immune to your Frightful Presence for the next 24 hours.
Copper Acid 5 by 30 ft. line (Dex. save) You may use this feature a number of times equal to your
Gold Fire 15 ft. cone (Dex. save) Charisma modifier (minimum of 1) and you regain all
Green Poison 15 ft. cone (Con. save) expended uses when you finish a long rest.
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
Bonus Origins and Totem
White Cold 15 ft. cone (Con. save) Powers
If you've decided to use any of the bonus origins you may
Dragon-Hybrid Form notice the lack of any subclass specific Totem Powers akin to
When choosing this origin at 1st level your hybrid form takes the other origins. For the purposes of Totem Power
the shape of a dragon-humanoid, you have resistance to the prerequisites the Lupus Virtute and Were-Hell Hound origins
damage type associated with your draconic ancestry and your are considered the same as the "Werewolf" origin; likewise
bite becomes a natural weapon you are proficient with whilst it's the same for Call Animal Allies, with a Were-Dragon
in that form. summoning eight kobolds when using that power.
When making a melee attack with your bite, you have a Additionally for the Were-Dragon, here are two additional
reach of 5 feet and deal 1d6 piercing damage plus 1d4 Totem Powers:
damage of your draconic ancestry's type on a hit. You add
your Strength modifier to the attack and damage rolls. Mighty Wings
A creature hit by your bite must succeed on a Constitution Prerequisite: 10th level, Weredragon Lycanthrope Origin
saving throw with a DC of 8 + your proficiency bonus + your
Constitution modifier or be cursed with were-dragon As an action you beat your wings, each creature within 5 feet
lycanthropy. of you must succeed on a Dexterity saving throw with a DC
Additionally you can speak, read and write Draconic. equal to 8 + your proficiency + your Strength modifier, or take
2d4 bludgeoning damage and be knocked prone. You can
Breath Weapon then fly up to half your flying speed.
At 6th level, whilst in your hybrid form you can use your
action to exhale destructive energy. Your draconic ancestry Towering Transformation
determines the size, shape, and damage type of the Prerequisite: 20th level, Weredragon Lycanthrope Origin
exhalation. When you use your hybrid form feature your size doubles in
When you use your breath weapon, each creature in the all dimensions, and your weight is multiplied by eight. This
area of the exhalation must make a saving throw, the type of increases your size by one category—from Medium to Large,
which is determined by your draconic ancestry. The DC for for example. If there isn't enough room for you to double in
this saving throw equals 8 + your Constitution modifier + size, you attain the maximum possible size in the space
your proficiency bonus. A creature takes 3d6 damage on a available. Armor and clothing not made to accommodate your
failed save, and half as much damage on a successful one. new size might be destroyed when you enter your hybrid
The damage increases to 4d6 at 11th level, and 5d6 at 16th form.
level. While in your hybrid form your breath weapon, natural
You may use your breath weapon a number of times equal weapons, and predatory strikes roll twice the normal number
to your Constitution modifier (minimum of 1) and you regain of damage dice.
all expended uses when you finish a long rest.
12
Class by u/foxfire94
Additional Works The Inquisitor
Hello! Hopefully you've enjoyed what you read here! If you're Grim and determined, the inquisitor roots out enemies of all
interested in checking out other things I've done, here's some kinds, using trickery and guile when righteousness and purity
things that may take your fancy: is not enough. Although inquisitors can be dedicated to
particular deities as a clandestine part of the formal religious
order, some simply follow their own sense of justice and are
The Spellblade more than willing to take the most extreme measures to
There exists a versatile brand of warriors who combine the make sure justice, divine or not, is served.
talents of both casting and combat into one deadly blend of The Inquisitor is a class designed to represent those
death and destruction. These are the Spellblades, a rare but dedicated to a cause; be it foiling fiends, stopping spellcasters
powerful figure certain to be more than a match for most or annihilating aberrations Inquisitors will stop at nothing to
foes. thwart the machinations of their foes. Drawing inspiration
A capable magical and martial class that fans of the from both its pathfinder counter-part and a grim, far-distant
Eldritch Knight and the Hexblade are sure to love! future it's a half-caster with its own list of spells capable of
Check it out here! both martial prowess and support magic to harry foes and
help allies.
The Oath Daemonicus Check it out here!
For some, simply dedicating their souls to the gods is not Way of the Brick Brawler
enough. Pledging themselves fully they allow daemons to
possess their bodies, becoming willing hosts to these Monks of the Way of the Brick Brawler are taught to study
immaterial creatures. To any who can see it, this appears as the ways in which anything around them can be made into a
two souls occupying one body; as the daemon has its own weapon, from the smallest stone to the biggest brick.
defining personality, goals and voice in your character's head. Naturally lovers of street brawls and bar fights, these
In battle, this being comes to dominate your mind and body, boisterous bruisers use all manner of tricks to gain the upper
hands turn into rending talons and jaws into slavering, fang- hand in fights, can almost supernaturally sense a skirmish
filled maws that are twisted beyond reason and reality. before they happen and are as often found to be swinging or
A Paladin subclass primarily designed for evil aligned throwing the masonry of their namesake as they are to be
player characters and evil NPCs, and inspired by the found building with them.
possessed warrior monks of a dark and far flung future this Inspired by brash brawlers, and savvy street fighters the
subclass lets you invite a demon along for the ride; adding a Way of the Brick Brawler brings a uniquely resourceful style
whole new dimension to making an oath. of martial arts, capable with anything they have to hand. If
Check it out here! you're a fan of Jackie Chan (or even Gambit) this is one
subclass to check out!
