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  The Lycanthrope / Werewolf
  Class for Dungeons and Dragons 5th Edition
  Version 2.0
  
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  Lycanthrope
  You hear the agonizing yelling of your
  friend beside you. They are on the ground
  pulling at their chest and face as if they are
  tearing off flesh itself. Trembling, you see them
  transform into a humanoid canine before your very eyes.
  They look to you, and then look towards the group of
  bandits who thought you would be easy prey, the tides
  have turned as your friend now starts biting and tearing
  them into shreds as they scream in fear running. 
  You have been tracking a beast who has been terrorizing a
  town for some time. You and your compatriots look to you,
  as you keenly smell the trails of blood when you wounded
  your bestial foe. With your teammates beside you, you
  begin in a full sprint as the scent is so close you can taste it.
  The hunt is on.
  Even if at one point a Werewolf was once a simple
  farmer or a noble king, their lives are now changed forever,
  their paths are twisted bordering between beast and
  human.
  The Lycanthrope is a terrifying as well as empowered
  individual, who has taken on the burden of transformation
  to enact their will consciously or subconsciously. Will the
  animal in each Lycanthrope have the final say? or will the
  human become the arbiter of something greater?
  Cursed Adherents
  The Lycanthrope which are also known as a Werewolf are
  individuals who have undergone a cursed transformation.
  Not much is known of the curse, altough it has been known
  throughout the ages to be a form of diesease contracted by
  another with the curse. The now more commonly known
  werewolf, undergo painful shifting at times such as the full
  moon or nightly cycle, which then morphs their body into a
  canine-like visage ressembling both man and beast. There
  are various forms of which the Lycanthrope can attain their
  curse, whether it is through bloodline or bite during a
  confrontation with one. 
  Change of Destiny
  Those now with the curse, comes the change to each of
  their lives irrevocably. You will find many Lycans torn away
  from their past life, figuring out what to do next with what
  they have been given. You may find them searching for
  more like themselves, or becoming solitary hunters as well
  as the possibilites of the individual becoming truly
  maddened. Reguardless of the past, what has now come to
  fruition will be addressed reguardless of the individuals
  will. Truly those who find a Lycanthrope may be shocked,
  but all may not be lost, depending on the one they find, and
  depending upon the process which was taken.
  Creating a Lycanthrope
  When you make a Lycanthrope, there are important things
  to consider; was your lycanthrope a poor farmer who
  happend to run into the wrong wolf? was he or she born
  into a powerful bloodline of lycanthrope? Are you deciding
  to emrabce your pwerful curse or to search to be rid of it
  once and for all? All you have left now is choices to be have
  good or evil moral standings with what light remains of
  your past self. Is it your goal to change those so you are not
  alone with your curse? Do you want to keep those from
  further being harmed by other lycanthropes? What is left
  for you is to overcome or emrabce your inner beast.
  
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  The Lycanthrope/ Werewolf
  Level
  Proficiency
  Bonus
  Features
  Transformations
  Lycanthrope
  Boons
  Claw
  Damage
  Bite
  Damage
  1st
  +2
  Werewolf/Lycanthrope Transformation, Burdens of
  the Cursed
  2
  0
  1d4
  1d6
  2nd
  +2
  Lycanthrope Boons
  2
  2
  1d4
  1d6
  3rd
  +2
  Vicious Critical, Heightened Senses
  2
  2
  1d4
  1d6
  4th
  +2
  Ability Score Increase
  2
  2
  1d4
  1d6
  5th
  +3
  Extra Attack
  2
  3
  1d6
  1d8
  6th
  +3
  Extra Lycan Boon
  2
  4
  1d6
  1d8
  7th
  +3
  Canine Leap, Cursed Claws
  2
  5
  1d6
  1d8
  8th
  +3
  Ability Score Increase
  3
  5
  1d6
  1d8
  9th
  +4
  Controlled Transformation
  3
  6
  1d6
  1d8
  10th
  +4
  Quickened Transformation, Superior Willpower
  3
  6
  1d6
  1d8
  11th
  +4
  Extra attack (x2)
  3
  6
  1d6
  1d10
  12th
  +4
  Ability Score Increase, Lycan Regenration, Symbiotic
  Regenerative Defence
  3
  7
  1d6
  1d10
  13th
  +5
  Beastily Percision
  3
  8
  1d6
  1d10
  14th
  +5
  Ability Score Improvement
  4
  8
  1d6
  1d10
  15th
  +5
  One with the Inner Wolf
  4
  9
  1d6
  1d10
  16th
  +5
  Ability Score Increase
  4
  9
  1d6
  1d10
  17th
  +6
  Ravaging Strikes (Superior Critical), Howl of the
  Alpha Wolf
  4
  9
  1d6
  1d10
  18th
  +6
  Embrace the Curse, Superior Lycan Regeneration,
  Alpha Wolf
  Unlimited
  10
  1d6
  1d12
  19th
  +6
  Ability Score Improvement, Extra attack (x3)
  Unlimited
  10
  1d6
  1d12
  20th
  +6
  Lycanthrope Demigod
  Unlimited
  10
  1d6
  1d12
  Class Features
  As a Lycanthrope, you gain the following class features
  Hit Points
  Hit Dice: 1d12 per Lycanthrope level 
  Hit Points at first level: 12 + your Constitution modifier 
  Hit Points at Higher Levels: 1d12 (or 7) + your
  Constitution modifier per lycanthrope level after the 1st
  Proficiencies:
  Armor: None 
  Weapons: Claw(s), Bite (During Transformation only),
  daggers, darts, slings, quarterstaffs, light crossbows  
  Tools: None
   
  Saving throws: Strength, Constitution  
  Skills: Choose two skills from Intimidation, Survival,
  Perception, Athletics, Acrobatics, Animal Handling
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background.
