The world's doctors come in many shapes and sizes. There are apothecaries, shamans, field medics; a lot more variety exists beyond the standard cleric healer of faith. These doctors are better known for their additional social aspect of communicating with patients as well as often treating their ailments through an accessible and nonmagical procedure. Doctors also perform invasive procedures to save lives, like conducting surgeries or helping induce birth. For the most part, doctors are expected to be paragons of good. They are beholden to a code that ensures they do no harm and try their very best to help patients. As such, it should come as no surprise that they often encounter the worst in humanity. Moral issues tail them around as purveyors of a limited good. Temptations can lead a doctor astray and easily make them into a monster.
+When creating your doctor character, consider what sort of doctor they are. Traveling doctors are not unheard of and welcomed often as a benign sight. Of course, there lie rotten apples with every orchard, and your character could very well be a false doctor who extorts money from their patients. Or are you perhaps a grizzled veteran who has seen and treated many, vowing only to go further? Do you discriminate between patients, choosing only to treat certain races or groups? Do you have more knowledge treating individuals of these specific races over other races? What is your special doctor touch? There are the diné, medicine men who specialize in warding off evil spirits, as well as the alchemists of the east who craft potions of alleged immortality.
+What drives your doctor? Money? Fame? Doctors are generally recognized one way or another within communities where they practice as figures of authority. Have they maybe experienced crippling illness themselves, spurring them into this field? Due to the strain of the work, doctors may disassociate themselves from patients or choose to treat everyone professionally. Consider how your character deals with all the death they may have seen, as well as any miracles of medicine they may have witnessed. They, above all others, know the fragility of life and how easily it can be forgotten. In a world where everyone can not pay for resurrection spells or even minor curative magic, a doctor can be the final arbiter between who lives and who dies.
+Doctors vary widely based on their specialized treatment options. Some take care of specific age groups while others focus on general, minor treatment of everyday aches and pains. Stranger still are those who practice native medicinal techniques that are anachronisms.
+| d6 | Field of Practice |
| 1 | Shaman. You use a variety of ancient ancestral techniques that use a range of remedies from plants to inhalation agents. You have an herbalism kit. |
| 2 | Modern. You have an understanding of basic family medicine to keep people healthy after years of studying. You have a set of doctor's tools. |
| 3 | Plague. Using your old and time-tested techniques of humorism and knowledge of bodily fluid, you use things like leeches and perform minor surgeries. You have a plague doctor's case. |
| 4 | Holistic. Home care remedies are trusted by many, no matter how it cannot be explained, including acupuncture and cupping. You have a case of home remedies like needles, glass cups, and oils. |
| 5 | Cosmic. Doctors who know of the energies in the universe and their interactions with the body understand there are materials that can balance and imbalance the body to cause illness, including lapidary practices and meditation. You have a case of up to 10 gemstones of your choice, each one worth no more than 5 gp. |
| 6 | Folk. Old folk remedies include poultices and brews that passed through stories and local history, like a stone soup or octane-rating toddy. You have a satchel of remedy ingredients including sachet cloth, onions, and containers of crushed herbs and a flask of honey. |
Doctors come from many walks of life. Some may be well educated while others may have learned how to be a doctor through the passing down of knowledge from one generation to another, while others may have had to start from scratch and have had to learn as they doctored. Regardless, many doctors are troubled by harrowing events they bore witness to. Some are shockingly pragmatic, with an "it may not be pretty, but you'll live" approach to problems. Many are seemingly tireless, hard-working individuals. Some can be inspiring souls, with a deep appreciation, not only for life, but for the person who is alive as well.
+However you may have earned your prestige or title as a doctor, you are now known to be a person who has sworn to do their very best to save lives. Your certification as a doctor makes others see you as a nonpartisan who often does what is right, no matter the case. In instances where there may be fractious conflict between neighbors or borders, you, as a doctor, may be the ideal figure to ask to mediate. If you require crossing into dangerous territory, like one of war or feud, authorities will be more lenient on your plea due to your profession providing ample reason in their eyes. This is not to say you will always get a free pass, as the respect owed to doctors is not always a given in society. Additionally, if your plea contradicts the role of a doctor, you may arouse more suspicion than usual.
+Choose a creature type besides humanoid to be a specialized doctor of. You are generally aware of what substances are helpful or harmful to members within the species of that type. If you encounter new species, you can put together a rough idea of how old knowledge affects new and fascinating creatures. Spending time to study a creature lets you get a better and more accurate idea of minute details to treat issues that might ail them, as well as what ailments can develop. Other doctors may not take you as seriously, but anyone who has an important animal, such as a knight's steed or a caster's familiar, will have deep respect for you, for acknowledging that their creature is worth saving.
+You have a better idea for treatments for Aberrations.
+You have a better idea for treatments for Beasts.
+You have a better idea for treatments for Celestials.
+You have a better idea for treatments for Constructs.
+You have a better idea for treatments for Dragonss.
+You have a better idea for treatments for Elementals.
+You have a better idea for treatments for Fey.
+You have a better idea for treatments for Fiendss.
+You have a better idea for treatments for Giantss.
+You have a better idea for treatments for Monstrosities.
+You have a better idea for treatments for Oozes.
+You have a better idea for treatments for Plantss.
+You have a better idea for treatments for Undead.
+The lifestyle of an adventurer was never really to your suiting. Your friends went off and fought dragons and pixies; whatever took their fancy. But not you. You found interest in the smaller details of life. Why does this stone have this particular mark on it? Where on earth is this item or information found? You have dedicated your life to the much humbler lifestyle of finding these mysteries and then answering them. You are a researcher!
+Why do you prefer this opposed to adventuring? Do you find the ideals of adventuring too dangerous, or too boring? Do you see yourself as an Indiana Jones character? What do you study? Why do you want to study it? Does it relate to your parents' professions or are your simply seeking power through knowledge?
+Every researcher has their own reasons for hunting down information. While not all of them are your stereotypical nerd, they can normally hold themselves in a fair fight.
