Base Class: Warlock
You have made a pact with a powerful beastly spirit. This being allows you to tap into the more feral and strong parts of nature, and gives you the abilities necessary to overpower your opponents with feral movements and a bestial force, along with returning creatures to their old place in nature, where survival of the fittest is key.
Spririts of the strength to lend you this kind of power include The Black Dog of Bad Omens; The Nine-Tailed Fox; Cat-síth, among others
Expanded Spell List
The Lord of The Beasts lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Lord of The Beasts Expanded Spells
| Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Spell Claws
Starting at 1st level, you can use an action to coat your hands in spectral claws. You then imbue these claws with a spell (this consumes a spell slot if the spell is not a cantrip), after which you make a melee attack (The attack uses your Charisma instead of your Strength modifier to hit) at a target which deals 1d6 slashing damage before applying the spell effect. The damage counts as magical to counteract resistance or immunity to nonmagical attacks. You can't use this ability if you don't have any free spell slots, and can only use this up to 2 times with cantrips. You can also expend a mystic arcanum to use this.
The count of attacks increase from 1 to 2 at 5th level, to 3 at 11th level, to 4 at 17th level. Though the spell only applies to the successive hits if it already hits multiple times, like for example Eldritch Blast.
Aggressive Retreat
At 6th level, your patron has granted you extra ferocity and nimbleness when pressured, you no longer provoke an oppurtunity attack when you leave an opponents melee range, and you can make an attack as a bonus action when you leave an opponents melee range.
Bestial Visage
At 10th level you can make your patron show itself in your world, you can use an action to let out a massive roar/howl that can be heard up to 100 ft. away and overlay an illusion of your patron on yourself. Up to 5 creatures you choose who can see or hear you must make a Wisdom saving throw against your spellcasting modifier. On a success they are Frightened until you cannot be heard or seen by them, and on a failure they become Paralyzed for 1 minute.
Once you use this ability, you can't use it again until you finish a short or long rest
Curse of Savagery
Starting at 14th level, you can make a creature succumb to it's most savage instincts with a touch. As an action you can touch a creature within your melee range, that creature must make an Intelligence saving throw. On a success they resist the curse, but on a failure they are charmed. While charmed the creature cannot disobey any command you give it and will follow your orders to the best of its ability, you then choose one of their physical stats and boost it by 4 for the duration of the curse, all their mental stats are quartered (rounded to nearest whole number) for the duration of the curse. If their spellcasting stat is less than or equal to 6 they cannot cast spells until the curse is over. The curse will last for a day, or until remove curse is cast on the creature.
Once you use this feature you can't use it again until you finish a short or long rest
Previous Versions
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1/29/2023 4:02:46 PM
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Coming Soon
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