The Lycan v1.1
The Lycan v1.1
Rend
Rend
Rend flesh
flesh
Rend flesh from
from
flesh from bone
bone
from bone as
as
bone as you
you
as you hunt
hunt
you hunt under
under
hunt under the
the
under the pale
pale
the pale light
light
pale light of
of
light of the
the
of the moon.
moon.
the moon.
moon.
Lycan
B
lood beat heavily in the young dwarf’s ears. His
expression soured as vomit pooled up his throat,
breaching onto the prison floor. They had the
wrong man. A murderer? Impossible. Yet as
moonlight poured softly through the jail’s front
window, the dwarf knew; tonight would be a good
hunt.
One, two, five, seven? The wolves circled the band of
brigands, one by one closing in. This must have been the
third night these howling bastards had interrupted their
sleep, as if the caravan was being followed. But they’re just
wolves! What… what kind of wolf carries a sword…?
The pulse no longer affected them. As the human stared at
the full moon in all its glory, they felt the blessed hunger fill
their belly, and a smile spread across their lips. Tonight was
the night, the time to take back what had been stolen.
Tonight… the Hunt was on.
Lycans are those that have been changed by some form of
lycanthropy. Within them dwells the spirit of a mighty -and
hungry- beast. They can merge their spirit with that of the
beast’s at will, taking on the form of their beast or a hybrid
between the beast’s form and their own. However, when the
moon shines full in the sky, these beastial spirits are
compelled to the Hunt. They threaten to take control,
becoming unsatiable forces of nature.
In the still of the forest, some lycans even manage to find
Blessed with the Curse each other, forming clans or families that serve to protect and
mentor their kin in the ways of the beast. It is often from
Lycanthropy is a mysterious, if not consistent, curse often
these families that a lycan can truly adjust to their new life
considered a disease; and not without reason. It is contracted
and learn to tame their beastly spirit. Such lycans may find
almost exclusively through the bite of another lycan. Each
themselves called to adventure - to test their will in the
‘strain’ carries with it a different beastial spirit. When a
crucible of the world, even within the light of the moon.
humanoid is bitten by a lycan, the lycan’s strain of
lycanthropy consumes a part of the host’s soul, and from it is Creating a Lycan
born a new beast spirit. In this twisted reproduction, the
curse ensures its spread and survival. When creating a lycan, decide first what strain of lycanthropy
After infection, the newly reborn lycan will be drawn to your character contracted, and how they got it. Consider next
bloodlust, unable to control their hunger. Nevermore is this where your lycan is at on their journey. Are they tortured
truer than under the light of the full moon. No one is quite every night by dreams of the hunt, or do they revel in the
certain what connection the moon has to the origins of freedom of their wild spirit? Have they killed anyone yet? If
lycanthropy, but under its palid glow the gluttonous hunger of so, was it someone close to them? Newly born lycans often
the night beast swells. Outside of the moon’s influence have trouble controlling themselves, so consider how your
however, the wild spirit of a lycan is a source of untamed character behaves when night falls. Perhaps they seek to find
potential. shelter as soon as possible, chaining themselves down to
Lycans can learn to draw great strength from the beast prevent disaster, or perhaps they stare at the moon,
spirit that dwells within their soul. The more the lycan attempting to commune with the beast inside.
embraces their beast, the more they are able to control their When roleplaying a lycan, remember that lycanthropy is
cursed hunger, thus the more powerful their beastial forms often greatly feared, and revealing your beastly form in the
become. The oldest and wisest lycans can become middle of populated areas could be a death sentence for you
behemoths of fang and flesh, working in tandem with their and your party. Consider as well how your character weighs
unruly companion spirit. the perception and approval of others. Does social rejection
weigh heavily on them? Or are they more than happy to hunt
Driven to the Wilds with the beast, freely ignoring the scowls of the unchanged?
Lycans often have little choice but to flee civil societies.
Under the full moon, no one is safe from a rampaging lycan’s Quick Build
fury - even those they love and cherish. The burden of the
You can make a lycan quickly by following these suggestions.
beast all but forces them to live among the wilds, where the
First, put your highest ability score in Strength, followed by
hunt is ever within reach.
Dexterity. Second, choose the hermit background.
1
The Lycan You use your Beast Bonus for the following features:
Proficiency Beast Cursed Hide. Any bludgeoning, piercing, and slashing
Level Bonus Features Bonus damage you take from non-silvered weapons is reduced by
1st +2 Beastly Strength, Beast Spirit +2 your Beast Bonus (before any resistance is applied).
2nd +2 Feral Resolve, Night Hunter +2
3rd +2 Howl, Hunted Lords +2 Monsterous. You gain a bonus to Strength-based ability
checks and saving throws equal to your Beast Bonus.
4th +2 Ability Score Improvement +2
5th +3 Extra Attack +3 Rabid Ferocity. You gain a bonus to Strength-based attack
6th +3 Beast Spirit Feature, Cursed Strikes +3 rolls with simple and natural melee weapons equal to half
7th +3 Giant Beast Form, Hunted Lord (2) +3 your Beast Bonus, rounded down.
8th +3 Ability Score Improvement +3
9th +4 Feral Constitution +4 Saving Throws
10th +4 Hunting Party, Beast Spirit Feature +4 When a lycan class feature forces a creature to make a saving
11th +4 Tame the Beast, Hunted Lord (3) +4 throw, it does so against your Beast save DC.
12th +4 Ability Score Improvement +4
Beast save DC = 8 + your proficiency bonus +
13th +5 Rapid Shape Change +5 your Beast Bonus.