+Your studies have all channeled into a single, great project. This project could be of a weapon, a magic item or something related to your studies. Ask your DM if they are ok with your project. During a Long Rest, you can progress your studies. Roll a DC10 Intelligence check with an ability related to your studies ( Poisoner's kit/Nature for poisons, Alchemist's supplies for potions, History for lore, and Arcana for magic). Every time you succeed, your project is a step closer to completion. The DM decides how many rolls you have to do before the project is complete. Also, your DM can change the DC to better reflect what it is you are trying to accomplish.
+You have some renown as a researcher in your field of study, whatever that may be. When traveling from town to town, you can find sanctuary in a library or the lab or home of another researcher in that town. You can also receive help and ask for information from said researcher or librarian, and they will be much more likely to help you, if they can.
+"For generations, our village has had to live under the constant threat of possible invasion from demonic entities. That was until they arrived. A figure glowing with energy told us not to worry, as they would take care of the menace that we faced. Although we are unsure of what became of that individual, after they left, there hasn't been a demon sighting in these parts for years. -Yadris, Village Mayor"
+On one normally quiet and tranquil day, a figure moves through the dried husk of a forest with a letter in hand. The charred and blacked ground crunches between their feet as they move onwards towards their target. Soon they spot their target in the distance, an impressive city with massive gray walls adorned with guard towers. As the figure approaches, the walls seem to almost crumble to dust before him as the sight of the broken and crumbled wall seem to break the figure's trance of imagining the once majestic walls that once guarded this town. Stepping inside, the figure sees burnt and dilapidated houses stretching as far as the eye can see. The figure smiles, as he notices the hulking figure of a demon covered in a multitude of boils, horns, appendages. Undeterred, the figure charges the demon ready to slay their mark. This individual is a demon hunter.
+Demon hunters are individuals who have chosen to make a pact with a vengeful angel or a devil in order to exterminate demons. A demon hunter's pact can take many forms, it may be a brand on their skin, it may allow the demon hunter to glow with white or black energy, or it may even affect the very way a demon hunter thinks and speaks. Even so, through this pact, demon hunters gain the ability to harness magic as well as the power to feel the life essences of fiends and undead. Their tenacity in combat, along with their effective use of finesse and magic allows them to adapt to a variety of circumstances both in and out of combat.
+Those who choose this path tend to crave battle and power, and at times, are often known to enter a trance where they kill their targets with no remorse. By choosing to become a demon hunter, these individuals have chosen to a life of killing as they know their job doesn't stop with the death of one demon, it only ends with either the extermination of all demons or their death. Many demon hunters therefore choose to travel with others, as alone, demon hunters often fall into an endless cycle of killing with no remorse.
+As you are creating a demon hunter, keep in mind how your character relates to society and why they took up monster hunting. Why are you devoted to a cause of killing demons? Why did you decide to make a deal with your patron? Was it for revenge, power, or does it serve some other purpose? Is your patron an angel or a devil? Why would your character decide to group up with others? Do you have another goal besides the killing of demon's? Typically, a demon hunter without a goal or cause is lost.
+You can make a demon hunter quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score followed by Wisdom then Constitution. Second, choose the Faction Agent background. Third, choose the leather armor, a rapier for the martial weapon and a shield, the arcane focus, and the dungeoneer's pack.
+As a demon hunter, you gain the following class features.
+You start with the following equipment, in addition to the equipment granted by your background:
+| Level | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level | Bonus Weapon Damage |
| 1st | Pact Magic, Hunter's Bane | 2 | 2 | 1 | 1st | — |
| 2nd | Coalesced Power, Preferred Weapons | 2 | 3 | 2 | 1st | +2 |
| 3rd | Hunter Order | 2 | 4 | 2 | 1st | +2 |
| 4th | Ability Score Improvement | 3 | 5 | 2 | 1st | +2 |
| 5th | Extra Attack | 3 | 6 | 2 | 2nd | +3 |
| 6th | Hunter's Bane Improvement | 3 | 7 | 2 | 2nd | +3 |
| 7th | Hunter Order feature | 3 | 8 | 2 | 2nd | +3 |
| 8th | Ability Score Improvement | 3 | 9 | 2 | 2nd | +4 |
| 9th | Gilded Eyes | 3 | 10 | 2 | 3rd | +4 |
| 10th | Preferred Weapons (2) | 4 | 10 | 2 | 3rd | +4 |
| 11th | Sheer Skill | 4 | 11 | 3 | 3rd | +5 |
| 12th | Ability Score Improvement | 4 | 11 | 3 | 3rd | +5 |
| 13th | — | 4 | 12 | 3 | 4th | +5 |
| 14th | Hunter Order feature | 4 | 12 | 3 | 4th | +6 |
| 15th | Combat Style | 4 | 13 | 3 | 4th | +6 |
| 16th | Ability Score Improvement | 4 | 13 | 3 | 4th | +6 |
| 17th | — | 4 | 14 | 4 | 5th | +7 |
| 18th | Hunter Order feature | 4 | 14 | 4 | 5th | +7 |
| 19th | Ability Score Improvement | 4 | 15 | 4 | 5th | +7 |
| 20th | Resilience | 4 | 15 | 4 | 5th | +8 |
At 1st level, your arcane research and the magic bestowed on you by your angelic or devil patron have given you facility with spells.
+You know the eldritch blast cantrip and one other cantrip of your choice from the demon hunter spell list. If you already know the eldritch blast cantrip, you instead learn two other cantrips of your choice from the demon hunter spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Demon Hunter table.
+The Demon Hunter table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your demon hunter spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
+For example, when you are 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell hellish rebuke, you must spend one of those slots, and you cast it as a 2nd-level spell.
+At 1st level, you know two 1st-level spells of your choice from the demon hunter spell list.
+The Spells Known column of the Demon Hunter table shows when you learn more demon hunter spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 9th level, for example, you learn a new demon hunter spell, which can be 1st, 2nd, or 3rd level.
+Additionally, when you gain a level in this class, you can choose one of the demon hunter spells you know and replace it with another spell from the demon hunter spell list, which also must be of a level for which you have spell slots.
+Wisdom is your spellcasting ability for your demon hunter spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a demon hunter spell you cast and when making an attack roll with one.
+Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
+Spell attack modifier = your proficiency bonus + your Wisdom modifier
+You can use an arcane focus as a spellcasting focus for your demon hunter spells.
+Beginning 1st level, you have advantage on Wisdom (Survival) checks to track undead and fiends, as well as on Intelligence checks to recall information about them. Upon reaching 6th level, you have advantage on Wisdom (Insight) checks and Wisdom saving throws against undead and fiends.
+Beginning at 2nd level, when you cast eldritch blast, you may add your Wisdom modifier to the damage it deals on a hit if you do not already add an ability modifier to the spell's damage.
+Beginning at 2nd level, you have trained for years with two weapons of your choice that have become your preferred weapons. Choose a martial melee weapon and a martial ranged weapon. You have a +2 bonus to damage rolls with these weapons. The amount of bonus damage increases as you gain levels, as shown in the Bonus Weapon Damage column of the Demon Hunter table.
+At 10th level, you may also choose another martial melee weapon and martial ranged weapon to also gain this benefit.
+Beginning at 3rd level, you choose a subclass that you emulate in the exercise of your hunter abilities: Deathblade, Power Fiend, or Arcane Devastator, all detailed at the end of the class description. Your subclass choice grants you features at 3rd level and again at levels 7th, 14th, and 18th.
+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.
+Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
+Beginning at 9th level, you gain darkvision for 60 feet. If you already have darkvision, the range is instead increased by an additional 30 feet.
+Starting at 11th level, before the results of a roll have been announced, you may add 1d6 to any roll you make. You may not use Sheer Skill more than once on any roll you make. You may use this feature an amount of times equal to your proficiency bonus and you regain all uses of this feature after you finish a short or long rest.
+Beginning at 15th level, you may choose a combat style that emphasizes your specialty in combat.
+Through practice, you have learned how to anticipate upcoming attacks in order to dodge them. You may take a specialized Dodge action as a bonus action, which gives you the effects of the Dodge action and advantage on Dexterity saving throws until the start of your next turn. You may use this feature a number of times equal to your half your Dexterity modifier rounded up (minimum of one), and you regain all uses of this feature after you finish a long rest.
+You have focused all your training efforts into learning how to properly connect with your spells and cantrips. You have a +1 bonus to your spell attack rolls and spell save DC.
+You have spent ages learning how to effectively kill your hated enemies. You have advantage on your first weapon attack roll each turn when targeting a demon or undead, and deal additional damage equal to your proficiency bonus on that attack.
+You have trained your hands at the point of mastery at handling of crossbows. You ignore the loading property of crossbows with which you are proficient and being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with crossbows.
+Through practice, you have learned how to anticipate upcoming attacks in order to dodge them. You may take a specialized Dodge action as a bonus action, which gives you the effects of the Dodge action and advantage on Dexterity saving throws until the start of your next turn. You may use this feature a number of times equal to your half your Dexterity modifier rounded up (minimum of one), and you regain all uses of this feature after you finish a long rest.
+You have focused all your training efforts into learning how to properly connect with your spells and cantrips. You have a +1 bonus to your spell attack rolls and spell save DC.
+You have spent ages learning how to effectively kill your hated enemies. You have advantage on your first weapon attack roll each turn when targeting a demon or undead, and deal additional damage equal to your proficiency bonus on that attack.
+You have trained your hands at the point of mastery at handling of crossbows. You ignore the loading property of crossbows with which you are proficient and being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with crossbows.
+Beginning at 20th level, you attain the pinnacle of resilience on battle. If you have no more than half your hit points left, as a bonus action, you can spend up to two hit dice to heal yourself for an amount of hit points equal to amount rolled + your Constitution modifier for each hit die rolled. You can not use this feature if you have 0 hit points.
+Deathblade demon hunters who adhere to this path are no strangers to the grimmer parts of their job as demon hunters. Due to the strain of the job, some of these individuals lose themselves over time, becoming more and more immersed with death as time goes by. In exchange, they receive the powers of the grim art of death, allowing them to quickly bring death to others while forestalling the death of their friends.
+ + + + + + +Beginning at 3rd level, you have accepted death as a natural part of life for all creatures except yourself. If you succeed on a death saving throw, you may regain 1 hit point. Once you use this ability, you can not use it again until you finish a long rest.
+Beginning at 3rd level, your speed and evasiveness have reached new levels. Your base walking speed is increased by 5 feet, and may take the Disengage action as a bonus action.
+At 7th level, your experience instills you with what you need to act cunning in combat. You may add your Wisdom modifier to your initiative rolls.
+Beginning at 7th level, your knowledge of death limits exemplified. You have advantage on Wisdom (Medicine) checks to stabilize creatures and you may attempt to stabilize a creature as a bonus action.
+Beginning at 14th level, you know how to quickly bound towards other creatures and make a quick strike against them. As a bonus action, you may move 15 feet in a direction and make a weapon attack against a creature within range. You may use this feature a number of times equal to your proficiency bonus and you regain all uses of this feature at the end of a long rest.
+Beginning at 18th level, you have learned how to effectively stop death. As an action, you may bind a creature's soul to your current plane as long as the creature is within 60ft of you. You may choose to target a living creature or you may target a creature that has not been dead for more than 1 round(6 seconds). If the creature was living, until the start of your next turn, that creature can not be killed or knocked unconscious. If the target would take damage that knocks them unconscious, they instead remain conscious at 1 hit point. If the target was recently slain, you return that creature to life with 50 hit points and with 0 failed death saving throws. Once you use this feature, you may not use it again until you finish a long rest.
+Some demon hunters believe that without sufficient power and durability they stand no chance against the very demons they swore to slay. As such, these individuals choose to become Power Fiends allowing them to harness power akin to that of the very creatures they swore to destroy. However, no matter the threats they face, from rampaging demons and hordes of elementals to towering giants and terrifying dragons, Power Fiends will face them head on to act as the bulwark between civilization and the terrors of the Abyss.
+ + + + + +Beginning at 3rd level, your body becomes hardened to the effects of battle. Bludgeoning, piercing, and slashing damage that you take is reduced by 2 (damage reduction is before resistance). This amount increases by 1 at 5th level, 11th level, and 17th level.