  (a) a light crossbow and 20 bolts or (b) dagger or
  quarterstaff
  (a) a dungeoneer's pack or (b) an explorer's pack
  Starting Gold: 2d4 x 10
  Quick Build
  You can make a Lycanthrope quickly by following these
  suggestions. First, put your highest ability score in
  Constitution, followed by Strength. Second choose the
  Outlander or Far Traveler background.
  
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  Lycanthrope Transformation
  As a Lycanthrope, you have the ability to transform into
  your Humanoid Wolf form willingly or unwillingly as an
  action.
  While you are transformed, you gain benefits as well as
  receiving negative effetcs. These positive and negative
  effects will have their own descriptions seperate from
  eachother.
  Transformation Benefits
  These are the noteable benefits you will recive while you
  are transformed in your Lycanthrope form. Some effects
  may carry over to your primary form and will be stated
  promptly if they do.
  You gain the ability to willingly transform into a
  Werewolf. You can stay in transformation for a number
  of hours equal to half your lycanthrope level (rounded
  down, Minimum of One).and can do so twice per
  short/long rest. As you level in this class, you gain the
  ability to transform more times during these intervals.
  You regain all transformations after a short or long rest.
  You gain resistance to all bludgeoning, piercing and
  slashing damage
  +1 to AC. Your overall transformation AC = 1 + 10 +
  Con.+ Dex. (During Transformation only) (This is
  known as Unarmored Lycanthrope Hide) The +1 to
  AC is only added during transformation as well as the
  Constitution modifier.
  You gain dark vision of up to 60 feet.
  You gain 10ft to your base movement speed during
  transformation
  Your climbing speed no longer costs extra movement
  due to your clawed hands and feet
  While in transformation, you have proficiency with your
  unarmed/ claw attacks, which use your strength
  modifier for every attack and damage roll(s).
  Predatory Strikes:. When you use the Attack action
  with a claw attack or bite attack, you can make another
  claw attack as a bonus action. The bonus action for a
  claw attack can only be used after having used the
  attack action. The bonus action claw attack takes into
  account any damage increases inlcuding your Strength
  Modifier as well as any boons/stat increases from
  leveling in this class.
  Your claw attacks deal 1d4 slashing damage. This die
  increases to 1d6 at 5th level and onward. (Proficiency +
  Str. to hit) ; (1d4 + Str. Mod for Damage)
  Canine Bite: You have the ability to make a bite attack
  which uses your strength modifier, this takes your full
  attack action to use, and will use both your first attack
  and extra attack if you have the extra attack feature but
  you can still do one claw attack as a bonus action. Your
  bite attack does 1d6 piercing damage. This die
  increases to 1d8 at 5th. 1d10 at 11th level and 1d12
  at 18th. (Proficiency + Str. to hit) ; (1d6 + Str. Mod
  for Damage)
  You gain the ability to jump 5 feet further during a long
  jump, as well as gaining half of the amount of normal
  feet when performing a vertical jump
  Transformation Deficits
  When you transform willingly or unwillingly as an action,
  you gain the following negative effects which are known as
  The Burdens of the Cursed
  Burdens of the Cursed
  These are the noteable negative effects that happen to you
  when you are transformed. Some of these effects may
  effect you in your primary form when not transformed.
  If you lose consciousness during your transformation
  you revert back into your original form, and must take
  another action to revert back into werewolf form. If you
  are transformed unwillingly, you may transform even
  though you may be out of available transformations.
  Your transformation lasts until the end of its duration or
  until you choose to drop form which is learned at level 9.
  You lose the ability to speak during your transformation
  except for being able to create wolf like/ animalistic
  noises such as howling or barking
  You are unable to wear armor, including shields..
  Certain clothing items may still be worn and still gain
  their magical effects, however the certain wears/items
  may be few, and must be specifically designed and/or
  meant for your form as a Lycanthrope.
  You are unable to wield weapons normally, as such you
  have disadvantage on attacks with them if you are
  holding a weapon during your lycanthrope form, even if
  you are proficient in them. You can use weapons
  normally if you are proficient with them while in your
  regular humanoid form.