14th +5 Beast Spirit Feature +5
15th +5 Monsterous Hide, Hunted Lord (4) +5 Beast Spirit
16th +5 Ability Score Improvement +5
At 1st level, you choose the Beast Spirit that lives within you
17th +6 Giant Hybrid Form +6 from those listed at the end of the class description. Your
18th +6 Howl of the Apex +6 choice grants you features at 1st level, and again at 6th, 10th,
19th +6 Ability Score Improvement +6 and 14th level.
20th +6 Blessed of the Moon +6
Shape Change
Class Features While not wearing armor, you can use your action to Shape
Change into your Beast Form or Hybrid Form, or back to
Hit Points your Original Form. Any equipment you are wearing or
carrying isn’t transformed. You can also Shape Change at the
Hit Dice: 1d10 per lycan level
start of your turn (no action required), so long as you are not
Hit Points at 1st Level: 10 + your Constitution modifier
incapacitated or suprised. You revert to your Original Form
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
when you die.
modifier per lycan level after 1st
Your Beast Spirit determines the apperance and traits of
Proficiencies your Beast and Hybrid Forms. Natural weapons gained from
Armor: None them count as simple melee weapons for you, and you add
Weapons: Simple weapons your Strength modifier to the attack and damage rolls when
Tools: None you attack with them, as normal.
Saving Throws: Strength, Wisdom While in your Beast or Hybrid Form, you gain the following
Skills: Choose two from Animal Handling, Athletics, features:
Deception, Insight, Intimidation, Stealth, and Survival
Beastial Might. You gain a bonus to damage rolls for
Equipment Strength-based weapon attacks equal to your Beast
You start with the following equipment, in addition to the Bonus. This bonus is doubled on a critical hit.
equipment granted by your background: Hunter’s Focus. You gain a bonus to your AC equal to
your Beast Bonus.
Baggy, common clothes
Manacles, two chains, and a lock and key While in your Beast Form, you also cannot speak words,
Any simple weapon attack with non-natural weapons, or manipulate objects
(a) a dungeoneer’s pack or (b) an explorer’s pack beyond what your form could do.
2
Feral Resolve
At 2nd level, you can channel your untamed spirit to use the
following features:
Feeding
While in your Beast or Hybrid Form, you can use your action
to Feed on the corpse of a creature with blood that died
within the last hour. When you do, you regain one expended
use of Feral Resolve. Once you Feed, you must finish a short
or long rest before you can do so again.
Night Hunter
At 2nd level, your senses are heightened by the hunter Hunted Lords
within, granting you the following benefits: At 3rd level, you feel the astral gaze of the Hunted Lords
upon you. Choose one of the Hunted Lords listed at the end
You add your Beast Bonus to initiative rolls.
of the class description to be Noticed by. While in your Beast
You gain proficiency in Perception, or another lycan skill or Hybrid Form, you gain the benefits of your chosen Hunted
of your choice if already proficient, and you add your Lord according to your rank with them.
Beast Bonus to Perception checks. At 7th, 11th, and 15th levels, you can choose to become
Noticed by another Hunted Lord, or progress with one of
You have darkvision out to 60 feet. If you already have your chosen Hunted Lords, beoming Acknowledged if
darkvision from your race, its range increases by 30 feet. Noticed, or Chosen if Acknowledged. When you become
Chosen by a Hunted Lord, you gain all of its benefits even
Howl while in your Original Form.
By 3rd level, your voice carries the power of the Beast. While Ability Score Improvement
in your Beast or Hybrid Form, you can use your action to
release a harrowing Howl, affecting creatures within 60 feet When you reach 4th level, and again at 8th, 12th, 16th, and
of you. Each time you Howl, choose one of the following 19th level, you can increase one ability score of your choice
options to determine what effect it has: by 2, or you can increase two ability scores of your choice by
1. As normal, you can’t increase an ability score above 20
Frightening. Each hostile creature within range of your using this feature.
Howl must make a Wisdom saving throw. On a failed
save, a creature is frightened of you for 1 minute. On a
success, it instead has disadvantage on the next attack roll Optional Rule: Multiclassing
it makes before the end of your next turn. A frightened If you use the optional multiclassing rule in the Player’s
creature can repeat the saving throw at the end of each of Handbook, here’s what you need to know if you choose lycan
its turns, ending the effect on itself on a success. as one of your classes.
Rallying. You and each allied creature within range of Becoming a Lycan. If you are not already a lycan, you cannot
your Howl gain temporary hit points equal to twice your choose to take a level in this class without first contracting
Beast Bonus and have advantage on attack rolls until the lycanthropy.
end of your next turn. Ability Score Minimum. If you already are a lycan, you must
have a Strength and Wisdom score of at least 13 to take a
level in another class.
Once you use this feature, you must finish a short or long rest Proficiencies Gained. If lycan is not your initial class, you
before you can use it again. only gain proficiency with simple weapons.
3
Extra Attack Hunting Party
Beginning at 5th level, while in your Original or Hybrid Form, At 10th level, the spirits of the Hunt respond to your call.
you can attack twice, instead of once, whenever you take the When you Howl, you can summon a Hunting Party of spirits
Attack action on your turn. that take the form of beasts and appear in unoccupied spaces
that you can see within 60 feet of you (they are affected by
Cursed Strikes your Howl). Each beast is also considered fey, and it
Starting at 6th level, any damage you deal with natural disappears when it drops to 0 hit points or after 1 hour. Your
weapons counts as magical for the purpose of overcoming Beast Spirit determines what kind of creatures appear, and
resistance and immunity to non-magical attacks and damage. the number summoned depends on their CR, as shown in the
table below.
