Beastborne
Whether by infected bite or insidious curse, your blood was marked by the indelible stain of beasthood, a curse of lycanthropy. A new form, a primal, bestial self, lies just beneath your skin, awaiting the allure of blood and the thrill of a hunt to emerge in a terrible spectacle. Perhaps, if you can avoid the violence of combat or the siren call of moonlight, you can resist the lycanthropic urge. Or perhaps you see the infection as a blessing, a fearsome weapon, with claws that rend and teeth that bite.
Level 3: Shapechanger
Your body is stained by a lycanthropic curse which struggles to escape from you at all times. You gain the shapechanger subtype; your true form is a ghastly hybrid of beast and man. Additionally, you gain the following abilities:
Darkvision. You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.
Level 3: Bestial Aspect
As blood is shed, you gradually lose control and slip into a beastlike form, ravenous and hungry for carnage. Whenever you take damage or deal damage to a hostile creature with an attack, add the total number together; this is your damage pool. You gain a bonus to your damage rolls, as well as additional beastlike abilities, according to your total damage pool, as shown on the Bestial Aspect table. After 1 minute of taking and dealing no damage, reset your damage pool to 0.
Level 7: Wolfbane Fury
You can whip yourself into a lycanthropic fury. As a bonus action, you can roll 4d6 and add the total to your damage pool.
Once you use this ability, you can’t use it again until you finish a short or long rest.
Level 11: Howling Carnage
Whenever your damage pool exceeds 50, you attack three times with your claws, instead of twice, whenever you take the Attack action on your turn.
Level 15: Relentless Bloodlust
Not even death can hold back your transformation. When you are reduced to 0 hit points and aren’t killed outright, you can choose to drop to 1 hit point instead. Add the total damage you would have taken to your damage pool. Once you use this ability, you can’t use it again until you finish a long rest.
Bestial Aspect
| Damage Pool | Damage Bonus | Ability |
|---|---|---|
| 0 | -- | -- |
| 10 | +2 | You sprout a set of vicious claws, which are natural weapons you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Your claws count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. |
| 20 | +2 | You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t silvered. |
| 30 | +2 | Your walking speed increases by 10 feet. |
| 40 | +3 | You gain blindsight with a range of 10 feet. |
| 50 | +3 | You gain a climbing speed equal to your walking speed. |
| 70 | +3 | Your walking speed increases by an additional 10 feet (20 feet total). |
| 100 | +3 | Your claws deal an extra 1d6 slashing damage on a hit. |

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