  During this form you may find it difficult to perform any
  intricate task examples such as drinking a health
  potion, writing on a parchment..As such you must make
  a certain form of a check such as a Dexterity when you
  attempt to do a task like these. You are still able to
  perform tasks which do not require a smaller form such
  as pulling a lever, or pushing on a door. (DM discretion
  advised)
  You gain a vulnerability to silvered weapons, or weapons
  of silver make. As such, they specifically cut through
  your already resistant trait to damage. Silvered items
  are also painful to have near or on your skin while in
  transformation or outside of transformation
  You become unable to cast spells and/or concentrate
  on any spells during transformation.
  It will take a full action to transform until 10th level
  where it becomes a bonus action
  
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  Burdens of the Cursed Continued
  Painful transformation: When you transform you are
  dealt 1d6 points of damage levels 1 to 4, this damage
  increases to a 2d6 at 5th level, 3d6 at 11th, and 4d6
  at 18th level onward. This damage does not take into
  account resistance. If your current hit points equals to
  half or under half your hit point total, you do not take
  damage when you transform. (Damage is dealt through
  resistance (as if you are NOT resistant).
  Forever Cursed: The lycanthrope curse that you have
  obtained is advanced, and will not be rid of by a simple
  remove curse spell, or ritual. Known spells and methods
  to rid someone of this particular curse/ infection has
  only been known to be death or a wish spell, or a gods
  intervention.
  If you take a source of damage from a known or
  unknown lethal threat, you must make a DC Wisdom
  save of 10 or half of the total damage you've taken from
  the attacks, or whichever number is higher. On a failed
  save you forcefully transform. During this
  transformation you retain control, but are transformed
  on a failed save reguardless.
  Bloodlust. At the start of your turn, if you’ve taken any
  damage since the beginning of your last turn, you must
  make a Wisdom saving throw to maintain control. The
  DC equals 10, or half of the total damage you’ve taken
  from attacks since your last turn, whichever number is
  higher. On a failed save, you must move directly towards
  the nearest creature to you and use the attack action
  against that creature. If there is more than one possible
  target, the DM chooses the target. You then regain
  control for the remainder of your turn.
  Lust of the Moonlight: During a full moon, or specific
  time of month, season, or planetary cycle your inner
  animalistic form takes its full hold of you, and you are
  taken over by your feral instincts. You have no control
  over yourself during this time, and are overwhelmed
  with sensations of hunger and the need to hunt, making
  you dangerous to your allies and even enemies. You can
  force yourself to try and not transform, but this is known
  to be near impossible to do so. You also may have
  memory loss (amnesia) after you revert back to your
  normal humanoid form. (DM discretion advised).
  
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  Lycanthrope Boons
  You have learned to focus, and empower your
  transformations during your time as a Lycanthrope.
  Starting at 2nd level, you gain access to Lycanthrope
  Boons. These allow you to further your transformations
  benefits such as giving higher skill checks or special
  abilities. Your boon options are detailed at the end of the
  class description. You can choose 2 Boons at second level.
  When you gain certain Lycanthrope levels, you gain
  additional boons of your choice, as shown in the
  Lycanthrope Boons column of the Lycanthrope/Werewolf
  class table. You can choose to replace one Lycanthrope
  Boon of your choice with another Boon when you level up
  in this class.
  Embracing The Beast
  Vicious Critical
  Beginning at 3rd level, Your lycanthrope form causes you to
  become so animalistic that you have a higher chance at
  damaging a target more than normal, causing more strikes
  to become critical. At 3rd level you gain the ability to
  critically strike on a natural 19 or 20 attack roll.
  Heightened Senses
  Starting at 3rd level, you begin to adopt the improved
  abilities of a natural predator. You gain advantage on any
  Wisdom (Perception) checks that rely on hearing or smell.
  Ability Score Improvement
  When you reach 4th level, and again at 8th, 12th,16th,  
  and 19th level, you can increase one ability  
  score of your choice 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 using this feature.
  Extra Attack
  Beginning at 5th level, you can attack twice, instead of
  once, whenever you take the Attack action on your turn.
  The number of attacks increases to three when you reach
  11th level in this class and to four when you reach 19th
  level in this class.
  Experienced Lycanthrope
  Excess Lycanthrope Boons
  At 6th level, you have become more experienced as a
  Lycanthrope and as such, have gained another boon. You
  will also gain another excess Boon at 13th level, which can
  be shown on in the Lycanthrope Boons column of the
  Lycanthrope/Werewolf class table.
  Canine Leap
  Starting at 6th level, You gain another 5 feet to your long
  jump distance and another half of your base feet to your
  high jump distance.
  Cursed Claws
  At 7th level, your claw and bite attacks are considered
  magical for the purpose of overcoming resistance and
  immunity to non-magical attacks and damage.
  Additional Transformation
  At 8th level, You have now gained the ability to transform 3
  times between long/short rest(s).