Giant Beast Form
CR Number of Creatures Summoned
At 7th level, your Beastial Spirit grows in power. When you 1/4 Your Beast Bonus
enter your Beast Form, you can have your size become
1/2 Half your Beast Bonus, rounded up
Large. While in your Large Beast Form, you have advantage
1 Half your Beast Bonus, rounded down
on Strength-based ability checks and saving throws, and your
2 One-third your Beast Bonus, rounded up
Beastial Might bonus is tripled.
3 or higher One
Feral Constitution
Once you summon a Hunting Party, you must finish a long
Starting at 9th level, you have proficiency in Constitution rest before you can do so again.
saving throws, and when you use Feral Tenacity, you regain
hit points instead of gaining temporary hit points. Any hit Combat
points gained this way beyond your maximum become Your Hunting Party is friendly to you and your companions.
temporary hit points. Roll initiative for the summoned creatures as a group, which
You can also Feed on a creature’s corpse as a bonus has its own turns. If you can see the summoned creatures,
action, and you can Feed an additional number of times you can issue telepathic commands to them, which they obey
equal to your Consitution modifier. You regain these (no action required by you). If you don’t issue them any
additional uses of Feed when you finish a long rest. commands, they attack hostile creatures, but otherwise take
Once you Feed on a creature’s corpse, you cannot Feed on no actions.
that corpse again.
Attack Rolls and Saving Throws
Your Hunting Party adds your Beast Bonus to any attack
rolls and saving throws they make, and uses your Beast save
DC when they force a creature to make a saving throw.
4
Favor of the Hunted Lords Giant Hybrid Form
When you summon your Hunting Party, you can choose one
At 17th level, you can perfectly merge your spirit with that of
of your Hunted Lords. If that Hunted Lord can change the
the Beast. When you enter your Hybrid Form, you can have
damage type of your Beastial Might bonus, any damage dealt
your size become Large. While in your Large Hybrid Form,
by your Hunting Party’s attacks becomes that type. They also
you have advantage on Strength-based ability checks and
have resistance to any damage type the Hunted Lord grants
saving throws, and your Beastial Might bonus is doubled.
you resistance to.
Additionally, while in your Large Hybrid Form, you can use
Tame the Beast your action to expend a use of Feral Resolve and make a
single powerful melee attack with a natural weapon. On a hit,
When you reach 11th level, your spirit matches that of your the target takes additional budgeoning damage equal to four
Beast. When you fail a Dexterity, Constitution, Wisdom, or times your Beast Bonus and must succeed on a Strength
Charisma saving throw, you can expend a use of Feral saving throw or be pushed 5 feet times your Beast Bonus
Resolve to add your Beast Bonus to the saving throw’s total, away from you and fall prone in the space it lands. If the
potentially turning the failure into a success. target is Huge or larger, it instead only falls prone.
Rapid Shape Change Howl of the Apex
At 13th level, you have mastered your shifting form. You can At 18th level, the range of your Howl increases to 120 feet,
Shape Change as a bonus action. and it always has the Rallying effect in addition to your
chosen effect. If you choose Rallying, the temporary hit
Monsterous Hide points granted from your Howl are doubled.
By 15th level, your supernatural hide is nearly impenetrable.
Your Cursed Hide feature applies to any acid, cold, fire, and Blessed of the Moon
lightning damage you take, as well as any damage types your When you reach 20th level, you and the Beast recognize each
Hunted Lords grant you resistance to. other as packmates, granting you the following benefits:
Moreover, when you take bludgeoning, piercing, or
slashing damage, the damage reduction from your Cursed When you regain hit points with Feral Tenacity, you
Hide feature is doubled. regain four times your Beast Bonus, instead of three.
Bite (Beast and Hybrid). Your teeth become fangs, turning High Frequency
into a natural weapon. On a hit, it deals 1d6 piercing 10th-level Bat feature
damage. If the target is a humanoid, the DM can have it The damage dice of your Bite and Claws increases to 1d10
make a Constitution saving throw or be cursed with and 2d6, respectively, and when you Screech, you can choose
werebat lycanthropy. to empower it. When you do, creatures that fail the saving
Claws (Hybrid Only). Your fingers tranform into wings throw are stunned until the end of your next turn.
and your thumbs become hooked claws, turning into a Once you empower your screech, you must finish a short
natural weapon that deals 2d4 slashing damage on a hit. or long rest before you can do so again.
6
Bear Apex Predator
1st-level Bear feature
Undeniably the apex of the food chain, the bear stands as the
Your hit point maximum increases by 1 and increases by 1
mightiest predator in the animal kingdom. It bestows upon
again whenever you gain a level in this class.
its host a strength befitting its kin.
You also have advantage on Wisdom (Perception) checks
Shapechange that rely on smell.
1st-level Bear feature Wrestle the Beast
Your Beast Form takes the appearance of a Bear, and your
6th-level Bear feature
Hybrid Form fuses features of a bear with your own. Your
As a bonus action, you can make an attack with your Claws
forms have the traits listed below.
against a creature grappled by you.
