Path of the Beast Path of the Demon

Path of the Beast

Urdas is a harsh and unforgiving world, and to survive in the most inhospitable climates, many tribes resort to accepting lycanthropy as a means to survive. Your tribe has passed on to you what others deem a curse. Lycanthropy runs in your blood, and manifests as your tribe’s totem animal. It aids you in battle while you rage, and turns you into a ferocious beast.


Starting when you choose this path at 3rd level, you are classified as a shapechanger. You can choose to enter your lycanthropic form when you rage (you may choose to become either the form of your chosen animal or that of a hybrid man-animal; but the statistical changes are the same). On the first night of a full moon, you forcibly assume your hybrid form (gaining benefits of your hybrid form, but not your rage) and your form lasts until sunrise. Your size is medium.

You can speak, use equipment, and wear armor while in your hybrid form. When assuming your animal form, however, non-magical equipment is dropped and magical equipment either changes to fit your new form or is temporarily absorbed by the transformation. The benefits of this form replace the rules for Lycanthropy in the monster manual. While in either form, you gain the following features:

  • Keen Hearing & Smell. You have advantage on Wisdom (Perception) checks that rely on hearing and smell.
  • Hunter’s Drive. While in Hybrid form, your speed increases by 10 feet.
  • Tooth and Claw. Your teeth and claws are considered weapons with which you are proficient. When you use the attack action and use your claws, you may make a single claw attack as a bonus action. Your claws deal 1d10 slashing damage. You may only make one tooth attack per round. Your bite deals 1d12 piercing damage. At 6th level, your teeth and claws count as magical for the purpose of overcoming resistance and immunity to nonmagical damage.
  • Thick Skinned. While you are not wearing heavy armor, you gain a +1 bonus to AC.

Forms of Lycanthropy

The animal form you assume receives a new feature in addition to those granted at 3rd level while in Hybrid form.

Wolf. The Werewolf has advantage on attack rolls against creatures if at least one of the Werewolf’s allies is within 5 feet of the creature and isn’t incapacitated.

Tiger. If the Weretiger moves at least 20 feet in a straight line toward a creature no more than one size larger and hits with a tooth attack, the creature must make a Strength saving throw (DC equal to 10 + Strength modifier) or be knocked prone.

Bear. If a Werebear hits a creature with a claw attack, it may attempt to grapple the creature without using a separate attack.

Boar. If a Wereboar moves at least 20 feet in a straight line toward a target and makes a successful tusk (tooth) attack, add 6 to the damage roll for that attack.

Shark. A Wereshark receives a swim speed of 40 feet instead of the 3rd level ability Hunter’s Drive and breathe water or air.

Hawk. A Werehawk receives a fly speed of 40 feet instead of the 3rd level ability Hunter’s Drive.



Beginning at 6th level, while in hybrid form, you may use your action to regain hit points equal to your barbarian level + your constitution modifier. Once you use this feature, you must finish a short or long rest before you can use it again. Additionally, when you roll a hit die to regain hit points in any form during a short rest, add 2 to the number rolled.

Blood Chilling Howl

At 10th level, while in animal or hybrid form, you can throw back your head and let out a terrifying, bestialhowl. Doing so forces all creatures within 30 feet of you to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your charisma modifier) or be frightened of you until the end of your next turn. Creatures who succeed on this save are immune to your howl for 24 hours. Your allies have advantage on this save. This can only be used once per short rest.

Call of the Alpha

At 14th level, your power is magnetizing and creatures of your chosen form are drawn to you. Your size is now large when you are in your hybrid form. As a bonus action, you can call a number of creatures (up to a combined CR 2). You may not call more than 6 total creatures using this ability. The called creatures must correspond to the animal form you chose at 3rd level, and if they are able, they arrive in 1d4 rounds and act as allies to you, following your commands. The beasts remain for 30 minutes or until dismissed by you. You may only use this feature once per long rest.


Path of the Demon

No one knows exactly where the fury of a barbarian’s rage comes from. Some say it is latent primal energy from Urdas itself, or from entities long past. For some tribes – those that settled on the sites of ancient battles soaked in the blood of elder beings – these forces seem to have a will of their own. Barbarians on this path have a chance to lose themselves in their rage, and who knows what dark will wrests control away from this pitied mortal in that moment?