  Power of the Moon: Controlled
  Transformation
  At 9th level you have managed to gain the ability to control
  your transformation, by figuring out how to stop your inner
  lycanthrope from unleashing itself out of your control. You
  learn to drop your transformation as an action. 
  You can now also withhold any forceful transformation by
  making a Wisdom saving throw with a DC Wisdom saving
  throw of 15+ during a full moon, planetary movement, or
  seasonal change and prevent yourself from transforming.
  The DC Wisdom saving throw for a Blood Moon is a 20+
  to save.
  
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  Transformative Expertise
  Beginning at 10th level, you have learned to unleash and
  control more of the beast within. You can now transform
  into your Lycanthrope form as a bonus action (Quickened
  Transformation), as well as gaining the willpower to better
  resist the violent urges of your lycanthropic curse.
  (Superior Willpower). Whenever you make a Wisdom
  saving throw to maintain control of your bestial tendencies,
  you do so with advantage.
  Regenerative Abilities
  Starting at 12th level you have gained the use of
  Regenerative abilites as a Lycanthrope.
  At the start of each of your turns, you regain hit points
  equal to 1 + your Constitution modifier (minimum of 1) if
  you have no more than half of your hit points left. You don't
  gain this benefit if you have 0 hit points.
  Symbiotic Regenerative Defense
  Lycan regeneration can only be active during a time of
  survival or immediate threat, as such the lycan must be in
  initiative/combat in order to trigger the curses regenerative
  abilities.
  Beastily Precision
  At 13th level you have gained a bonus to your melee attack
  rolls made with your claw and bite attacks equal to half of
  your proficiency bonus (rounded down).
  One with the Inner Wolf
  Starting at 15th level you have gained the ability to use
  your wolflike and canine nature. You have gained the use of
  the Pack Tactics ability, as well as being able to transform 4
  times between a short/long rest(s).
  Pack Tactics
  You have advantage on an attack roll against a creature if at
  least one of your allies is within 5 feet of the creature and
  the ally isn't incapacitated. You also gain the ability to
  transform 4 times between a short or long rest.
  Ravaging Strikes
  Starting at 17th level, your claw and bite attacks now score
  a critical hit on roll of 18-20.
  Howl of the Alpha Wolf
  At 17th level as an action you can howl at any number of
  creatures within 60 feet, chilling their blood and stunning
  them with fear. Any of the target creatures that can hear
  you must succeed on a Wisdom saving throw (DC equal to
  8 + your proficiency bonus + Charisma modifier ) or
  become frightened of you until the end of your next turn. If
  they fail their saving throw by 5 or more, they are stunned
  until the end of your next turn instead. Once saved If a
  creature's saving throw is successful or the effect ends for
  it, the creature is immune to the alpha wolf's frightful
  presence for the next 24 hours.
  
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  The Alpha Wolf
  At 18th level you have become a one of the most feared of
  your kind, as well as a leader to many. You have now gained
  the use of new unique Alpha Wolf abilities.
  Curse Infection
  You gain the ability to infect others with your curse,
  allowing you to possibly create a pack of other wolfs, and to
  lead them as an Alpha wolf. The DC for the recently bitten
  is (10 + Your Constitution Modifier) if the bitten target fails
  this save, they have been cursed with Lycanthrope.
  Embracing the Curse
  Starting at 18th level, You can remain in
  lycanthrope/Werewolf form indefinitely unless you choose
  not to. At this level in your Lycanthrope, you also able to
  automatically succeed wisdom saves when the full moon is
  out, as well as when you have blood lust during combat. A
  blood moon however still holds some power over you and
  will still make you have DC 15+ Wisdom Saving throw.
  Superior Lycan Regeneration:
  At 18th level, you attain the pinnacle of resilience in battle.
  At the start of each of your turns, you regain Hit Points
  equal to 5 + your Constitution modifier if you have no more
  than half of your Hit Points left.
  Lycanthrope Demigod
  At level 20 you have become a Lycanthrope legend that is
  to be told about for thousands of years. Your maximum
  Strength and Constitution scores can now exceed the score
  of 20 to a 22 score maximum. You can further improve
  these scores to 22 if you take the respective boons or
  increase these scores by magical means.
  
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  Lycanthrope Boons
  Additional Boon Information
  There are specific Boons known as Leveling
  Boons, which improve themselves as you level
  up in this class. The Leveling Boons gain in
  strength, and typically require you to attain the
  previous Boon. Example: The Boon On the Hunt
  will improve to be a stronger version when you
  reach level 6 in this class. There are also Boons
  that will require you to have a Prerequisite Boon,
  these are notably more powerful and require a
  larger investment. Prerequisite Boons may
  require a specific level in this class, or having
  another boon currently being used. If a player
  decides to replace a Boon with a leveling Boon,
  they will gain the improved version if they meet
  the required level, gaining benefits of both. If a
  player chooses to replace a leveling Boon such as
  On the Hunt, they will lose the features from all
  of the upgraded versions of the Boon. There are
  also Boons known as Superior Boons which will
  require you to have the class level prerequisite as
  well as either the Improved and Base Boon of the
  specific Superior Boon you have chosen.