Bite (Beast and Hybrid). Your mouth transforms into a Unstoppable Terror
muzzle, becoming a natural weapon that deals 1d6
10th-level Bear feature
piercing damage on a hit. Once per turn when you hit with
The damage dice of your Bite and Claws increases to 1d10
your Bite, if the target is no more than one size bigger
and 2d6, respectively.
than you, you can force it to succeed on a Strength saving
Additionally, you can use Feral Tenacity as a reaction
throw or become grappled by you (escape DC is your
when you take damage. You regain the hit points before the
Beast Save DC). You cannot Bite another creature while
damage is taken.
you have one grappled this way. If the target is a
humanoid, the DM can have it make a Constitution saving The Mauling
throw or be cursed with werebear lycanthropy.
10th and 14th-level Bear feature
Claws (Beast and Hybrid). Your hands transform into Your Hunting Party summons Black Bears.
claws, becoming natural weapons. They deal 2d4 slashing At 14th level, you can choose to summon Brown Bears or
damage on a hit, and if the target is smaller than you or Cave Bears instead of black bears.
grappled by you, it must succeed on a Strength saving
throw or be knocked prone.
Might of The Bear
14th-level Bear feature
Speed (Beast Only) You have disadvantage on Dexterity Your Beast Bonus is increased by 1.
saving throws, but you gain a climbing and swimming
speed equal to your walking speed, and your walking
speed gains a 10 foot bonus (not applied to your climbing
and swimming speeds).
7
Crocodile Death Roll
6th-level Crocodile feature
Ancient and unchanging, the crocodile is the apex of
As an action, you can force a creature you are grappling
evolution. This beast grants its host a mighty set of jaws and
with your Bite to make a Strength saving throw. On a failed
the timeless patience of an inevitable predator.
save, the grapple ends, you and the creature both fall prone,
Shapechange and you roll on the Death Roll table to determine what
happens. On a success, the creature takes piercing damage
1st-level Crocodile feature
equal to twice your Beast Bonus, but suffers no other effects.
Your Beast Form takes the appearance of a crocodile, and
If you are the in the water, the creature has disadvantage
your Hybrid Form morphs your head, skin, and hands into
on the saving throw. If you are in your Beast Form, you do
that of a crocodile. Your forms have the traits listed below.
not drop prone when a creature fails the save.
Bite (Beast and Hybrid). Your mouth transforms into a
Lockjaw
maw, becoming a natural weapon that deals 1d8 piercing
damage on a hit. Once per turn when you hit with your 10th-level Crocodile feature
Bite, if the target is no more than one size bigger than you, The damage dice of your Bite, Claws, and Tail increases to
you can force it to succeed on a Strength saving throw or 1d12, 1d10, and 2d6, respectively, and when you grapple a
become grappled by you (escape DC is your Beast Save creature your size or smaller with your Bite, you can expend
DC). You cannot Bite another creature while you have one one use of Feral Resolve to restrain the creature for the
grappled this way. If the target is a humanoid, the DM can duration of the grapple.
have it make a Constitution saving throw or be cursed When you use Death Roll on a restrained creature, you can
with werecroc lycanthropy. roll the d100 twice and use either result.
Death Roll
d100 Effect
1-5 The creature takes slashing damage equal to 3 times your Beast Bonus.
6-15 The creature takes slashing damage equal to 4 times your Beast Bonus.
16-30 The creature takes slashing damage equal to 5 times your Beast Bonus.
31-50 The creature takes slashing damage equal to 6 times your Beast Bonus.
51-75 The creature takes slashing damage equal to 7 times your Beast Bonus.
76-93 The creature takes slashing damage equal to 8 times your Beast Bonus, and if it is not immune to slashing damage, doesn’t
have legendary actions, and the GM decides it is possible, you rip off one of the creature’s arms. It then takes 1d8 necrotic
damage at the start of each of its turns until it regains hit points.
94-98 The creature takes slashing damage equal to 9 times your Beast Bonus, and if it is not immune to slashing damage, doesn’t
have legendary actions, and the GM decides it is possible, you rip off one of the creature’s legs. If the creature then has less than
4 legs, its movement speed is halved, it has disadvantage on Strength and Dexterity saving throws, and it takes 1d12 necrotic
damage at the start of each of its turns until it regains hit points.
99-100 The creature takes slashing damage equal to 10 times your Beast Bonus, and if it is not immune to slashing damage, doesn’t
have legendary actions, and the GM decides it is possible, you rip off one of the creature’s heads. The creature dies if it can’t
survive without the lost head.
Leech Blindsight
1st-level Leech feature
Pooling in the dregs of fetid swamps, the leech steals its meal
You have blindsight out to a number of feet equal to 5
from any unwitting souls who dare to charge through the
times your Beast Bonus.
muck. Unthinking and ever-hungry, the leech imbues its host
an eyeless sight and a siphoning maw. Barbed Maw
Shape Change 6th-level Leech feature
When a creature fails its saving throw against your Bite,
1st-level Leech feature
they are grappled by you (escape DC equals your Beast save
Your Beast Form takes the appearance of a leech, and your
DC), and you can choose to Feed on them.
Hybrid Form morphs your head and skin to that of a leech.
Your forms have the traits listed below. Anti-Coagulant
10th-level Leech feature
Bite (Beast and Hybrid). Your mouth transforms into a
The damage die of your Bite increases to 2d6, and when a
barbed sucker, becoming a natural weapon that deals 2d4
creature makes its saving throw against your Bite, you can
piercing damage on a hit. Your Bite has a reach of 10 feet
expend a use of Feral Resolve to have the save be made at
in Hybrid Form and 15 feet in Beast form. Once per turn
disadvantage. Creatures that fail their saving throw against
when you hit with your Bite, you can force the target to
your Bite cannot regain hit points until the end of your next
make a Strength saving throw. A creature takes necrotic
turn.
damage equal to your Beast Bonus if in your Hybrid
Form, or three times your Beast Bonus if in Beast Form. Ambush
If the target is a humanoid, the DM can also have it make
10th-level Leech feature
a Constitution saving throw or be cursed with wereleech
Your Hunting Party summons Gricks.
lycanthropy.