College of Metal Check it out here!
A strange breed of Bards the members of the college of metal School of Explosion Magic
are known for their love of loud music and raucous, near-
violent parties which often involve a strange form of dance- Apathetic to Abjuration? Tired of Transmutation? Bored of
combat; a style copied by their more enthusiatic fans. Such Bladesinging and disinterested in Divination? Well have I got
bards are able to strike hard against their foes, be it with the school of magic that's right for you: Explosion Magic!
their weapons or their music, empower their allies and An extremely focused school of magic, specialising in one
perform a variety of different styles of their signature musical very specific ability: to create explosions of unparalleled and
genre. devastating destructive force. While it may seem eccentric,
A fan of heavy metal? A lover of power chords and killer impractical, or inconvenient to some; Explosion Wizards are
shreds? No matter the world, where there is music one can deadly opponents, capable of ending a fight in one very
still rock. A martial bard with a twist, the College of Metal spectacular fell swoop.
shoots to thrill. Who needs things like shatter or fireball when you can
Check it out here! create cataclysmic columns of conccussive catastrophe with
but a few spell slots and a modicum of time! Learn the
Honorable Heroes secrets of the most powerful magic known to all the planes
but be warned, such incantations can toll a heavy price if one
Ever thought encounters with humanoid enemies seemed a strains themselves too far; for the pay off may be mighty but
little samey? Wanted to spice things up with a few new so too will be the cost!
surprises for your players? Honorable Heroes has you Check it out here!
covered!
A set of 28 humanoid "hero" stat blocks with CRs ranging Gnoll, Kitsune & Rat-men
from 5 to 9, each has their own unique combat style to
challenge your party; it even has rules for your players to use A three pack of different races to add some more variety to
the new armour, gear, and weapons that the heroes carry. your adventuring parties and worlds, complete with racial
Check it out here! feats, naming conventions & height & weight tables!
Check it out here!
13
Class by u/foxfire94
Changelog Update - 23/04/2019
Removed Beastly Precision feature.
Update - 10/04/2019 Lowered the DC and damage fraction for Bloodlust.
Work on Version 2 started Bruin Grip can be used out of hybrid/animal form.
Added "Rending Claws" Totem Power.
Moved "Natural Armour" from a Totem Power to a 2nd Update - 30/04/2019
level feature. Formatting!
Second half of "Cat-Like Reflexes" Totem Power made Added in Ability Score Improvement & Extra Attack which
into "Feline Balance" Totem Power. were missing.
"Immovable Beast", "Rampager" and "Lunar Various Updates for wording.
Transformation" Totem Powers added. Removed advantage against being paralyzed for the
Bleeding Slash no longer affects inorganic creatures or "Quickrunner" Totem Power.
objects. "Plague Rat" now only deals 2d4 poison damage.
Added "Cannibalistic Regeneration" Totem Power. "Pack Master" now has a 15th level requirement.
Added "Call Animal Allies" Totem Power. "Inspiring Howl" now removes frightened and charmed
Animal Forms no longer let you cast spells. conditions for allies.
Added "Wounded Fury" Totem Power. "Feline Agility" no longer gives advantage on dex saves,
Added "Signs of the Lycan" Totem Power. instead you can make an unarmed attack as a bonus
Added "Hunt the Prey" Totem Power. action after dodging.
Typo fixes and clarifications. "Keen Sight" now applies to perception checks for all
Natural Armour now works with a shield. items.
Resilient Hide no longer works with a shield. "Disease Carrier" now inflicts poisoned condition and the
save is repeated every minute (instead of 24 hours).
Update - 17/04/2019
Added "Night Vision" Totem Power. Update - 13/09/2019
Reworded "Surprise" feature for Wererats. Added time limit to "Call Animal Allies" Totem Power.
Fixed more typos and formatting.
Added multiclassing information. Update - 05/10/2019
Update - 18/04/2019 Added lore and adjusted formatting.
Added clarification to "Totem Powers" that the level
Fixed number of uses for "Bleeding Slash" feature to use requirement is based on Lycanthrope not character level.
preferential stat and have a minimum of one use. Updated description for "Lupus Virtute" origin.
Animal Forms base AC is now 11 + Dexterity +
Constitution which doesn't include the bonus from Update - 27/02/2020
Resilient Hide, additionally you can cast spells that don't Updated wording on "Hybrid Form"'s Bloodlust to clarify
require somantic or material components in animal form. it's 1/4 of all the damage you've taken since your previous
Update - 19/04/2019 turn.
Updated wording on "Advanced Hybrid Form" to remove a
Added "Wereraven" lycanthrope origin reference to having less that 0 Hit Points.