+Beginning at 3rd level, you have advantage on Constitution saving throws against extreme weather.
+Beginning at 7th level, your pact with the fiendish entity now grants you some degree of protection. You are now considered to be under the effects of nondetection at all times and may not be moved or teleported by a magical effect without your consent.
+Beginning at 14th level, you have learned how to put your full might behind your attacks. As a bonus action you may enter a state of all out aggression for 1 minute. Your first weapon attack that hits each turn deals additional damage equal to your proficiency bonus. However, while in this state, you have disadvantage on Wisdom and Intelligence saving throws. Once you use this feature, you may not use it again until you finish a short or long rest.
+Beginning at 18th level, after being hit by an attack and taking damage, you may make a reaction to make it so that no damage is done. You may use this feature twice and you regain all uses of this feature after you finish a long rest.
+Arcane Devastators could simply be described as those who want an abundance of magical power to destroy their enemies, but that would be a bit too simple. Although they can not cast as many spells as traditional spellcasters, these individuals still try their hardest to manipulate magic in whatever way they can to their betterment. In the end though, how each Arcane Devastator deals with their limitations on magic, is what determines who succeeds and who fails.
+ + + + + + +Beginning at 3rd level, whenever you finish a long rest, you can choose one of the demon hunter spells you know and replace it with another spell from the demon hunter spell list, which also must be of a level for which you have spell slots.
+Beginning at 3rd level, you gain proficiency in the History or Arcana skill, and if you already have proficiency in it, your proficiency bonus is doubled for any check you make using it.
+Beginning at 3rd level, when you make an ability check or a saving throw and have disadvantage on the roll, you can cancel the disadvantage for that roll. Alternatively, before you make an ability check or a saving throw, you may add your proficiency bonus to the roll regardless of whether you are proficiency in the check or not. Once you use this feature, you may not use it again until you finish a long rest.
+Beginning at 7th level, when you cast a spell that deals damage, you deal 1 additional point of damage per damage die. This bonus damage is the same damage type as the damage from the spell.
+Beginning at 14th level, you have learned how to reach into your inner most depths of your pact for more magic. You gain an additional demon hunter spell slot.
+Beginning at 18th level, your pact can now further enhance your spellcasting capabilities. You may cast any 5th level or lower spell from the demon hunter spell list once. Once you use this feature, you may not use it again until you finish a long rest.
+This bladed circular disc is an unusual thrown weapon. It glides through the air, slicing through anything in its path. Warriors who specialize with the chakram can learn to throw it in such a way that it returns to them after cutting the enemy.
+ +The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it.
+ +The double-bladed scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long, curving blade on either end. Forged with techniques honed over centuries, these blades are strong, sharp, and remarkably light.
+ +An ordinary rope may be turned into a lasso.
+A Large or smaller creature hit by a lasso is Restrained until it is freed. A lasso has no effect on creatures that are formless, or creatures that are Huge or larger. Treat a completely stationary target as having AC 10.
+A creature caught by a lasso can use its action to make a DC 10 Dexterity check, freeing itself or another creature within its reach on a success. Dealing 3 slashing damage to the lasso (AC 10) also frees the creature without harming it, ending the effect and turning the lasso into a cut rope.
+A human holding a quarterstaff puts a hand on the shoulder of a bulky paladin whose armour starts to glow as he breathes a word of gratitude before charging back into the fray. Darkness clouds the eyes of an elf who steps over the body of a fallen friend and with a single touch of a finger makes the culprit crumble to the ground. Rushing past the legs of enemies and allies a halfling comes to the aid of a fallen friend and with gentle attention helps them back to their feet. A Fateweaver has learned the secrets of life and holds the scales of fate in their hand. With or without magic they tip the scales of fate to their will and determine whether a creature lives or dies. Their magic has roots in the very fabric of creation bringing them to the crossroads of destiny.
+Through study and training a fateweaver has refined their magical skills to be able to aid those in need better than anyone. Drawing from a pool of healing magic fateweavers can channel life through their touch. With powerful wards they can spare their friends, with quick hands they can patch up those in need, with blades they bring enemies to their ends, with a touch they can knock someone off their feet. They train to overcome death or bring it if they so wish. Angels of Death, fateweavers are also adapt melee fighters who can tip the scales in their favour with magic blades and crippling blows.
+Dealing with these dual forces of life and death fateweavers can be found on every end of the spectrum involved in the circle of life. The very best and the very worst can come from their capabilities and with little but themselves to govern them it is their personality that fully drives them to make the decisions that lie within their powers. Their reputation is one of wisdom and where they arrive they are often perceived with a mixture of respect and fear. Though they are few, their ability is well known and revered. Where a fateweaver goes rumors can be expected to trail behind them and linger long after they have gone.
+When you create a Fateweaver, it is most important to consider how you obtained your skills. Is it through magical predisposition or through rigorous study of the human body? Did you want to help those in need of those in need of your skills or are you simply doing it because you can. Secondly the knowledge you have can be used for healing, but also for harming. What focus do you have and how do you deal with people requiring your services?
+You can make a Fateweaver quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength or Dexterity. Second, choose the Sage background.
+As a Fateweaver you gain the following class features.
+You start with the following equipment, in addition to the equipment granted by your background:
+| Level | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
| 1st | Spellcasting, Healing Points | 2 | 2 | 2 | - | - | - | - | - | - | - | - |
| 2nd | Patching | 2 | 3 | 3 | - | - | - | - | - | - | - | - |
| 3rd | Foundation of Fate | 2 | 4 | 4 | 2 | - | - | - | - | - | - | - |
| 4th | Ability Score Improvement | 3 | 5 | 4 | 3 | - | - | - | - | - | - | - |
| 5th | Superior Stabilisation | 3 | 6 | 4 | 3 | 2 | - | - | - | - | - | - |
| 6th | Soothing Presence, Saved From Death | 3 | 7 | 4 | 3 | 3 | - | - | - | - | - | - |
| 7th | Foundation of Fate feature | 3 | 8 | 4 | 3 | 3 | 1 | - | - | - | - | - |
| 8th | Ability Score Improvement, Sanctified Healing | 3 | 9 | 4 | 3 | 3 | 2 | - | - | - | - | - |
| 9th | - | 3 | 10 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
| 10th | Radiant Flare, Foundation of Fate feature | 4 | 11 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
| 11th | Healthy Body | 4 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 12th | Ability Score Improvement | 4 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 13th | - | 4 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 14th | Foundation of Fate feature | 4 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 15th | Shield Ward | 4 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 16th | Ability Score Improvement | 4 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 17th | - | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | Medical Accuracy | 4 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | Ability Score Improvement | 4 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | Touch of Life | 4 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
See chapter 10 for the general rules of spellcasting and below for the Fateweaver’s spell list.