Trickery
6th-level Raven feature
As an action, you can use your Mimicry feature to mimic
the voice of a creature you have heard speak within the last
minute. You can say a short phrase such as ‘Turn around!’ or
‘Someone help me!’. Allies of the creature that fail the Insight
check believe they heard their ally speak, and act in way the
DM deems appropriate on their next turn. If the DM is
unsure or deems a creature would not change their course of
action, the next attack made against that creature before the
end of your next turn has advantage.
Once a creature passes the Insight check, they are immune
to this effect for the next 24 hours.
Conspiracy
10th-level Raven feature
The damage dice of your Bite and Talons increases to
1d10 and 2d6, respectively, and you can expend a use of
Feral Resolve as a bonus action to Dash or use your Trickery
feature.
Flock of Shadows
10th-level Raven feature
Raven Your Hunting Party summons Swarms of Ravens.
10
Wolf Pack Tactics
6th-level Wolf feature
Agile, fierce, and powerful, the wolf is the most noble beast of
You have advantage on attack rolls against any creature
the night. Often hunting in packs, this spirit grants its host
within 5 feet of a creature allied to you, so long as that ally is
heightened senses and a dreadful bite.
not incapcitated.
Shape Change Ferocious
1st-level Wolf feature
10th-level Wolf feature
Your Beast form takes the appearance of a wolf, and your
The damage dice of your Bite and Claws increases to 2d6
Hybrid form fuses wolven features with your own. Your
and 1d10, respectively, and when you take the Attack action
forms have the traits listed below.
on your turn, you can expend one use of Feral Resolve to
Bite (Beast and Hybrid). Your mouth transforms into a make an additional attack as part of the same action.
muzzle, becoming a natural weapon that deals 2d4 Wolf Pack
piercing damage on a hit. Once per turn when you hit with
10th and 14th-level Wolf feature
your Bite while in Beast Form, you can force the target to
Your Hunting Party summons Wolves.
succeed on a Strength saving throw or be knocked prone.
At 14th level, you can choose to summon Dire Wolves
If the target is a humanoid, the DM can have it make a
instead of wolves.
Constitution saving throw or be cursed with werewolf
lycanthropy. Begin the Hunt
Claws (Hybrid Only). Your hands transform into claws, 14th-level Wolf feature
becoming natural weapons that deal 1d6 slashing damage When you use Rallying Howl, you can have the effect last
on a hit. Your Claws have a reach of 10 feet. for 1 minute or until you lose concentration. Once you do,
you must finish a long rest before you can do so again.
Speed (Beast Only) Your walking speed gains a bonus
equal to 5 feet times your Beast Bonus.
11
Hunted Lords The Dark Beast
Patrons of those blessed with the Blood of Beasts, the Crackling like the bones of their prey, the pitch black fur of
Hunted Lords keep watch over their huntsmen from their lycans beneath the Dark Beast’s gaze sizzle with sparking
constellations in the night sky. They guide their chosen elecricity. Their Howls carry the crash of a lightning storm.
lycans and grant them powerful boons.
Noticed
The Astral Guardian You have resistance to lightning damage.
Clad in heavy platemail, lycans blessed by the Astral You can choose for your Beastial Might bonus to be
Guardian hold great martial ability. Their armor shifts with lightning damage instead of your weapon’s damage type.
their form, and their Howls carry the sound of battle.
Arc Rend. When you hit with a natural weapon, you can
Noticed expend a use of Feral Resolve to deal additional lightning
You gain proficiency with heavy armor (even in your damage to the target equal to your Beast Bonus and force
Original Form) and can Shape Change while wearing it. them to succeed on a Constitution saving throw or be
Your Hunter’s Focus bonus is halved while wearing heavy unable to take reactions until the end of your next turn.
armor.
You also gain the following option when you Howl:
When you Shape Change while wearing heavy armor, it
magically changes shape to fit your new form. Electrifying. The movement speed of you and each allied
creature within range of your Howl is doubled until the end
You gain profiency with one martial melee weapon of your of your next turn, and hostile creatures within range of your
choice (even in your Original Form), which counts as a Howl must make a Constitution saving throw. On a failed
natural weapon for the purpose of your lycan features. save, a creature takes lightning damage equal to your lycan
Rabid Ferocity only applies if the weapon does not have a level + twice your Beast Bonus and can’t take reactions until
magical bonus to attack rolls. the end of your next turn. On a success, a creature takes half
Astral Smite. When you hit with a natural weapon, you as much damage but suffers no other effects.
can expend a use of Feral Resolve to deal additional force Acknowledged
damage to the target equal to twice your Beast Bonus.
Beast Bolt. As a bonus action, you can increase your
You also gain the following option when you Howl: movement speed by 5 feet times your Beast Bonus until
the end of your turn.
Raging. Each creature other than you that is allied to you and
within range of your Howl adds your Beast Bonus to the When you use Arc Rend after using Beast Bolt on the
damage rolls of attacks they make until the end of your next same turn, the target is incapacitated until the end of your
turn. next turn on a failed save.