Updated wording on "Ursine Toughness" to remove
Update - 20/04/2019 redundant text.
Fixed disparity between animal form AC, it now all follows Updated wording on "Hunt the Prey" to specify Wisdom
the "11 + Dex + Con" formula. (Perception/Survival) checks.
Wording for animal form AC simplified too. "Immovable Beast" now applies to saves against being
Wereraven's "Raven Form" no longer turns you into a pushed.
flying rat. "Cannibalistic Regeneration" now recharges on a short
Werebear's bite attack now deals 3d4 damage instead of rest; done to match a Fighter's second wind feature.
2d8. Updated wording on "Feral Lope" to specify holding
Werebear's Ursine Toughness feature's wording made anything in your hands rather than just nebulously holding
easier to understand, the bonus no longer stacks with anything.
shields. Updated wording on "Rending Claws" to specify hold any
Wererats can now disengage as a bonus action after items in your hands rather than just nebulously hold any
attacking from 6th level. items.
Wererat's "Skulk" feature now gives climb & swim speed Updated wording on "Rampager" to specify your bonus
equal to your base movement speed. action instead of a bonus action.
More clarifications. Updated extremely minor wording issues.
"Signs of the Lycan" renamed to "Signs of the Curse". "Keen-Feathered" now has an 8th level prerequisite.
Can no longer use a shield with Natural Armour. "Ingenii Vigor" range increased to 15 feet.
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Class by u/foxfire94
Update - 11/03/2020 Update - 01/04/2021
Action economy added to "Call Animal Allies". Added Were-Dragon origin.
Were-Hell Hound bonus origin added. Vigorous Shifting reworded to be clearer.
Predatory Strike damage progression changed to match
Update - 21/04/2020 the Monk's unarmed damage.
"Fearless" totem power now grants immunity to the Clarified how Bonus Origins work with Totem Powers.
frightened condition rather than advantage. Update - 19/07/2021
Adjusted wording for each Origin's Hybrid Form so the
bite attack or equivalent is now an attack, allowing it to be Revision 1.5!
used twice on a turn from 5th level. Increased the number of totem powers by 1 from the start
Added the "Wererabbit" Lycanthrope Origin. to 2/3/4/5, allowing for more "fun" choices.
Added "Leporine Escape" and "Other Foot's Lucky Too" Added shield proficiency to the list given that features
totem powers. which may combo to be too strong are already made to
Added "Rabbit" stat block. not work with shields due to being proofed against
Updated "Call Animal Allies" to include a wererabbit multiclassing.
option. Predatory Strikes no longer allows dexterity to be used,
Updated DC for Hybrid Form lycanthropy saves to 8 + however you can now attack once the turn you transform
proficiency + Consitution instead of 10 + Constitution. as a bonus action.
Added shameless plugs for my other work. Rabbit, Rat & Raven subclasses now allow dexterity to be
used for unarmed strikes as per the previous change.
Update - 25/01/2021 Natural Armour is now 11 + Dexterity + Constitution
Version update. instead of 10 + Dexterity + Constitution.
Updated the wording of each hybrid form's "bite" attack to Stalker's Prowess and Bleeding Slash are now worded
specify it's a natural weapon. correctly to work with the Signs of the Curse totem power.
Various wording and formatting fixes. All animal forms' base AC is now 12 + Dexterity +
Constitution instead of 11 + Dexterity + Constitution.
Update - 28/01/2021 All instances of "base movement speed" changed to
Updated disease immunity to include posion damage and "movement speed" for clarity.
poisoned condition but requirement is now 10th level. Specified that the bonus from Ursine Toughness and
Fearless now also makes you immune to any effects that Draconic Scales is cumulative with Resilient Hide.
make you flee. Thrash totem power now has no usage limit, similar to the
Feral Lope speed increase changed from 10ft to 20ft. Hunter Ranger's 11th level feature "Whirlwind Attack".
Immovable Beast updated to prevent being knocked prone Immovable Beast totem power now gives advantage on
entirely in addition to advantage on saves against being magic and other effects that'd knock you prone too.
pushed or knocked prone. Boar Rush totem power moved from requiring 10th level
Spirit of the Beast's reference to commune with nature is to 8th level.
now italicised. Fixed the wrong damage type being referenced in the
Terror of the Night now applies to all creatures, not just Breath of the Winter Wolf totem power.
humanoids. Night Vision totem power given utility outside of simply
Various minor updates to the Latin of the Lupus Virtute. granting darkvision.
Terrifying Roar limit changed from once to scaling based
on Charisma modifier.
Iron Volition given more utility and allow a modicum of
control when failing a bloodlust save.
Disease Carrier totem power no longer works on
creatures immune to disease or the poisoned condition.
Vigorous Shifting totem power now specifies "lycanthrope
level".
Deus Virtutum now casts searing smite at 2nd level
instead of 1st when used.
Fixed concentration related wording on Exercitus
Immortuorum.
Added in wording to each animal form about disguising
yourself as a creature of the same type so the Bestial
Mask totem power makes more sense; also added
Deception to the class skill list due to said wording.
15
Class by u/foxfire94