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Lycan

The lycan are a wide-ranging group of wolf-like humanoids.

Covered in a layer of fur, lycan possess sharp teeth and claws. Black and gray are the most common fur patterns, but arctic lycan can have white fur.

Lycan form tight-knit communities and are very protective of those they consider a member of their pack. While they are suspicious of strangers, once someone has been proven to be a trustworthy ally, they are welcomed with open arms and afforded all of the same services and protections as any other lycan.. As a lycan, you believe that trust must be earned. Who is someone that you trust completely, and why?

Reclusive Outsiders

Lycans have one of the oldest civilizations in the world, tracing their story since before written history. Lycan ruins can be found all over the world, each location a low point in their story but never the end of it.

Lycans have watched as other civilizations have risen and fallen. They have endured many battles and wars and taken to building their cities in remote, hazardous areas where others are unlikely to venture. From there, the lycan can grow and flourish away from the other civilizations that grow quickly, loudly, and dangerously.

Ziggurats

The most iconic piece of lycan architecture is the ziggurat. Lycan ziggurats have been found throughout the world. Abandoned ziggurats are like a time capsule, containing the tools, science, and magic of lycan civilization at the time it was abandoned.

Ziggurats also act as focus points for magic. Their interior is designed to channel magical energy, which they can use to create incredible rituals. A relay of ancient lycan ziggurats was used in an attempt to crash the moon into the planet.

The Howl

The Howl of a lycan isn’t like the howl of a wolf; it’s magical.

Lycan have their own unique form of magic, similar to bardic magic, that uses their howls to channel magic in different forms.

Most commonly, lycan use their Howls to enhance themselves and others or to demoralize non-lycans.

Lycan are trained from an early age how to harness the Howl into safe and useful forms. Those that go on to study the Howl are able to achieve much more, from calling lightning from the sky to opening up portals.

Thunderclaw

The Thunderclaws are an elite fighting force of lycan. They have mastered the use of the Howl to enhance themselves. The Thunderclaws are living weapons that need no sword or armor.

Their claws are sharp enough to tear through armor, and lightning arcs from their body as they move with blistering speed to avoid any attack.

Different groups of lycan across the world have their own versions of the Thunderclaws.

Lycan Names

Example Names: Yukon Forscythe, Zeke Embertooth.

Lycan Traits

You gain the following traits as a lycan.

  • Ability Score Increase. You gain a +2 and +1 bonus to two different ability scores of your choice, or +1 to three different ones.
  • Age. Lycan reach adulthood and age at the same rate as humans do.
  • Size. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Languages. You can speak, read, and write Common and one additional language of your choice.

Major Features

Choose two of the following major features. You can exchange one major feature for two additional minor features.

  • Baneful Howl. You can use your action to intimidate those around you. Each creature of your choice within 30 feet of you that can hear you must make a Wisdom saving throw. The DC is 8 + your Charisma modifier + your proficiency bonus. On a failed save, the targets become frightened of you for 1 minute. If a frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a successful save. After you use this ability, you can’t use it again until you complete a short or long rest.
  • Boosting Howl. You can use your action to inspire your allies with a howl. Up to 6 creatures of your choice within 30 feet of you that can hear you can roll a d6 and add the result to their next attack roll or saving throw. After you use this ability, you can’t use it again until you complete a short or long rest.
  • Forceful Shout. You can use your action to shout a wave of force in a 15-foot cone. Each creature in the area must make a saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 thunder damage on a failed save and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your forceful shout, you can’t use it again until you complete a short or long rest.
  • Pack Tactics. Once per turn, you can gain 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.
  • Thunderclaw Adept (Transformation). As an action, you channel the fury of the sky into your body. Your transformation lasts for 1 minute or until you end it as a bonus action. At the end of each of your turns, each creature within 10 feet of you takes lightning damage equal to half of your level (rounded up). In addition, once per turn when you hit with a weapon or spell attack you deal extra lightning damage equal to your level. Once you use this trait, you can’t use it again until you finish a short or long rest.

Minor Features

Choose two of the following minor features, or four if you only chose one major feature.

  • Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed attack. Your natural weapons are considered to have the Light and Finesse weapon properties. They are not weapons, but attacks with them are considered weapon attacks. This means that you can use your natural weapons for effects like the paladin’s divine smite, but feats like dual wielder do not apply the AC bonus.
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Fluent. You can speak, read, and write two additional languages of your choice.
  • Historian. You have proficiency in the History skill.
  • Keen Senses. You have proficiency in the Perception skill.
  • Survivalist. You have proficiency in the Survival skill.
  • Thunderclaw Training. You have resistance to lightning or thunder damage.
  • Trained Tools. You have proficiency in two tools of your choice.
  • Tuned Ears. You are immune to the deafened condition. In addition, you have advantage on Wisdom (Perception) checks to hear things.
Section 15: Copyright Notice

Ancestry Awakened: Copyright 2021, Pirate Gonzalez Games: Author Timothy Gonzalez