When you use Raging Howl, affected creatures add half When a creature fails its saving throw against your
your Beast Bonus (rounded down) to their attack rolls Electrifying Howl, it is incapacitated until the end of your
until the end of your next turn. next turn.
Chosen
You have resistance to bludgeoning, piercing, and
slashing damage while wearing heavy armor.
When you use Astral Leap, the height you can reach is
doubled to 10 feet times your Beast Bonus, and your
movement speed is doubled until the end of your turn.
Noticed Noticed
You have resistance to acid damage. You have resistance to psychic damage.
You can choose for your Beastial Might bonus to be acid You can choose for your Beastial Might bonus to be
damage instead of your weapon’s damage type. psychic damage instead of your weapon’s damage type.
Acid Swipe. When you hit with a natural weapon, you can Mind Rend. When you hit with a natural weapon, you can
expend a use of Feral Resolve to force the target and each expend a use of Feral Resolve to force the target to
creature within 5 feet of it (other than you) to succeed on a succeed on an Intelligence saving throw or be frightened
Dexterity saving throw or take acid damage equal to twice of you until the end of your next turn.
your Beast Bonus.
You also gain the following option when you Howl:
You also gain the following option when you Howl:
Maddening. Each hostile creature within range of your Howl
Corroding. Each hostile creature within range of your Howl must make an Intelligence saving throw. On a failed save, a
must make a Constitution saving throw. On a failed save, a creature is frightened of you until the end of your next turn
creature takes acid damage equal to your lycan level + twice and takes psychic damage equal to your lycan level + twice
your Beast Bonus, and attack rolls against it have advantage your Beast Bonus. A creature frightened this way cannot
until the end of your next turn. On a success, a creature takes speak. On a success, a creature takes half as much damage
half as much damage and instead the next attack roll made and instead can’t take opportunity attacks until the end of
against it before the end of your next turn has advantage. your next turn.
Acknowledged Acknowledged
Caustic Hide. While you are in your Beast or Hybrid You have advantage on saving throws against being
Form, a creature that hits you with a melee attack while charmed or frightened.
within 5 feet of you takes acid damage equal to your Beast
Bonus. A creature can only take this damage once a turn. When you use Mind Rend, on a failed save the target’s
action on its next turn must involve making an attack
When you use Acid Swipe, the target of your attack takes against the creature closest to it (other than itself).
acid damage equal to your Beast Bonus if they succeed on
the saving throw. Creatures that fail the saving throw against your
Maddening Howl remain frightened of you until they can
When you use Corroding Howl, creatures within 10 feet of no longer see you, or you end your turn more than 10 feet
you have disadvantage on the saving throw. away from them. A creature frightened for more than one
of its turns can repeat the saving throw at the end of its
Chosen turn. On a success, it is no longer frightened.
You are immune to acid damage damage.
Chosen
When a creature takes damage from your Caustic Hide,
You are immune to psychic damage.
the next attack it makes that turn has disadvantage.
When you use Mind Rend, a creature has disadvantage on
When you use Acid Swipe, the target of your attack no saving throws until the end of your next turn on a failed
longer makes a saving throw and takes damage as if it had save.
failed. You can also affect creatures within 10 feet of the
target instead of 5. Creatures that failed the saving throw against your
Maddening Howl are also affected by the confusion spell
When a creature fails its saving throw against your
until the end of their next turn as if they had failed the
Corroding Howl, the first attack that hits it before the end
saving throw for it.
of your next turn is a critical hit.
13
The Lunar Champion The Shaded Stalker
Touched by the pale light of the Moon, the Lunar Champion’s Shrouded in shadow, lycans darkened by the Shaded Stalker
chosen lycan shine softly in the dark. Their fur is the color of haunt their prey in the black of night. Shadows cling to their
moonlight, and their Howls rings clear through the densest of fur like tar, and their Howls sound as a whisper in the dark.
forests.
Noticed
Noticed While in dim light or darkness, you have advantage on
You emanate dim light out to 5 feet times your Beast Stealth checks.
Bonus, and can snuff or reactivate this light as a bonus
action. This light counts as moonlight. You can choose for your Beastial Might bonus to be
necrotic damage instead of your weapon’s damage type.
You have resistance to radiant damage.
Shadow Hunt. As a bonus action, you can expend a use of
You can choose for your Beastial Might bonus to be Feral Resolve to take the Hide or Disengage action. When
radiant damage instead of your weapon’s damage type. you do, you can move through any creature’s space as if it
were difficult terrain, and you ignore difficult terrain
Lunar Light When you hit with a natural weapon, you can caused by nonmagical obstacles until the beginning of
expend a use of Feral Resolve to force the target to make your next turn. If you begin your turn in another creature’s
a Constitution saving throw. On a failed save, attack rolls space, you take 1d10 force damage and are shunted to the
against it have advantage until the end of your next turn. nearest unnocupied space unless you immediately use
Shadow Hunt again.
You also gain the following option when you Howl:
You also gain the following option when you Howl:
Revealing. Moonlight floods the area within range of your
Howl, forcing each hostile creature in the affected area to Haunting. You and each allied creature within range of your
make a Constitution saving throw. On a failed save, a Howl are shrouded by thick shadows. Affected creatures are
creature takes radiant damage equal to your lycan level + considered to be in dim light, even if they are in bright light,
twice your Beast Bonus and can’t benefit from being invisible and have advantage on saving throws against being grappled,
for 1 minute. On a success, a creature takes half as much restrained, or paralyzed until the end of your next turn.
damage and cannot benefit from being invisible until the end
of your next turn. Acknowledged
A shapechanger makes its saving throw with disadvantage. While in dim light or darkness, you can move through a
If it fails, it also instantly reverts to its original form and can’t space as narrow as 1 inch wide without squeezing.
assume a different form until the end of your next turn.
