TEXT: 6/20/2019
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  Path of the Beast
  Many have looked upon the fury of a barbarian and called
  them a raging beast. In most cases, this is a metaphor; for a
  select few, it is all too literal.
  The curse of lycanthropy is old, and stories of its origin are
  innumerable. Some say it was originally a curse from a god,
  others say the result of a bad deal made with ancient fiends,
  still others the result of shamanistic powers gone awry. No
  matter the curse's origin, those afflicted with lycanthropy
  make formidable warriors indeed, transforming into monsters
  of fang and claw that can rend organ from flesh.
  Transforming Rage
  Starting when you choose this path at 3rd level, the nature of
  your rage changes. When you rage, you transform into one of
  two forms - your werewolf form, or your wolf form. Your
  werewolf form is roughly humanoid in shape, but with
  powerful claws, a wolf's head, and dark fur all over your body.
  Your wolf form has the appearance of a medium-sized wolf.
  You choose which form to transform into. Your statistics
  remain the same in each form, except for the following
  changes:
  The resistances granted by your rage can be circumvented
  by attacks from silvered weapons.
  You gain two new natural weapons while raging - claw,
  which deals slashing damage equal to 1d6 + your Strength
  modifier, and bite, which deals piercing damage equal to
  2d4 + your Strength modifier.
  When you take the Attack action on your turn while raging
  and attack only with your natural weapons, you can make
  one claw attack as a bonus action.
  When you make a melee attack against a creature, you
  don't provoke opportunity attacks from that creature for
  the rest of the turn, whether you hit or not.
  Your werewolf form can use armor, equipment, and
  weapons designed for conventional humanoids, but your wolf
  form cannot. When you rage, you choose whether your
  equipment falls to the ground in your space, merges into your
  new form, or is worn by it. Your equipment doesn't change to
  match the new form, and any equipment that the new form
  can't wear must either fall to the ground or merge with it.
  Equipment that merges with the form has no effect until you
  leave the form.
  Hunter's Senses
  At 3rd level, you gain the keen nose of the wolf. You have
  advantage on all Wisdom (Perception) checks relying on
  smell.
  Predator's Charge
  At 6th level, you gain the ability to knock your foes prone with
  a charging strike. If you move at least 15 feet straight towards
  a Large or smaller creature and hit them with a melee weapon
  attack, they must make a Strength saving throw or else be
  knocked prone. The saving throw DC is equal to 8 + your
  proficiency modifier + your Strength modifier.
  Moon Strikes
  The curse within you is growing more powerful. Beginning at
  6th level, your claw and bite attacks count as magical for the
  purposes of overcoming resistances.
  Curse Bringer
  At 10th level, you are so suffused with the curse of lycanthropy
  that you gain the ability to spread it. When you successfully
  bite a humanoid, you can choose to have them make a
  Constitution saving throw or else be afflicted with the curse.
  The DC equals 8 + your proficiency modifier + your
  Constitution modifier. Your DM can choose to have a cursed
  humanoid either gain levels in this class and subclass
  (potentially replacing existing class levels, if the humanoid has
  any) or follow the rules for gaining lycanthropy found on page
  207 of the Monster Manual.
  Blood Feast
  Beginning at 14th level, you can attempt to rip an opponent's
  heart out with your teeth and consume it. When you attempt
  to make a bite attack against a prone opponent, you can forgo
  doing damage and instead attempt to tear their heart out
  directly. You must declare this before making the attack roll. If
  the bite successfully hits and the target has 20 hit points or
  less, it instantly dies as you tear its heart out with your bite. If
  you succeed, you can choose to consume the heart as part of
  the same attack. If you choose to consume the heart, you
  regain hit points equal to the number of hit dice the creature
  had. This ability does not work on creatures that do not have a
  heart or other similar organ for you to eat.
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
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  Other types of Lycanthropes
  Not all lycanthropes in Dungeons and Dragons are
  Werewolves. Here are some variant features you can
  use to play other types of lycanthropes.
  Bear:
  Transforming Rage grants you a werebear form
  and a bear form instead of the wolf forms
  granted to werewolves.
  You can replace the fourth bullet point in
  Transforming Rage with the following: when you
  rage, you count as one size larger for the
  purposes of grappling and shoving.
  Boar:
  Transforming Rage grants you a wereboar form
  and a boar form instead of the wolf forms
  granted to werewolves.
  Your bite weapon is replaced by tusk weapons
  which deal slashing damage equal to 2d4 + your
  Strength modifier, and your claw weapons are
  replaced while in your boar form by hoof
  weapons which deal bludgeoning damage equal
  to 1d6 + your Strength modifier.
  Rat:
  Transforming Rage grants you a wererat form
  and a giant rat form instead of the wolf forms
  granted to werewolves.
  You can use Dexterity instead of Strength for
  the attack and damage rolls of the natural
  weapons granted by your Transforming Rage
  feature. The restrictions of your Rage feature
  remain unchanged, however.
  Tiger:
  Transforming Rage grants you a weretiger form
  and a tiger form instead of the wolf forms
  granted to werewolves.
  Path of the Beast Quirks
  The following table offers some quirks that Barbarians of this
  path might exhibit. You may pick one or several, and they can
  be quirks you gain upon adopting this subclass or ones that
  you have always exhibited.
  d10
  Quirk
  1
  You're unnaturally hairy by the standards of your race.
  2
  You're a night owl, and find it easier to sleep while the
  sun is out than the moon.
  3
  You like your meat so rare that some would call it raw.
  4
  You have a habit of staring at little animals - and
  sometimes little people - with hunger.
  5
  You feel an instinctual urge to howl whenever your
  blood gets pumping.
  6
  You literally lick your wounds when you get injured.
  7
  You can't help but play with every dog you come
  across.
  8
  You growl under your breath at people you don't like.
  9
  You are deathly afraid of water.
  10 You have a pair of wolf ears which poke through your
  hair even when you aren't transformed.
  Credits
  Path of the Beast by /u/Enraric
  Lycanthropus art by Antonio J. Manzanedo
  Smoldering Werewolf art by Zack Stella
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Path of the Beast v2.1.pdf