+At 1st level, you know two cantrips of your choice from the Fateweaver spell list. You learn additional Fateweaver cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Fateweaver table.
+The Fateweaver table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Fateweaver spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st level spell cure wounds and have a 1st level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
+You know two 1st-level spells of your choice from the Fateweaver spell list. The Spells Known column of the Fateweaver table shows when you learn more Fateweaver spells of your choice Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Fateweaver spells you know and replace it with another spell from the Fateweaver spell list, which also must be of a level for which you have spell slots.
+Wisdom is your spellcasting ability for your Fateweaver spells. Your power comes from training and studying. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Fateweaver spell you cast and when making an attack roll with one.
+Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
+Spell attack modifier = your proficiency bonus + your Wisdom modifier
+You can use an arcane focus as a spellcasting focus for your Fateweaver spells.
+You can channel the energy and magic of life through the touch of your fingers, magically healing them. You have a pool of healing points that replenishes when you take a long rest. This pool of healing points is equal to your Fateweaver level x 10. This pool increases to 12 x your level at 5th level, 15 x your level at 9th level, 18 x your level at 13th level and 20 x your level at 18th level As an action, you can touch a creature and channel energy from a pool of healing points into the creature you touch to restore the same number of hitpoints, up to the maximum amount remaining in your pool. Alternatively, you can spend 5 hit points from your pool of healing to cure the target of one disease or neutralise one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of your Healing points, provided you spend the cost for each disease or poison in the total you spend. Fateweavers can spend 10 healing points to restore a spell slot, in order to restore higher spell slots 10 healing points per level will be spent, no action required. This feature has no effect on constructs.
+From 2nd level, your medical expertise can aid your recuperating allies. During a short rest you can spend 10 healing points or one use of the healer’s kit to restore extra hitpoints to every ally recovering health during the rest. The number of extra hitpoints to each ally is equal to your wisdom modifier, (minimum of 1).
+Your medical expertise can aid your recuperating allies. During a short rest you can spend 10 healing points or one use of the healer’s kit to restore extra hitpoints to every ally recovering health during the rest. The number of extra hitpoints to each ally is equal to your wisdom modifier, (minimum of 1).
+When you reach 3rd level, you determine your own path by choosing in which way you wish to influence the strings of fate. Tapping for the first time into deeper wells of knowledge and magic you choose foundation in Energy, Force or Medicine. Your choice will grant you new skills at 3rd, 7th, 10th and 14th level.
+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.
+Your training has given you a better understanding than anyone at how to save someone from the approaching claws of death. From 5th level on, you can instead medicine check as a bonus action and when you stabilize a person through a medicine check or use of the healing kit, they are not only stable, but awake with 5 hitpoints. The creature can't gain HP again from this feature until it finishes a short or long rest.
+From level 6 your ability becomes visible in the way your carry yourself. The very presence of you is a comfort to your allies and instills them with a profound confidence. Allies within 15 feet of you have advantage on saving throws against being frightened and on saving throws to recover from being frightened. Additionally when frightened, allies can move closer to the source of their fear as long as they are moving in a straight line towards you.
+Upon reaching level 6 You can use revivify once without any material components. You can only do this once every long rest.
+Starting at level 8, you may spend 10 healing points to add 3d6 to any healing spell, attack spell or check. Every 5 extra healing points used after adds another 1d6 to the action.
+You've become so attuned to the arcane energies of healing, that you channel this into the very air around you to aid your allies. At level 10, up to as many times equal to your Wisdom modifier per long rest, you may use your reaction to channel a burst of energy when an ally within 10ft takes damage. This burst spreads in a 30ft radius and can do either 4d8 healing to living creatures or damage to undead. May choose number of targets up to 3 + Wisdom modifier. Each use must either heal or damage, but not both at once. If choosing to damage, target must make a Constitution save. If successful, target takes half damage.
+The use of your abilities is having long lasting effects on you yourself. Beginning at level 11 you can use your reaction to give yourself advantage on attack rolls, ability checks, saving throws for one round. You can only use this ability once per long rest.
+From level 15 on, As many times as your spell modifier, while wielding your shield, you can use your reaction to cast a magical shield of 10 ft radius around yourself. This shield prevents any creature within its protection from dropping to 0 hitpoints, instead letting them drop to a minimum of 1 hitpoint. The shield disappears immediately.
+At 18th level your knowledge of creatures is so thoroughly refined that you can find the softspots in a split second. An attack roll scores a critical hit on a roll of 19 or 20.
+At level 20 you are so well versed in commanding the strings of fate that you have learned to save yourself from the brink of death. If you would die while you are at zero hitpoints, you magically cling to life, as long as you still have a spell slot and/or healing point and come back to life conscious, with 1 hitpoint, no healing points and no spell slots available. You can perform this impressive feat only once per day.
+You choose to focus your training on the exchange of energy between creatures. You embrace necrotic energy that can drain the life force of your enemies and enhance yourself with this very same energy. While some may consider it a dark path, it is a natural way of being that can aid you and your allies in staying on your feet longer than anyone.
+ + + + +When you choose this foundation at level 3 you learn how to draw energy through your weapon strikes. Every time you roll a critical hit on an attack roll with a melee weapon you are proficient with, you regain 1d4 + your wisdom modifier in hit points.
+At level 7 A number of times equal to your wisdom modifier, after you spend healing points on someone or stabilised them any creature successfully making an attack against the target before the end of the target’s next turn takes 1d6 necrotic damage.
