Warlock
Base Class: Warlock

Warlocks who pledge themselves to the Divine Beast form a sacred bond with a powerful and benevolent entity from the Beastlands, a plane of existence where nature reigns supreme and creatures of immense majesty thrive. Their patron often manifests as an enormous, awe-inspiring version of a familiar animal from the Prime Material Plane, radiating both wisdom and raw power. This creature is not merely a companion or guide—it is a living embodiment of the balance, strength, and spirit of the natural world.

Those who serve the Divine Beast walk a path of harmony with nature, protection of the wild, and reverence for the primal forces that govern life. Through their patron, they gain insight into the minds of animals, the rhythms of the natural world, and the ancient magics that sustain it. Their spells and abilities reflect these lessons, allowing them to command, communicate with, and even embody aspects of the creatures around them.

As a warlock of the Divine Beast grows in power, their connection deepens. They may take on physical traits of their patron, such as heightened senses, claws, fangs, or other supernatural aspects, and their magic becomes an extension of the wild’s fury and grace. Allies see them as a guardian and a guide, while foes recognize the primal force that courses through their very being.

Those who follow this path are marked not just by their magical prowess but by their presence: an aura of majesty, instinct, and unyielding natural power. The bond with their patron is a lifelong pact, shaping their identity, choices, and destiny, and ensuring that the will of the Beastlands is carried into every corner of the world they inhabit.

Patron Beast

At 1st level, you can beseech your patron to send a young bestial companion to your aid. Choose one of the following animals as your patron beast: ape, bear, dog, eagle, elk, fox, horse, komodo dragon, lion, rhinoceros, tiger, turtle, or wolf. You can change the form your patron beast takes whenever you gain a level in this class.

As a bonus action, you can summon your patron beast to an unoccupied space you can see within 60 feet. The following rules apply:

  • Creature Type & Size: Your patron beast is a celestial and is the same size as you. It lacks the training to serve as a mount.

  • Armor Class & Hit Points: Its AC = 10 + your Dexterity modifier + your Charisma modifier. Its hit points = 5 × your warlock level + your Charisma modifier. You can expend 1 of your hit dice during a short rest to restore it to its hit point maximum.

  • Speed: Walking speed is 30 feet. Exception: An eagle has a walking speed of 10 feet and a flying speed of 30 feet, but its fledgling wings cannot sustain it more than 5 feet off the ground.

  • Ability Scores: It uses your ability scores, but you may switch its Charisma score with Strength (or with Dexterity if it is an eagle).

  • Proficiencies & Languages: It shares your skill and saving throw proficiencies and understands your languages but cannot speak.

  • Senses & Traits: It does not possess special senses (such as darkvision) or special traits (such as pack tactics).

  • Natural Weapons: Your patron beast has natural melee attacks appropriate to its form (claws, fangs, horns, tail, etc.). These attacks use your proficiency bonus. Damage = 1d8 (bludgeoning, piercing, or slashing, as appropriate). Eagles add their Dexterity modifier to damage instead of Strength.

  • Commands: It obeys your verbal commands. On your turn, you can command it where to move (no action required). As an action, you can direct it to take the Attack, Dash, Disengage, Help, Hide, Ready, or Search actions. If you issue no command, it takes the Dodge action.

  • Dismissal & Resummoning: You can temporarily dismiss your patron beast as an action. While dismissed, you may resummon it as a bonus action.

  • Hit Point Reduction: If reduced to 0 hit points, it disappears and cannot be summoned again until you finish a long rest or expend a warlock spell slot to resummon it as an action. Resummoning more than 1 hour after disappearance causes it to gain 1 level of exhaustion.

  • Pact of the Chain Synergy: If you later gain the Pact of the Chain, your patron beast counts as a familiar for benefits from your invocations. You can also communicate telepathically and issue orders to it as long as it remains on the same plane of existence as you.

Tamed and Trained

Starting at 6th level, your patron beast’s natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, it gains two traits of your choice from the list below. You may change one or both traits whenever you gain a level in this class.

Trait Options:

  • Adaptive Camouflage: Can attempt to hide even when lightly obscured by natural phenomena such as foliage, heavy rain, falling snow, or mist.

  • Aquatic Adaptation: Gains a swimming speed equal to its walking speed and can breathe both air and water.

  • Beast Speech: Always under the effects of speak with animals.

  • Darkvision: Sees in dim light within 60 ft. as bright light and in darkness as dim light. Cannot discern color in darkness, only shades of gray.

  • Keen Senses: Advantage on Wisdom (Perception) checks.

  • Nature Stride: Nonmagical difficult terrain costs no extra movement. Can move through nonmagical plants without being slowed or taking damage from hazards such as thorns or spines.

  • Riding Discipline (No flying speed): Grows one size larger and gains the training necessary to serve as a mount.

  • Soaring Flight (Requires flying speed): Flight becomes unrestricted.

  • Running Leap: Long jump up to 30 ft. and high jump up to 15 ft. with a 10-foot running start.

  • Climbing Strength: Gains a climbing speed equal to its walking speed and counts as one size larger for carrying, pushing, dragging, or lifting capacity.

Blessing of the Beast

At 10th level, your bond with your patron beast grants you a supernatural ability to protect it from harm. When your patron beast drops to 0 hit points, you can use your reaction to make a DC 10 Charisma saving throw. On a success, it instead drops to 1 hit point. Each subsequent use of this feature increases the DC by 5. The DC resets to 10 after you finish a long rest.

In addition, your patron beast can aid you and your allies. As an action, you can command your patron beast to touch another creature, releasing a surge of healing energy. The target regains 2d8 + your Charisma modifier hit points and is cured of all diseases and poisons affecting it. You can use this ability three times, regaining all expended uses after a long rest.

Divine Transfiguration

At 14th level, you learn to channel the divine energy of your patron through your companion. As a bonus action, you can empower your patron beast with an overwhelming surge of holy power. For 1 minute, or until you lose concentration (as if concentrating on a spell):

  • Your patron beast sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Any magical darkness within this light is dispelled.

  • It has advantage on all attack rolls.

  • Its natural weapon attacks deal an extra 1d8 radiant damage on a hit.

Once you use this feature, you cannot use it again until you finish a long rest.

Expanded Spell List

Expanded Spell List: When you gain this patron, you gain access to the following spells at the warlock levels listed. You always cast these spells as warlock spells:

  • 1st Level: animal friendship, beast sense

  • 2nd Level: commune with nature

  • 3rd Level: conjure animals

  • 4th Level: dominate beast

  • 5th Level: pass without trace, plant growth, beast bond, guardian of nature, wrath of nature

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