Base Class: Warlock
The creatures warlocks are those magically bonded to a creature they work with towards similar goals in a symbiotic relationship. Each one is so wildly varied that a pure description is difficult but they are mastered of creatures and locked in a magical relationship with a creature who found its way to someone in need of its powers.
Expanded Spell List
The Creature 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.
The Creature Expanded 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 |
Symbiosis
Starting at 1st level, you or your DM may choose a creature for you to bond with. This creature may be at most a CR equal to half your warlock level, and can increase as you level.
You may use an action to cause your bonded creature to appear in a space you can see within 60 feet of you or to dismiss your bonded creature into it's own personal pocket dimension. While in this pocket dimension your bonded creature regains hit points equal to 5 times the hours spent in the pocket dimension. If your bonded creature drops to 0 hit points it is dismissed to it's pocket dimension and can't be summoned unless it has at least 1 hit point.
You can communicate telepathically with your bonded creature as long as it is within 1 mile of you or is in it's pocket dimension. Your bonded creature is capable of telepathically sending you emotions or short phrases in order to communicate as long as it is within 1 mile of you or is in it's pocket dimension.
Magical Bond
Starting at 6th level, You can target your bonded creature with spells that have a target of Self or a range of touch as long as it is within 60 feet of you.
You can use an action to look and hear through your bonded creature until the end of your next turn, you may your action on each of your following turns to continue this effect.
Master of the Beasts
Starting at 10th level, you gain special abilities corresponding to specific beasts of nature. Choose one of the following then another at 18th level: 30ft. flying speed, 30ft. climbing speed, 30ft. swim speed, 30ft. burrow speed, 60ft. darkvision, 15ft. blindsight or ability to breath underwater.
Creatures Beware
Starting at 14th level, you have advantage on animal handling and persuasion checks targeted at any non humanoid creature with an intelligence score of 6 or lower. At 14th level you may also choose between two abilities: Monster's Bane or Monster's Judge.
Monster's Bane: As an action you unleash psychic energy in a 60ft. cone. Each beast, elemental, fiend, monstrosity, and undead within the cone must make a constitution saving throw. Taking 5d10 psychic damage on a failure or half as much on a success. Once this feature is used it can't be used again until you finish a long rest.
Monster's Judge: As an action you send out a soothing wave of energy in a 60ft. cone. Each beast, elemental, fiend, monstrosity, and undead within the cone must make a wisdom saving throw, the creauture makes the saving throw with advantage if you or any of your allies are fighting it. On a failure the creature is charmed by you for 10 minutes, on a success the creature is not effected. The creature may make the saving throw if it is damaged by you, in which case it makes the saving throw with advantage, or if it ends it's turn without line of sight to you, ending the charm effect on a success. Once this feature is used it can't be used again until you finish a long rest.
Previous Versions
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10/1/2019 3:13:55 AM
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1.0
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Coming Soon
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