Post by Kahz on Aug 25, 2015 14:43:32 GMT 10
WIP of the Path of the Lycan.
Fine tuning, wording, and unlocking of abilities to come.
Feedback and ideas welcome.
The depth of your aggression carries a far more dire undertone, one of fierce, feral ferocity. Within your blood lingers a curse, lain dormant until brought forth through your rage. Most often, those that suffer from this curse in this manner have carried it from the day they were born, an unacknowledged gift from their ancestors. Sometimes though, a chance violent encounter with one afflicted by this curse has passed it on to unsuspecting folk, and there are rumors of dark rituals taking place to bring this curse upon.
However you came about it, within your breast now beats the heart of a beast, straining to be free to hunt and roam the wilds, to taste the blood of prey and tear through and savor the flesh of your foes.
Curse of the Lycan:
When you reach 3rd level, your rages have brought forth the curse of Lycanthropy in its most basic form, causing you to transform into a beast of near unimaginable strength, resilience and fury. Over time, you become more adept at using your new hybrid were-wolf form to its fullest.
You gain the following:
Additionally, whilst you are raging, you have the following effects:
Wolfskin:
Starting at 6th level, you can draw upon the feral power from your curse, channeling it to morph yourself into what seems to be a regular, normal wolf.
You can use your action to polymorph into that of a normal wolf, or to revert back from your wolf form to your true form, which is humanoid. Your statistics are the same in the wolf form as your human form. Any equipment you are wearing or carrying isn't transformed, and you revert to your true form if you die.
You cannot speak whilst you are in this wolf form.
Bestial Senses:
At 6th level, your senses sharpen to an inhuman degree. You gain the ability to see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. If you already have darkvision, your range increases by 30 feet.
You also gain advantage on Wisdom (Perception) checks that rely on hearing or smell.
10th
Options:
Supernatural Recuperation:
From 14th level, your curse provides you regenerative powers. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left and if you have not taken damage from a silvered weapon since your last turn. You don’t gain this benefit if you have 0 hit points.
Additionally, when you complete a short rest you can expend one hit die to remove one level of exhaustion.
At 20th level, when you complete a short rest you can expend up to two hit dice to remove an equal number of levels of exhaustion, instead of just one.
Fine tuning, wording, and unlocking of abilities to come.
Feedback and ideas welcome.
The depth of your aggression carries a far more dire undertone, one of fierce, feral ferocity. Within your blood lingers a curse, lain dormant until brought forth through your rage. Most often, those that suffer from this curse in this manner have carried it from the day they were born, an unacknowledged gift from their ancestors. Sometimes though, a chance violent encounter with one afflicted by this curse has passed it on to unsuspecting folk, and there are rumors of dark rituals taking place to bring this curse upon.
However you came about it, within your breast now beats the heart of a beast, straining to be free to hunt and roam the wilds, to taste the blood of prey and tear through and savor the flesh of your foes.
Curse of the Lycan:
When you reach 3rd level, your rages have brought forth the curse of Lycanthropy in its most basic form, causing you to transform into a beast of near unimaginable strength, resilience and fury. Over time, you become more adept at using your new hybrid were-wolf form to its fullest.
You gain the following:
- You add the Shapechanger race type to your normal race (eg. Human, Shapechanger).
- If you choose to wholly embrace the curse, your alignment changes to Neutral Evil.
- You cannot willingly end your rage unless you succeed on a Wisdom saving throw (DC= 10 + number of turns spent in the rage).
- Whenever your rage ends, you suffer 1 level of exhaustion.
- When you complete a long rest, you remove a number of levels of exhaustion equal to your Constitution modifier (minimum 1) instead of just one.
- Whilst in the light of the full moon, you are forced into a rage (regardless of if you have rages left or not). Whilst in the midst of this rage, you cannot complete a rest.
This rage only ends when you are knocked unconscious, or when the suns light breaks the horizon. When this rage ends, you suffer 2 levels of exhaustion instead of just 1. - You gain the following natural attacks, which are Strength based. You are considered proficient in these attacks:
Bite (Wolf or Hybrid form only): Melee Weapon Attack, reach 5 ft, one target. Hit: 1D8 piercing damage. If the target is a humanoid, it must succeed on a Constitution saving throw (DC= 8 + your proficiency bonus + your Constitution modifier) or be cursed with werewolf lycanthropy (Monster Manual page 207)
Claws (Hybrid form only): Melee Weapon Attack, reach 5 ft, one target. Hit: 2D4 slashing damage. - You have +1 AC from natural armor when in hybrid form. This bonus also applies to your wolf form when you get it at 6th level.
Additionally, whilst you are raging, you have the following effects:
- You take on a feral, wolfen appearance, shifting into a wolf-humanoid hybrid form. Your statistics, are the same in the hybrid form as your humanoid form. Any equipment you are wearing or carrying isn't transformed, and you revert to your true form if you die.
- You ignore the negative effects of any exhaustion levels you have, except for death. You suffer them as normal when your rage ends.
- Your physical damage resistance is replaced with immunity to all bludgeoning, piercing and slashing damage from non-magical weapons that are not silvered.
Wolfskin:
Starting at 6th level, you can draw upon the feral power from your curse, channeling it to morph yourself into what seems to be a regular, normal wolf.
You can use your action to polymorph into that of a normal wolf, or to revert back from your wolf form to your true form, which is humanoid. Your statistics are the same in the wolf form as your human form. Any equipment you are wearing or carrying isn't transformed, and you revert to your true form if you die.
You cannot speak whilst you are in this wolf form.
Bestial Senses:
At 6th level, your senses sharpen to an inhuman degree. You gain the ability to see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. If you already have darkvision, your range increases by 30 feet.
You also gain advantage on Wisdom (Perception) checks that rely on hearing or smell.
10th
Options:
- Whilst you are in your hybrid form, you gain a climbing speed equal to your movement speed.
- You gain the Athlete feat for free.
- Beserker Primal Path Frenzy Ability.
Supernatural Recuperation:
From 14th level, your curse provides you regenerative powers. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left and if you have not taken damage from a silvered weapon since your last turn. You don’t gain this benefit if you have 0 hit points.
Additionally, when you complete a short rest you can expend one hit die to remove one level of exhaustion.
At 20th level, when you complete a short rest you can expend up to two hit dice to remove an equal number of levels of exhaustion, instead of just one.