Lycanite

Typically characterized through pallid appearances, stress-altered hair, reserved personalities, and occasional outbursts of unbridled aggression, Lycanites are those that have survived and been cleansed of the curse of Lycanthropy. This curse, however, is impossible to fully rid yourself of, and leaves its mark in the form of physical alterations. Yellow eyes with cat-like pupils are the truest mark of a Lycanite, along with traces of the heightened senses that come with full Lycanthropy. The more a Lycanite learns to control their traces of their curse, the more they can draw on it's combative benefits.

With Lycanthropy lying somewhere between a curse and a plague, different types of creatures react differently to infection. Non-Humans and non-Half-Humans don't risk the transformative effects of the disease, instead suffering an extreme sickness. If you aren't Human or Half-Human, the sickness, but more so the curing process, have taken something important from your physical self. Speak with the DM to determine what that may be.

Lycanthropic Remnants
When you choose this archetype at 3rd level, your senses retain some elements of your pre-cure Lycanthropic heightening:
 * You can use your Wisdom modifier in place of your Constitution when determining your Armor Class with your Unarmored Defense Barbarian feature.
 * Your speed increases by 10 feet.
 * You have advantage on saving throws against being feared.
 * You gain advantage on any Wisdom (Perception) or Intelligence (Investigation) checks that rely on hearing, sight, or smell.
 * When you reduce a creature to 0 hit points while raging, you can move up to half your movement speed immediately after.

Rip & Tear
Beginning at 3rd level, when you choose to draw on your suppressed Lycanthropy, your inhibitions are lessened and your reflexes are heightened. While raging and attacking with a melee weapon using Strength, you gain a bonus to your damage rolls, as shown on the table below. This bonus is applied on top of your Barbarian Rage Damage.

Lupine Mobility
At 7th level, your speed increases by an additional 10 feet and your long and high jump distances are doubled.

Feral Aggression
At 7th level, you gain advantage on Charisma (Intimidation) checks made while raging.

Ceaselessness
At 10th level, you learn to draw on the adrenaline-induced regeneration that Lycanthropes possess. In response to taking damage, you may lessen the damage taken by your Barbarian level, gaining what is left over (if any) as hit points. This ability may be used a number of times equal to your Constitution modifier per long rest.

Hit points gained in this way cannot exceed your maximum, and this ability cannot be used if the damage taken would drop you to 0 hit points.

Pack Tactics
Starting at 14th level, 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.

''*Inspired by Matt Mercer's Order of the Lycan Blood Hunter subclass and the general aesthetic of Bloodborne. Tied rope had nothing to do with this.''