  Base Boons:
  These Boons are Boons you must choose from when you
  level up in the class, and some can eventually upgrade as
  you level up in the class. These Boons are also the first
  prerequisite for achieving any boon that is a Superior Boon.
  Boons that can become upgraded upon leveling, will have
  this information next to any prerequisites the boon may
  have. The description will simply say that it upgrades at a
  specific level into the Improved version
  Enlarged transformation
  Prerequisite: 4th level
  When you transform, you enlarge yourself, becoming one
  size larger than your current size however, not nearly
  doubled in size. You gain a +2 to damage rolls if your target
  is smaller or equal to you in size. Your actual size is still
  considered medium on a battle mat, but you are considered
  large for logistical reasons such as carrying capacity and or
  attacking a medium or smaller creature, or large creature
  thus gaining the +2 to damage in these situations).
  Aggressive Mutagen
  Upgrades at level 17
  You become immune to disease and forms of poison that
  would harm you. (Resistance to poison damage, and
  Diseases/Sickness)
  Lightened Bones
  When transformed, your bones become lighter, but retain
  their durability, this causes you gain (proficiency or double
  proficiency if proficient) on acrobatic checks, such as
  jumping or leaping on a Cliffside, as well as being able to
  add half your current jumping distance both vertical and
  long jump.
  On the Hunt
  Upgrades at level 6
  When transformed, you are able to add 1/4th of your
  base speed your movement, as long as you are moving
  towards an enemy target. If it is an uneven number such as
  7.5, it is rounded up to the next highest number such as 10.
  Learned Communication
  Upgrades at level 9
  You gain the ability to talk in your full transformation, but
  only so much so to convey simple ideas and sentences:
  Stalker of the Night
  Your lycanthrope form becomes darker, and you become
  more aware of surroundings that can conceal you during
  your transformation. You gain the ability to double your
  proficiency bonus on stealth checks during transformation
  (if you are proficient, if not you become proficient thus
  gaining proficiency) as well as gaining the ability to hide as
  a bonus action. Normal hiding/ stealth rules still apply.
  Unnerving visage
  Upgrades at level 6
  Your lycanthrope form is unsettling and of a predator
  with a vicious stare and snarled teeth. With this feature,
  you gain the ability to intimidate a foe into submission and
  as such gain advantage on all intimidation checks during
  your transformation.
  Predator Reflexes
  Upgrades at level 7
  If already transformed, you gain your proficiency to
  initiative rolls, and if you are not transformed, gain the
  ability to transform at will before initiative is rolled.
  Canine Companions
  Upgrades at level 6
  You gain the ability to communicate with other canine
  like animals and races when you are transformed or not,
  and as such you have advantage on animal handling/
  charisma checks to persuade or communicate with them.
  As example, you could persuade a pack of frost wolves to
  let your party pass by a forest trail unharmed, or deceive a
  group of hellhounds into going the wrong direction.
  Rabid Bite
  Prerequisite 5th level
  Your fangs and teeth become sharper, as well as your
  saliva becoming acidic. When you successfully hit a bite
  attack, you deal an extra 1d6 acid damage. This bite
  improves in damage when you reach 11th level to 1d8 acid
  damage. The damage from the acid of this bite can only be
  used when using the normal bite attack (Not Restraining,
  or Curshing Bite).
  Restraining Bite
  Upgrades at level 8
  When you choose this Boon, when you make an attack
  with your bite you can sink your teeth further into the
  enemies flesh and attempt to pin them by making a grapple
  check. You gain advantage on attacks against the enemy
  you have grappled, as well as restraining both you and
  them. During the time of this particular restraint, you may
  only use claw attacks.
  
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  Trackers Prowess
  Upgrades at level 15
  When transformed and you are looking for an
  enemy/prey, you have double proficiency (or gain
  proficiency(in survival) usage in tracking them, by finding
  tracks and or using them to find a direction they went
  towards. You also have (double proficiency) on finding
  signs of beasts and or signs of monster(s) whereabouts.
  Feral Focus
  Prerequisite Level 6
  When transformed , you find yourself being hyper
  focused on the task at hand, in an instinctual will to survive
  and not lose focus. You gain the ability to have advantage
  against being charmed, distracted or similar magical
  effects that effect your mind during transformation.
  Feast of the Wolf
  Upgrades at level 9
  When transformed, you gain the ability to eat corpses
  and dead prey. In order to feast, there must be a dead
  target, who was recently killed and in which their corpse is
  not rotting. It must be made of flesh, or a form of
  consumable meat. You must also be out of combat/
  initiative with an enemy to do so. During this time, when
  you feast, you can use a (1d12 +your constitution modifier)
  and heal that amount. You must finish the feast
  uninterrupted and can only do so once per long rest.
  Conditioned Transformation
  This boon allows you to allude environmental conditions by
  either shedding fur if somewhere is exhaustingly hot, or to
  gain masses of fur if the environment is brutally cold. You
  have gained the ability to avoid being exhausted to due the
  environment.