+From level 10 your energy control becomes even greater. A 19 now also triggers the draining weapon and the weapon restores 2d4 + your wisdom modifier hit points. Any excess is transferred to temporary hit points.
+When you reach level 14, you can draw on the very edges of your powers to save you when you are in a pinch. You can use your action to try to touch a creature and do 5d8 necrotic damage, which you will regain as hit points. After this both you and the target must make a Constitution saving throw against your spell save DC or suffer two levels of exhaustion each.
+Your training continues your study into deep magic where you learn to shield your allies before anything can harm them by conjuring wards of force. You will allow your allies stand tall no matter what they will be facing. By applying your magic you can take control over the battlefield and ensure you will never stand alone.
+ + + + +Upon choosing this foundation at level 3 you gain the ability to lay strong wards over your allies. You can use your action to touch an ally and lay a protective ward over them that absorbs all of the damage from the first hit they take, even if they are immune. The ward lasts 1 minute or until the target takes damage. You can use this feature an equal amount to your spell modifier.
+At 7th level you learn to infuse your healing magic with warding charms. A number of times equal to your wisdom modifier, after you spend healing points on someone or stabilised them they gain resistance against bludgeoning, slashing and piercing damage until the end of their next turn.
+From level 10, If struck, the ward now also returns 2d8 worth of damage back at the attacker.
+When you reach level 14 you can draw upon the utmost of your magic in time of need. You can use your reaction to create a ward protecting up to 8 creatures of your choice within 120 feet of you that you can see from falling below 1 for one round. The ward immediately disappears and you suffer a level of exhaustion for every 4 creatures your ward protected, rounded up. You may use this reaction twice.
+Instead of depending on magic you continue to train your skills in medicine to aid your allies more efficiently. You will fling across the battlefield working your skilled hands in saving lives when times are at their most desperate. Your skills and knowledge will be there whenever they are called for and you can choose exactly where to use them.
+ + + + +When you choose this foundation at level 3, you learn to push yourself further when necessary. Up to a number of times equal to your Wisdom modifier (minimum once), you can take the Dash action as a bonus action. You regain all spent uses upon finishing a long rest.
+Starting at level 7 you have become so adept at what you do it takes you less time to do so. Spending healing points and stabilising someone only costs you a bonus action.
+At level 10 you can use your Desperate Dash one more time (one use higher than your Wisdom modifier), and you regain spent uses upon finishing a short or long rest. Also doesn't provoke attack of opportunity if used to move away from a creature.
+When you reach level 14 you can fashion medicine under pressure unlike anyone else to get out of a pinch. You use an action to restore half an ally’s hitpoints in temporary hit points until the next short or long rest. These hit points cannot be recovered during the next long rest or by spending hit dice and require a second long rest or magical healing to be actually regained.
+A man flips his knife, over and over again. Suddenly it disappears, and a purple blade appears in the stomach of the man behind him. Someone grabs the dagger, thinking the man to be vulnerable, but the knife disappears in his hand. As the glowing weapon is stabbed through his skull, he realizes who he was dealing with as the world goes black.
+The psiblade is a warrior who specializes in a martial method that combine one's natural psychic abilities with fighting training to create a unique and unpredictable technique. A psychic combatant usually is member of a race that have already natural predisposition to develop psychic abilities, being psiblades very common between giths for example. However, anyone with enough mental prowess can learn the secrets of psionics and learn how to fight with them becoming a psiblade, with the proper training.
+When creating a psiblade, answer a few questions: how did you discovered your psychic abilities? Did you have been trained by someone or they have awakened spontaneously as you grew older? Why did you become a psychic warrior? To protect yourself using your new found powers and as means to survival, or are you follower of a long forgotten martial tradition?
+What's your place in the world, and why did you become an adventurer? You want just to discover and hone more and more your powers, or do you have a bigger goal in mind?
+You can make a Psiblade quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity or Strength, depending on the type of weapon you intend to choose. Finally, a good Constitution score can grant you more durability in combat. Second, choose the hermit background. Third, choose the rapier, longbow with a quiver of 20 arrows, and a explorer's pack this also include two daggers.
+As a psiblade, you gain the following class features.
+You start with the following equipment, in addition to the equipment granted by your background:
+| Level | Features | Psychic Damage |
| 1st | Psiblade Discipline, Unarmored Defense | - |
| 2nd | Mindspy, Psychic Channeling | 1d4 |
| 3rd | Sixth Sense, Psiblade Discipline Feature | 1d4 |
| 4th | Ability Score Improvement | 1d4 |
| 5th | Extra Attack, Psychic Channeling Improvement | 1d6 |
| 6th | Mental Barriers | 1d6 |
| 7th | Psiblade Discipline Feature | 1d6 |
| 8th | Ability Score Improvement | 1d6 |
| 9th | Telekinesis | 1d8 |
| 10th | Resilience | 1d8 |
| 11th | Psiblade Discipline Feature | 1d8 |
| 12th | Ability Score Improvement | 1d8 |
| 13th | Telekinesis Improvement | 1d10 |
| 14th | Resilience Improvement | 1d10 |
| 15th | Psiblade Discipline Feature | 1d10 |
| 16th | Ability Score Improvement | 1d10 |
| 17th | Telekinesis Improvement | 1d12 |
| 18th | Resilience Improvement | 1d12 |
| 19th | Ability Score Improvement | 1d12 |
| 20th | Psiblade Discipline Feature | 1d12 |
Starting at 1st level, While you are not wearing any armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.
+At 1st level, you chose a psiblade discipline. Choose between the Ascetic Saint and the Mind Drinker, both detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 7th, 11th, 15th and 20th levels.
+Starting at 2nd level, you can channel your psychic energy into your attacks. You gain the following benefits:
+Psi blade. As a bonus action before making an attack roll, you can infuse a strike with psychic energy. As a part of the Attack action, You can add your Intelligence, instead of Strength or Dexterity, to the attack and damage roll on a hit. On a success, you deal additional damage equal to your psychic damage die, as shown on the Psychic Damage column on the Psiblade table. This damage is psychic. When you reach the 5th level, you can roll one additional psychic damage die to the damage roll on a hit.