When you use Shadow Hunt, you become invisible and
Acknowledged gain a flying speed equal to your walking speed until the
Heavenly Crash When you make an attack with a natural beginning of your next turn. If there is nothing else
weapon, you can have the reach become 5 times your holding you aloft, you fall at the start of that turn unless
Beast Bonus. If you do, all damage dealt by the attack you immediately use Shadow Hunt again.
becomes radiant.
When you use Haunting Howl, affected creatures are
When you use Lunar Light, if the target is in moonlight, it considered to be heavily obscured and in darkness, rather
takes radiant damage equal to twice your Beast Bonus on than dim light (they can see normally).
a failed save, or half as much damage on a success.
Chosen
When a creature fails its saving throw against your When you start your turn in dim light or darkness, you can
Revealing Howl, the first attack made against it before the choose to become invisible until the beginning of your
end of your next turn has advantage. next turn (no action required). This invisibility ends if you
Chosen make an attack, cast a spell, or are ever in bright light.
You are immune to radiant damage. When you use Shadow Hunt, you gain resistance to all
damage until the beginning of your next turn.
When you use Heavenly Crash, you can reach any
creature you can see that is in moonlight. When you use Haunting Howl, affected creatures gain a
flying speed equal to their walking speed until the end of
Any damage dealt by Lunar Light is doubled. your next turn.
When you use Revealing Howl, creatures in moonlight
have disadvantage on the saving throw.
14
The Snake Eater
Silent and toxic, the Snake Eater imbues its lycans with a
potent venom. Their Howls hiss like a coiled viper, ready to The Tainted Council
strike.
A cacophony of barking snarls and snapping teeth herald the
Noticed will of the Tainted Council, whose terrifying lycans sport
multiple heads. Their Howls echo in the ear, twice judging
You have resistance to poison damage and advantage on
the fate of their prey.
saving throws to avoid or end the poisoned condition.
You also gain the following option when you Howl: Striking Judgement. You can expend a use of Feral
Resolve as a bonus action to make one attack with a
Sickening. Each hostile creature within range of your Howl natural weapon.
must make a Constitution saving throw. On a failed save, a
You also gain the following option when you Howl:
creature takes poison damage equal to your lycan level +
twice your Beast Bonus and is poisoned for 1 minute. On a
Echoing. Each hostile creature within range of your Howl
success, a creature takes half as much damage and is instead
must make a Wisdom saving throw, taking psychic damage
poisoned until the end of your next turn.
equal to your lycan level + twice your Beast Bonus on a failed
A poisoned creature can repeat the saving throw at the end
save, or half as much damage on a success. A creature that
of each of its turns, ending the effect on itself on a success.
fails the saving throw also takes psychic damage at the start
Acknowledged of their next turn equal to three times your Beast Bonus.
You have advantage on attack rolls against poisoned Acknowledged
creatures.
Other creatures provoke an opportunity attack from you
When you use Rending Sting against a poisoned creature, when they enter the reach of one of your natural weapons.
it has disadvantage on the saving throw.
When you use Striking Judgement, you can use your Howl
Creatures poisoned by Rending Sting or Sickening Howl as part of the same action.
take poison damage equal to your Beast Bonus at the start
You gain one additional use of your Howl, which you
of each of their turns.
regain when you finish a long rest.
Chosen Chosen
You are immune to poison damage and the poisoned
The first attack you make with a natural weapon on each
condition.
of your turns has advantage unless you are blinded.
When you use Rending Sting, the target is also paralyzed
You can make two attacks instead of one when you use
on a failed save. Creatures that have advantage on saving
Striking Judgement, but each must be against a different
throws against being poisoned no longer have advantage
target.
on the saving throw for Rending Sting.
You gain another additional use of your Howl, which you
Creatures poisoned by Rending Sting or Sickening Howl
regain when you finish a long rest.
have disadvantage on saving throws.
15
The Torchbearer The Trapping Trickster
Blazing through the night with the fury of an inferno, lycans Conniving and deadly, lycans under the Trapping Trickster
under the Torchbearer raze their prey with flame and fang. disorient and confound their prey. Their forms shimmer like
Their fur is eternally ablaze, and their Howls are a raging the Feywild and their Howls ring in the ear.
forest fire.
Noticed
Noticed You have resistance to psychic damage.
While in your Beast or Hybrid Form, you shed bright light
in a radius of 5 feet times your Beast Bonus and dim light You can choose for your Beastial Might bonus to be
for an equal amount of feet after that. psychic damage instead of your weapon’s damage type.
When you use Flaming Rend, the target catches on fire, Creatures disoriented by your Twisting Howl see visions
taking fire damage equal to your Beast Bonus at the start of you attacking them, causing them to take psychic
of each of its turns. A creature can end this damage by damage equal to twice your Beast Bonus at the start of
using its action to make a Dexterity check against a DC of each of their turns.
8 + your Beast Bonus to extinguish the flames.
Chosen
The damage dealt by Blazing Howl increases to twice You are immune to psychic damage.
your lycan level + three times your Beast Bonus.