  Unnatural strength
  Your transformation gives you the ability to push the limits
  of your strength, as well as improving your bodies muscles.
  You gain proficiency,(advantage if proficient) on any check
  (except for grappling and restraining) that require
  strength, and have advantage on any strength saving throw
  when transformed.
  Bestial Fury
  Choosing this boon you gain the ability to attack recklessly,
  ignoring any form of defense for fierce desperation. You
  gain the ability to attack recklessly (See Barbarian class
  features for more information).
  Sight of Demonic Origins
  With this boon, you gain the ability to see normally in
  darkness for up to 120 feet, both magical and non-magical.
  Leaping Strike
  When you use this ability, you must be doing a running
  start (Running straight for at least 10 feet) for a long jump,
  and when you do so in a direction, you can then do a
  "shove" action combined with an attack action which has a
  chance to knock a creature down and does claw damage as
  normal. This ability allows you to do the shove action and
  still do damage, as well as knocking a creature prone.
  Normal shoving and attack rules still apply.
  Howl of Adrenaline
  Upgrades at level 6
  You can howl as an action causing you to gain 1d4 +4
  temporary hit points for a duration of 1 hour. You can only
  use this ability twice per long rest.
  Endurance of the Beast
  During your transformation, you retain a surge of
  adrenaline and animalistic impulse that flows through your
  veins, giving you more durability during your fights in
  combat. This is also combined with your unnatural ability
  to slowly regenerate over time. On your turn as a Bonus
  Action you can regenerate Hit Points equal to 1d12 + your
  Lycanthrope level. Once you use this feature, you must
  finish a short or long rest.
  Improved Boons:
  These are Boons that you achieve as you level up in this
  class, and if you have the chosen Base Boon prerequisite. If
  you decide you want an Improved Boon, you must be of
  level for the class, and will obtain both the Base Boon and
  the Improved version when chosen. In order to get a
  Superior Boon, you must have the Improved/ Base Boon
  first in order to be able to choose a Superior Boon. The
  Improved Boons Base version, is noted under the Improved
  Boons Name, as well as any prerequisites required to attain the
  Boon.
  Resilient Curse
  Improved Aggressive Mutagen
  Your mutagenic curse, has allowed you to become
  resistant to harmful effects that would normally cause you
  to die or cause pain to you. Having this effect in your blood
  has made it abnormally resilient and you are no longer
  vulnerable to silvered weapons.
  Thrill of the Chase
  Improved On The Hunt
  When transformed, you can now add up to half of your
  base movement when running towards a target. You can
  also add advantage to your Constitution saves while on a
  chase when exceeding your dash limit. You can also You
  can track other creatures while traveling at a fast pace, and
  you can move stealthily while traveling at a normal pace
  when chasing.
  Lycanthropic Orator
  Improved Learned Communication
  You have practiced, and gained the ability to fully speak
  during your transformation, and can form complex
  sentences and commands, as well as ideas.
  Terrifying Visage
  Imrpoved Unnerving visage
  You glare at an enemy with bloodlust in your eyes with a
  show of vicious intent making the enemy fear your very
  being... With an action you can use this ability and the
  enemy must make a Wisdom save (DC = 8 + Prof. +
  Charisma Modifier.), and if they fail they are feared, and
  have disadvantage on all attack roles. If they failed an
  intimidation check made by you before, they do so with
  disadvantage. They can make another wisdom save at the
  end of each of their turns, and if they save from this ability
  they are immune to it for the next 24 hours.
  
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  Enhanced Predatory Reflexes
  Improved Predator Reflexes
  If you are surprised at the beginning of Combat and
  aren't incapacitated, you can act normally on your first turn,
  but only if you enter your transformation before doing
  anything else on that turn.
  Canine Pack Leader
  Improved Canine Companions
  You have communed with other canine-like species and
  have become aware of their dispositions thus making you
  an ally of sorts. While transformed if you are with another
  canine like species or if another creature has pack tactics,
  you gain this trait as well. Example(s): if your druid ally
  transforms into a wolf and fights alongside you, or if a party
  members beast master wolf pet is fighting with you.
  Crushing Bite
  Improved Restraining Bite
  When you are able to restrain a target using restraining
  bite for a whole round, you can forgo doing claw attacks
  and instead do a crushing bite attack (You do not need to
  roll for an attack) dealing 2d12 bludgeoning damage,
  attempting to crush their bones with your jaw. You cannot
  add the rabid bite ability with this effect, as rabid bite only
  effects the target upon puncturing them. You may continue
  to do so on each of your turns if you continue your restraint
  on them. You may only do one claw attack as a bonus if
  you use crushing bite as your action.
  Devouring Wolf
  Imrpvoed Feast of the Wolf
  You have enjoyed your ability to feast on the corpses of
  the fallen as well as prey you have slain. You now are able
  to feast twice per long rest.