+Telekinetic Push. When you take the Attack action on your turn, you can push an opponent with your mind. You can use this push as part of your Attack action, if you are able to make multiple attacks. Make a melee weapon attack, using your Intelligence modifier, against a target within 5 feet. On a hit, you deal damage equal to the damage shown on the Psychic Damage column on the Psiblade table and push the target 5 feet away for each Proficiency Bonus point you have.
+You can channel your psychic energy into your attacks.
+Psi blade. As a bonus action before making an attack roll, you can infuse a strike with psychic energy. As a part of the Attack action, You can add your Intelligence, instead of Strength or Dexterity, to the attack and damage roll on a hit. On a success, you deal additional damage equal to your psychic damage die, as shown on the Psychic Damage column on the Psiblade table. This damage is psychic. When you reach the 5th level, you can roll one additional psychic damage die to the damage roll on a hit.
+Telekinetic Push. When you take the Attack action on your turn, you can push an opponent with your mind. You can use this push as part of your Attack action, if you are able to make multiple attacks. Make a melee weapon attack, using your Intelligence modifier, against a target within 5 feet. On a hit, you deal damage equal to the damage shown on the Psychic Damage column on the Psiblade table and push the target 5 feet away for each Proficiency Bonus point you have.
+When you reach the 2nd level, you can sense thoughts of creatures around you. You have advantage on all Wisdom checks made to perceive intentions, emotions and feelings of any creature you can see within 30 feet, that has Intelligence score bellow your Wisdom score, but higher than 3.
+In addition, you can make Wisdom (Perception) checks as a bonus action.
+At 3rd level, you develop a deep awareness to perceive threats with your thoughts. You can sense any creature with Intelligence score of 7 or higher, without relying on sight, up to a range of 20 feet. If the creature is a hostile creature you have seen before within the last 7 days, this sense increases to 60 feet.
+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.
+Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
+At 6th level, you start to develop stronger mind barriers. You double your proficiency in Wisdom saving throws. At 18th level, your mental defenses increase, and you also gain proficiency in Charisma saving throws.
+At 9th level, you can use your mind to move yourself and objects around you. As an action, you can move a willing creature or object within your telekinetic push range up 10 feet for each Intelligence modifier point you have. The target can't weight more than 10 pounds for each level you have on this class. Using this feature requires concentration (as if you were concentrating on a spell). At the start of each of your turns, you need to spend your action keeping control over the moved object or creature, otherwise the creature or object will fall on the ground (if it is suspended) and you will lose your grasp.
+Starting at 13th level, you can also try to move a unwillingly creature as an action. Doing so requires a grapple contest, using your Intelligence modifier instead of your Strength. On a success, you can move the target up to 10 feet to any direction. In other aspects, this functions in the same way as a regular grapple.
+When you reach the 17th level, you can try to crush objects and creatures grasped by your telekinesis. You can choose to deal damage equal to your psychic damage die in each of the turns a creature or object ends grappled by it. The damage is force.
+Starting at 10th level, your mind is hard and strong as pure steel. You have become immune to the frightened and charmed conditions. In addition, you become resistant to psychic damage.
+When you reach the 14th level, you gain resistance to force damage.
+Finally, at 18th level, you gain resistant to slashing, piercing and bludgeoning damage from non-magical weapons.
+Ascetics saints are psiblades who seek the total purification of the body and clarity of mind by abnegation of carnal pleasures.
+ + + + + + +Starting at 1st level, you gain resistance to poison and advantage against the poisoned condition. Also, you become immune to disease. You no longer need to eat or drink water and you can meditate for 4 hours instead of sleeping, to gain the benefits of a long rest. While meditating, you keep your awareness of your surroundings, and can still maintain watch. In addition, whenever you roll initiative, roll your psychic damage die. You gain a number of temporary hit points equal to the number rolled. The temporary hit points lasts until the end of your next turn. You lose all this benefits if you consume any drug, alcohol or magic potion, needing 24 hours without eating, drinking or sleeping to regain them.
+Starting at 3rd level, whenever you take damage from a non-magical source, you can use your reaction to roll a d12 and reduce the damage by the number rolled (to a minimum of one).
+At 7th level you can hold your breath indefinitely, and you don't require sleep, although you still require rest to reduce exhaustion and still benefit from finishing a short or a long rest. In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.
+When you reach the 11th level, you become almost immune to death. When you are reduced to 0 hit points, roll your Psychic damage die. You are reduced to the number rolled instead. Once you use this feature, you can't use it again until you finish a short or a long rest.
+At 15th level, whenever you finish a short or a long rest, you can choose a damage type to become resistant to, until your next rest. In addition, whenever you are blinded or deafened, you can spend an action to end the effect. Furthermore, you can eliminate one level of exhaustion during a short or a long rest.
+At 20th level, your Intelligence and Constitution scores increase in 4, to a maximum of 24.
+Mind drinkers are psiblades who track and kill illithids, enhancing their innate powers by mimicking the mind devourers abilities.
+ + + + + + + +Starting at 1st level, you gain tentacles made of psionic energy. You can replace one of your attacks as part of an Attack with one tentacle attack. These tentacles have the reach property and deal damage equal to your psychic damage die + your Intelligence modifier. The damage is psychic. As bonus action, when you make an attack with those tentacles, you can try to grappled the creature, using your Intelligence modifier + your Proficiency Bonus on the contest.
+At 1st level, you have advantage on all Wisdom checks made to track aberrations or resist effects and abilities from aberrations, and on Intelligence checks to recall information about them. In addition, you can intercept telepathic signals. Whenever a creature communicates telepathically with another within a 300 feet radius, you can sense its presence.
+When you reach the 3rd level, whenever you start your turn with a creature grappled by your psychic tentacles, the target must succeed on a Wisdom saving throw with a DC equal 8 + your Proficiency Bonus + your Intelligence modifier. On a failed save, the creature is stunned for the duration of the grapple. You can use this feature a number of times equal to your Proficiency Bonus, and regain all uses when finish a long rest. In addition, you learn the mage hand cantrip. Intelligence is your spellcasting ability for this spell.