When a creature hits you with an attack, you can use
Chosen Silent Step as a reaction. When you do, you take no
You are immune to fire damage. damage from the attack and an illusionary double of you
appears at the same time in the space you left. The
When you use Scorching Snarl, you can expend a use of
illusion remains until the beginning of your next turn. A
Feral Resolve to increase the size of the cone from 15 feet creature that attacks it realizes it is an illusion with a
up to 30 feet, in increments of 5, and increase its damage successful Intellgence (Investigation) check against your
to five times your Beast Bonus. Beast Save DC.
When you use Flaming Rend, you can create an explosion Creatures disoriented by your Twisting Howl must choose
centered on the target that forces each creature other whether they get a move, an action, or a bonus action on
than them in a 10-foot-radius sphere to make a Dexterity each of their turns; they get only one of the three.
saving throw. A creature takes fire damage equal to three
times your Beast Bonus on a failed save, or half as much
damage on a success.
16
The Unending Feast The Waking Cataclysm
Wanting not but to consume, lycans of the Unending Feast Their fur constantly stirred up as if by violent wind, lycans of
are imbued with the hunger of the grave. Their forms are a the Waking Catacylsm boom through their hunting grounds
ghoulish nightmare, and their Howls toll the death bell. with Howls that explode like cracks of thunder.
Noticed Noticed
You have resistance to necrotic damage. You have resistance to thunder damage.
You can choose for your Beastial Might bonus to be You can choose for your Beastial Might bonus to be
necrotic damage instead of your weapon’s damage type. thunder damage instead of your weapon’s damage type.
Soul Rend. When you hit with a natural weapon, you can Thunderous Rend When you hit with a natural weapon,
expend a use of Feral Resolve to force the target to you can expend a use of Feral Resolve to force the target
succeed on a Constitution saving throw or take additional to succeed on a Constitution saving throw or take thunder
necrotic damage equal to twice your Beast Bonus. A damage equal to twice your Beast Bonus and be pushed a
creature that takes this damage cannot regain hit points number of feet away from you equal to 5 feet times your
until the end of your next turn. Beast Bonus.
You also gain the following option when you Howl: You also gain the following option when you Howl:
Tolling. Each hostile creature within range of your Howl Booming. Each hostile creature within range of your Howl
must make a Constitution saving throw. On a failed save, a must make a Constitution saving throw. On a failed save, a
creature takes necrotic damage equal to your lycan level + creature is deafened for 1 minute, knocked prone, and takes
twice your Beast Bonus and it has disadvantage on Strength- thunder damage equal to your lycan level + twice your Beast
based attack rolls until the end of your next turn. On a Bonus. On a success, a creature takes half as much damage
success, a creature takes half as much damage and instead and is instead deafened until the end of your next turn.
has disadvantage on the next attack roll it makes before the
end of your next turn. Acknowledged
Storm Snarl. As an action, you can release a blast of
Acknowledged thunderous force affecting each creature within 5 feet
Unstoppable Hunger. When damage would reduce you to times half your Beast Bonus of you. Affected creatures
0 hit points, you can use your reaction to make a must make a Constitution saving throw. A creature takes
Constitution saving throw with a DC of 5 + the damage thunder damage equal to three times your Beast Bonus
taken, unless the damage is radiant or from a critical hit. and is knocked prone on a failed save. On a success, a
On a success, you can use Feral Tenacity as part of the creature takes half as much damage but suffers no other
same reaction, regaining 1 additional hit point if you do. efffects.
When you use Soul Rend, a creature cannot regain hit When you use Thunderous Rend, a creature is knocked
points until the end of your next turn even if they succeed prone on a failed save.
on the saving throw.
When you use Booming Howl, strong winds whirl around
When a creature fails its saving throw against your Tolling you and each allied creature within range, causing ranged
Howl, it has disadvantage on Strength and Constitution attacks against you and those creatures to have
saving throws until the end of your next turn. disadvantage until the end of your next turn.
Chosen Chosen
You are immune to necrotic damage. You are immune to thunder damage.
Unstoppable Hunger no longer requires your reaction to When you use Storm Snarl, you can expend a use of Feral
use. Resolve. If you do, creatures that fail the saving throw are
pushed away from you a number of feet equal to 5 feet
When you use Soul Rend and the attack reduces the times half your Beast Bonus and the damage increases to
target to 0 hit points, you regain one expended use of four times your Beast Bonus.
Feral Resolve.
When you use Thunderous Rend, a creature is stunned
When a creature fails its saving throw against your Tolling until the end of your next turn on a failed save.
Howl, it has vulnerability to necrotic damage until the end
of your next turn. When you use Booming Howl, creatures within 5 feet
times your Beast Bonus of you take additional thunder
damage equal to twice your Beast Bonus, regardless of
their saving throw.
17
The Winter Huntress
Lycans under the Winter Huntress stalk in the icy tundras
and forests. Their fur is laced with frost and their Howls
carry the sound of a blizzard whipping through the trees.
Noticed
You gain the following benefits:
Chosen
Your Beast Bonus increases by 1
18
The Lycan
By u/23BLUENINJA
Art Credits:
Anna Steinbauer - Cover
Alix Branwyn - pg 1
Eric Deshamps - pg 3
Heonhwa Choe - pg 4
Andrew Mar - pg 5
Paul Scott Canavan - pg 6
Borja Pindado - pg 7
Christopher Burdett - pg 9
Jesper Ejsing - pg 10
Andrey Kuzinskiy - pg 11
Vincent Proce - pg 12
Steven Belledin - pg 13
Slawomir Maniak - pg 15
Miranda Meeks - pg 18
Winona Nelson - Back Cover