  Shape changer lore
  Improved Trackers Prowess
  You can gain advantage on history checks when
  researching and or learning lore on shape changers
  including werewolves , vampires and druids. This also
  allows you to spot specific information on the whereabouts
  of other shape changers such as werewolves and their lairs.
  Rallying Howl
  Improved Howl of Adrenaline
  When you use an action to howl, you can choose up to
  three creatures (that can include yourself) near you (60
  feet) that then gain 10 temporary hit points. Example: If
  you and your allies are under the effects of Rallying Howl
  you cannot gain this effect again and or stack it. You can
  only use this ability twice per long rest.
  Superior Boons
  These are Boons that you must choose and do not upgrade
  on their own. These boons will usually require the Improved
  Boon version of the Base Boons in order to be chosen to
  achieve the Superior Boon.The prerequisites to achieve
  these boons are noted under the name of the Boon. These
  Boons are noteably more powerful due to their effects and
  uses.
  Gigantic wolf
  Prerequisite level 17, Enlarged Transformation
  You grow even more as you have gained in strength and
  power, eventually becoming a huge lycan that has pushed
  further in its transformation. You can choose to grow larger
  when you are in your enlarged transformation. You gain an
  extra +4 to damage rolls because of your immense size, as
  well as becoming huge in size.
  Gluttonous wolf
  Prerequisite: Devouring Wolf
  You have found yourself in a sense of insatiable hunger
  and gain satisfaction from eating your entire fill with ease.
  You can now gain up to half hp from eating a corpse. You
  can still feast twice per long rest.
  Unmatched Hunter
  Prerequisite: Improved on the Hunt
  Having perfected and strengthened your ability to chase
  foes and prey, you have gained the ability to now use dash
  as a bonus action, as long as it is in the direction of an
  enemy/prey. You also have advantage against any obstacles/
  impediments in your way during the chase as well as
  ignoring difficult terrain costs.
  Superior Leaping Strike/ Diving Strike
  Prerequisite Leaping Strike, Level 14
  Having learned the ability to leap at targets and cause
  them to be knocked prone, you have learned to harness this
  ability at a closer proximity, as well as being able to do it
  efficiently in close quarters, When transformed you can
  cause a large or smaller creature to be knocked prone
  when you hit it with claw attack as a bonus action.
  Legendary Constitution
  Prerequisite Conditioned Transformation, Level 20
  Becoming near impossible to take down by an natural
  means, you have attained a point at which your durability
  has reached its maximum. Taking this boon, you gain a +2
  to your Constitution score up to a maximum of 22.
  Might of the Beast
  Prerequisite Unnatural Strength, Level 20
  Your physical abilities have been unmatched and
  untamed. You have used your pure willpower as well as
  your Lycanthrope physicality to push the limits of the
  animal body, causing you to give way to even greater
  strength. Taking this boon, you gain a +2 to your Strength
  score up to a maximum of 22..
  
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  Branching Boons:
  These Boons are Boons that you can choose and will require
  the prerequisite to either the Base Boon or Improved Boon.
  They usually will not contain the power of the Superior
  Boons,but can have specific benefits or uses.
  Stunning Bite
  Prerequisite Rabid Bite , Level 7
  You fangs have become more caustic, and more effective
  at leaving prey vulnerable and incapacitated. You gain the
  ability to try and stun an enemy with a bite attack, piercing
  their nervous system causing momentary shock which can
  make them stunned until the end of your next turn. When
  you make a bite attack, you can declare the use of stunning
  bite after the attack has hit. They must make a Constitution
  saving throw, The DC equals 8 + Proficiency + Strength
  Mod. You can use this feature 3 times per short/ long rest.
  Expert of the Chase
  Prerequisite On the Hunt
  When you are chasing an enemy, your allies within 60
  feet of you receive +10 base speed to their movement if
  they are in on the chase with you.
  
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  Credits and Special
  Thanks; End Notes:
  All Artwork that was used in this class guide/ homebrewery
  does not belong to me and or should NOT be used to profit
  from the artists and their hard work. 
  Homebrewery or/ Naturalcrit.com was used to format and
  produce this work, as well as diviantart.com and imgur.com
  for the links to the images. Various ideas and credits go to
  Matt Mercer and his Bloodhunter class/ Order of the
  Lycanthrope, as well as many other Homebrewery class/
  race creations that have helped this project. Perhaps the
  biggest amount of credit goes to Wizards of the Coast and
  their wonderful game and Books (PHB, DMG, MM) etc.
  Special Thanks:
  A Special thank you to my DnD group and friends for going
  over and looking at my designs for this class, as well as
  various ideas and suggestions that pertaining to figuring
  out this classes details. A thank you to the inpirational films
  and artworks, as well as any other media that inspired me
  to make this class. Another thank you to the cast of Critical
  Role, and their inspirational streams. A biggest thank you
  as well to Dungeon and Dragons 5th edition in making this
  something a truly enjoyed making using their rules and
  roleplaying game.