+Starting at 7th level, you have two 2nd-level spell slots, which you can use to cast the following spells: detect thoughts and levitate. You regain any expended uses after finish a short or long rest.
+At 11th level, you can try to extract the mind of the target grappled by your tentacles. Whenever a incapacited creature is grappled by your tentacles, you can use your action to force this creature to make a saving throw against a DC equal 8 + your Proficiency Bonus + your Intelligence modifier. On a failed save, the target takes 1d10 x half your psiblade level psychic damage. If this damage reduce the creature to 0 hit points, the creature's mind is drained. Draining the mind of the creature grant's you advantage to all Intelligence checks and saving throws for 1 hour. After using this feature, you can't use it again until you finish a short or a long rest.
+Starting at 15th level, you gain proficiency in all saving throws and you can't be stunned. In addition, you have advantage against any effect that would allow a creature access to your thoughts.
+At 20th level, you can unleash a wave of psychic energy. As an action, you force all creatures within a 60-foot cone must make a Wisdom saving throw against a DC equal 8 + your Proficiency Bonus + your Intelligence modifier. On a failed save, all creatures in the area take damage equal to Intelligence modifier x your psychic damage die + your Intelligence modifier. And are stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once you use this feature, you can’t use it again until you finish a short or long rest.
+Lycans are nearly identical to regular lycanthropes in almost every way. The only differences are that their hybrid form is permanent, as in they cannot change into a wolf nor a human, forever existing in a hybrid form of the two. As a result, they are often large and intimidating figures with attributes to match.
+They are vaguely humanoid in shape with digitigrade legs and paws for feet, but almost always their forelimbs more resemble that of a human arm and hands with some wolf-ish attributes of course. That being the addition of fur and claws. Their torsos also resemble human torsos. In the case of female lycans, they tend to have two teats instead of the usual four pairs with a build up of subcutaneous adipose tissue, forming breasts. It is rare that a lycan would have the usual four pairs of teats, but not unheard of. This may be due to the fact that birthing habits are modified as well. A lycan mother may have anywhere from 1-3 children on average. Along with a long and bushy tail, lycans tend to have mostly canid skulls. A snout and sharp fangs with taste, sight, and smell befitting that of an apex hunter. Though most lycan diets remain mostly to entirely carnivorous. It is also not uncommon to see a "set of hair" growing atop a lycan's head. Finally, as one would expect, their entire body is covered in fur. It is considerably thinner and less dense in some areas (such as the stomach), and thicker and denser in other areas.
+The common lycan is not only a hybrid on the outside but within as well. Unlike humans, the stomach has the ability to fight more food-born illnesses. But are still susceptible to sickness from eating chocolate or caffeine products when eaten in amounts that exceed what their weight would allow. As a general rule of thumb, err heavily on the side of caution.
+Lycans have been known to exist for as long as the curse of lycanthropy has existed. Though lycans are considerably rarer than lycanthropes in the sense that lycans are always a hybrid between man and wolf instead of a creature with the ability to switch between human, hybrid, and wolf, thus giving them the name "lycan". This specific form of lycanthropy cannot be transferred by infection, and in all documented cases a lycan biting a non-afflicted individual has only infected them the regular curse of lycanthropy. It is speculated among researchers, however, that there may be a ritual that can grant the caster this aforementioned form of the lycanthropy curse if they were not already born with it.
+Lycans are not seen as inferior to those affected by lycanthropes or even held above that standard. Instead they are just different. But in terms of how much humanity they have left, while still technically just under the influence of a curse, some consider themselves entirely different species. And for good reason. After all, the only way to rid yourself of the curse of lycanthropy is through high magic. And lycans can't shapeshift into wolf or human form. Lycans will often live in packs with other lycans or lycanthropes, generally nomadic tribes at that. They hunt like wolves, keep good hygiene like humans, have a hierarchy system like wolves, and have existential crisis like humans. As a result, contact with other more civilized groups can yield mixed results. For while communication between parties may be possible, understanding one another takes more time.
+Most names for Lycans are taken from astrological entities or events (usually involving the moon). Less commonly they may be named after Greco-Roman gods and goddesses. In this case it is not uncommon for the borrowed name to be modified.
+Lycans are built tough and strong, not unlike the goliaths.
+Ability Score Increase. Your Constitution score increases by 2 and another ability score of your choice increases by 1.
+Age. Lycans are slightly longer lived than regular lycanthropes. They reach sexual maturity at around 15 and can live long enough to be 130.
+Alignment. Valuing freedom above all, most Lycans are of the chaotic alignment.
+Size. Lycans can range anywhere from around a little over 6ft tall to an astounding 8ft. It is uncommon for a lycan to be shorter than 6ft in height and or lack mass befitting of the type, but not unheard of. Your size is medium.
+Speed. Your base walking speed is 40 feet.
+Natural Weapons. Your claws can deliver a nasty slash when traditional weaponry can't. Your claws are natural weapons with which you are proficient in and deal 1d6 + your strength modifier of slashing damage.
+Powerful Build. You count as one size larger when determining the weight you are able to carry, lift, push, or pull.
+Natural Armor. Your natural AC is 13 + your dexterity modifier. This natural armor is lost if you don armor or are using a shield.
+Silvered Weakness. You are vulnerable to silvered weapons.
+Pack Senses. You have advantage on nature and perception checks made track and locate others of your kind or allies.
+Languages. You can speak, read, and write Common and Druidic.
+Your claws can deliver a nasty slash when traditional weaponry can't. Your claws are natural weapons with which you are proficient in and deal 1d6 + your strength modifier of slashing damage.
+You count as one size larger when determining the weight you are able to carry, lift, push, or pull.
+Your natural AC is 13 + your dexterity modifier. This natural armor is lost if you don armor.
+You are vulnerable to silvered weapons.
+You have advantage on nature and perception checks made track and locate others of your kind or allies.
+Your Strength increases by 1.
+Your Dexterity increases by 1.
+Your Intelligence increases by 1.
+Your Wisdom increases by 1.
+Your Charisma increases by 1.
+