Familiar Weapon

When you choose to enter a rage, a single weapon that you are most familiar with or attuned to will begin to manifest demonic qualities. It might sprout horns or spikes, drip blood, or darken and emit noxious vapor. You can summon this weapon as a bonus action, and it will appear in either fire or shadow.

Awoken Mind

You struggle to maintain control of your will and consciousness while you rage. Whenever you first enter a rage, and when your Path features call for it, you must make a DC 5 Wisdom check, and if you succeed, you remain lucid and can attack targets you choose. If you fail, you slip into unconsciousness as a Chaotic Evil entity takes control of your body. Your stats remain the same, but your will is no longer your own. You will attack creatures closest to you, be they friend or foe, and continue to do so until the rage ends. At the start of your turn, if you are not in control of your body, you may re-roll the Wisdom check, to attempt to regain control.

You may willingly make an Awoken Mind check if you choose (do so is an evil action), and some features of this path cause you to make a check even if you are not raging. If you fail an Awoken Mind check and you are not raging, you immediately enter a rage. If you cannot rage for some reason, the entity has control of your mind and body and acts however it chooses. Outside of rage, you can only re-roll your Wisdom check every minute.

Demonic Influence

Demonic blood has tainted the land you came from, infecting every bite of food, every drink of water, and every breeze that blew through the region. At 3rd level, when you choose this path, your rage gains aspects of the entities that stained the land with their deaths. You must choose how you were influenced at the 3rd, 6th, and 14th Barbarian level.

Fiendish Fury. Your rage is decidedly manic and frenzied, and you attack with the fury of a fiend or devil. Starting at 3rd level, when you rage you may choose to use your bonus action to make a melee attack. Doing so will automatically cause you to make an Awoken Mind check. Additionally, to use this feature, you must use your Reckless Attack ability, which will grant advantage on attacks against you until your next turn.

Abyssal Hunger. Your rage is fueled by a mysterious dark presence that seeks to devour life, and see it pulled into the void between the stars. While raging, whenever a creature within 5 feet of you dies, that creature’s life force is drained, infusing you with a fleeting mockery of health. Make an Awoken Mind check, and gain temporary hit points equal to your barbarian level x your proficiency bonus, or the creature’s maximum hit points, whichever is lower. These temporary hit points fade when your rage ends. This feature replaces the barbarian’s resistance to bludgeoning, piercing, and slashing damage.

Devil’s Due

Fiendish Fury. You are furious and fast – nothing will escape. At 6th level, your movement speed is increased by 10 while raging.

Abyssal Hunger. The demon’s hunger heightens your senses until you can smell the blood of the living. At 6th level, while raging, you can ignore cover and concealment on perception checks to detect living creatures within 60 feet. This ability has no effect on constructs or undead.

Inner Voice

The entity influencing you exerts more control than any outside magical influence. At 10th level you can’t be charmed or frightened, and you are immune to possession.

Master of the Dark

Fiendish Fury. At 14th level, you can use your bonus action to cause magical chains to spring forth from your weapon and attempt to attach to an enemy creature of your choice. Make a ranged attack roll against any creature you can see within 30 feet. If the attack hits, it deals normal damage for your weapon, but the target must make a Strength (Athletics) or Dexterity (Acrobatics) check. If it fails, and is your size or smaller, it is pulled to a space within 5 feet of you. If it is of a size larger than you, you are pulled to it. Either way, make an Awoken Mind check. If it succeeds on its check, this feature has no effect. You cannot use this feature on a creature with more than 3/4 cover, and you must finish a short or long rest to use this feature again.

Abyssal Hunger. At 14th level, the void has become a part of you, spreading darkness and fear before you when you rage. You gain the ability Devil’s Sight. You may also choose to create an effect centered on your weapon equal to either Darkness or Fear (as a 3rd level spell). Make an Awoken Mind check and enemies within 15 feet of your weapon have disadvantage on ability checks and attack rolls as they are either blinded or frightened, depending on which spell you cast. You do not need material components or to maintain concentration if this feature is used to cast the spell. This is not a spell and can be activated and maintained during a rage. You must finish a short or long rest to reuse this feature.


Blood and Stone djasonwright djasonwright