January 6, 2021


Ranger Archetype
Comments from the Finger: We are born of the blood, made men by the blood, undone by the blood...


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.

Beginning when you choose this archetype at 3rd level, 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.

Bestial Aspect
At 3rd level, 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.

Bestial Aspect
Damage PoolDamage BonusAbility
10+2You sprout a set of vicious claws, which are natural weapons, which 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.
20+2You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered.
30+2Your movement speed increases by 10 feet.
40+3You gain blindsight with a range of 10 feet.
50+3You gain a climbing speed equal to your movement speed.
70+3Your movement speed increases by an additional 10 feet (20 feet total).
100+3Your claws deal an additional 1d6 slashing damage on a hit.

Wolfbane Fury
Starting at 7th level, 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.

Howling Carnage
Beginning at 11th level, 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. 

Relentless Bloodlust
By 15th level, not even death can hold back your transformation. When you are reduced to 0 hit points and are not 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.


  1. Replies
    1. I would assume each number is the lower threshold of each range
      10 and up get the ability next to 10, 20 and up get the 20 point damage pool effect and so on...
      therefore 0 would run 0-9 with no effect
      then exactly on 10hp in the damage pool is where the first change happens

      I can't really see a reason why the 10 step would stretch down to 1hp, instead of just giving the subclass permanent natural weapons(because 1 damage either taken or dealt is such an easy limit to cross that it's barely even a limit)

    2. That's certainly my interpretation. Greater than or equal to ten puts you on the claws step. But I didn't write this, so that's not word of god.

    3. Nails is correct, the damage pool numbers are the minimum requirement to reach their respective levels. So you won't be in claws until you have a damage pool of at least 10.

    4. Yeah, I figured that was 99% the case. But it's not actually written...

      Btw, I checked and was surprised to see no lycanthrope sorcerer (not a vampire). Aren't they kinda obvious choice for a class with a strong "bloodline" theme?

    5. Werewolves don't seem very "spellcaster-y" to me. I feel it makes more sense from a lore perspective that a mechanics perspective.

    6. I can't believe I never thought of a lycanthrope sorcerer! Though, HardwarJo makes a really good point. The aspects of werewolves we'd want to emphasize will inevitably make it a melee sorcerer, which is a very hard proposition to pull off in a satisfying way.

    7. Could be something similar to the blade singer

    8. https://docs.google.com/document/d/1_6juSXL9mqdHAxTQ4fsepg5uQiKdQsCSl7aMJdAvhIg/edit

      Whipped this up in an hour or so. It's pretty raw.

  2. What happens if you take damage and then the damage is healed?

  3. any intention to make the claws damage magical at one point?

  4. The 15th level ability looks on the weak side, definitely too small for a subclass capstone. This is exactly equivalent to the half-orc native ability available at level 1; Barbs get a *substantially* better version of this ability at level 11 that can be used multiple times and recharges at a short rest.

    I suggest that either it should recharge on short rest, or it should return you to 1/2 Max HP; either would make it feel substantial without, imo, overpowering it.