  End Notes as well as
  thoughts on Class:
  General Thoughts and
  Descriptions
  As far as this class was concerned I wanted to focus on
  something that would not only change the way people
  could see a class, but how I could involve roleplay and a
  focus story element into a class. This class really had its
  beginnings in the simple fact that finding a balanced
  werewolf class was hard, as well as searching for a way to
  truly give an opportunity to play as a Werewolf/ Lycan. It
  was also a way for me to experiment and increase my
  knowledge as a DM, a player and an overall understanding
  of DnD 5e. It is also something I look foward to in playing
  as, as well as play testing, further experiementation and to
  allow others to use and play as. The class itself meshes
  some of the classes such as the fighter, barbarian, warlock,
  monk etc. making it versitile as well as familiar in design. It
  has its occasional new spin on things, as well as giving
  players to still have something to work with in the
  roleplaying, combat and interactive aspect, including
  involving the DM to an extent as well.
  Who should play this class?
  Anyone looking to kick ass as a Werewolf/ Lycan should be
  very interested in this class, as well as being all out animal
  and predator. If you are somone who is willing to let the
  DM control and or make decisions that may effect your
  current situation (This is through forceful transformation).
  As far as DnD 5e goes, you should be interested if you love
  playing as a fighter or barbarian, but want to not have to
  deal with looking for the next set of magical armor/
  weaponry, as well as wanting a simple yet effective method
  of combat. Using this class, you are a very hardy tank, as
  well as mobile on the battlefield. This class gives a good
  amount to roleplay, as well as direction i.e. figuring out who
  gave you the curse? seeking revenge on the Lycan who bit
  you, and ruined your life? Being able to act as if you are
  feral or a beast who seeks only prey?...
  Who shouldnt play this class?
  People who SHOULDN'T play this class are people who
  want to use magic, various magical items, ranged attacks
  and similar things. This class makes magical weaponry and
  armor (most armor and weaponry) unusable as well as
  magic during transformation. An imporatant note is if
  people are looking to multi class and have versitility in an
  archetype (At class level 3 typically) should not play this
  class, as it is very one directional (altought having choices
  through Boons), and is not the best class to multiclass as.
  You also do lack a primary means of coohersion with the
  party, and it should be mentioned that they will have to deal
  with you on the battlefield due to your bloodlust, and not
  being able to break transformations at early levels.
  
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  Changelog for Version 1.5
  Toning down AC buffs, You get +1 AC base throughout
  the whole length of this class AC = 1 + 10 + Con. + Dex.
  Took out Impenetrable Hide/ Alpha wolf hide to better
  offer important choices with ability score increases, as
  well as balancing overall tankiness.
  Changed Rabid bite from being bite = 1d8 + 1d8 + 1d8
  to, the proper 1d8 (prc.) + 1d8 Acid. Updated Rabid bite
  to properly describe sequence and procing usage.
  Make apparent that you can bite or claw during a round
  of mult-attacks. You can choose to Bite ONCE or do a
  round of claw attacks. However, it is noted that you can
  bite but still do a claw as a BONUS action, which is
  without your Str. mod if the bonus attack claw hits.
  Better reflect that a Lycan with magical items is a
  RARE occurance, as well as magical items that work
  with this class..
  Changelog for Version 2.0
  Proper ASI placement in class leveling
  Claw damage reduction from 1d8/1d10 in later levels to
  a 1d6 throughout later levels. This change is to make
  the bite stand out more as an option, as well as
  balancing the damage with critical strikes and beastily
  precision as well as any boons you may aquire along the
  way.
  Changed descriptions to better reflect that a bonus claw
  attack takes into account the Strength ability score
  modifier, as well as stating that you must make an attack
  (bite or claw) to do an offhand claw attack.
  Changing Lycanthrope Demigod, by lowering the
  maximum Str. and Con. Modifiers achievable to 22.
  Getting rid of the Ability score increases, as well as the
  resistance to magical damage. These changes were due
  to the very overtuned nature of this final milestone in
  leveling, and to put it on par with other class level 20
  features. With the new changes there are now more
  important decisions to make when deciding final boons
  to take as well as any ability score increases etc.
  Added new Boons to better reflect late game class
  choices, such as getting strength to 22 or constitution to
  22. Added 2 new Superior boons for later levels
  Toning down the Gigantic wolf boon damage from 1d8
  to a base +4 damage. This is basically just doubling the
  damage from Enlarged transformation from +2 damage
  to +4 on attacks.
  Moved Quickened transformation and superior
  Willpower to level 10, as to not have a dead level in the
  class, and make the halfway point in the class more
  signifigant.
  Moved Ravaging strikes to level 17 to make way for the
  16th level Abiltiy score increase.
  Minor grammatical/design fixes./ Added 2 More pages
  for space, seperating the changelog as well as due to
  more boon options.
  A thank you to username: Gage R. for helping balance
  and give much needed feedback for this class!
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Non-Publisher Titles/Lycanthrope Werewolf Class v2.0.pdf