Base Class: Warlock
Your patron is an ancient entity, from a realm and time unknown to anyone, even its oldest followers. All that is known are its intentions, to sew seeds of violence across every plane and time until it and its followers stand at the end of it all, devouring their prey for all of eternity. The Beast only turns people to its pack if it deems them suitable, and only if they do NOT wish to join it willingly. Any creature willing to follow it is viewed as sheep-like prey, not worthy to be one of the strong. Strength is earned, not begged for. The Beast heartily accepts sacrifices, whether prey animals like deer caught in a hunt, or humans mutilated and torn asunder in its name. Leaving meat and corpses aside for your patron to feast upon in the dead of night is a must for him, otherwise, he may decide that you would taste better than the flesh of your foes. Committing to your role as a provider and as a follower grants interesting and dangerous abilities. If satisfied with you providing him nourishment The Beast can grant you senses akin to its own, claws as sharp as the finest daggers, and skin as tough as the thickest hide. Prove that he did not make a mistake with you.
Feed The Beast, your powers will grow. Deny The Beast, and its fury you shall know.
This subclass was made for a more up close and personal kind of warlock, dashing around the front lines tearing them apart or seeking enemies in the shadows and taking them down silently.
Stalkers Sense
Your nose has transformed into that of a wolf, and your sense of smell has been heightened to incredible levels. You can smell a single drop of blood if it is within 50ft of you, and a pool of blood from 100ft. Attempts to identify blood have advantage. Attempts to track a single creature medium or smaller have advantage, if there are multiple advantage is removed due to overlap of scents. Any attempt to fool your sense of smell has disadvantage, due to how precisely you can detect scents. Any overpowering stench strong enough to affect a creature with an average sense of smell will apply disadvantage on all attempts to use your nose until the stench is removed or you are outside of its reach, although you will know the stenchs' location.
Gives proficiency in Perception, and Expertise in Investigation.
To maintain this ability, a sacrifice must be made. every 2 nights, you must leave a pile of flesh equaling a creature of medium size or higher for The Beast. It will disappear before the stroke of dawn.
The Beast always hungers, and you must sate him.
Claws Of The Disciple
In recognition of your blessings to The Beast, it has granted you razer thin claws at the ends of your fingers, along with light fur corresponding to your hair colour around your hands. They allow you to use a Slashing Swipe, tearing through your foes.
To maintain this ability, a sacrifice must be made. every 2 nights, you must leave a pile of flesh equaling a creature of medium size or higher for The Beast. It will disappear before the stroke of dawn.
The Beast always hungers, and you must sate him.
Ears Of The Disciple
The Beast greatly approves of your offerings and has granted you wolf-like ears in place of your own. With them, you can hear thrice as far, and they twitch at slight rustles and movements. You can even hear someone's heartbeat, as long as they are within 15ft. The fur surrounding them matches that of your hair.
The ears grant you advantage on any perception check that relies on sound, If you suspect someone is being deceitful, you can make an insight check with advantage as long as they are within 15ft and have a heartbeat. You can also hear every heartbeat within 15ft of you, including creatures through thin walls or are invisible/hidden.
The ears grant proficiency in survival and nature, due to them aiding wolves for thousands of years in the wilderness.
If there is a sound loud enough to inconvenience a creature with regular hearing, you will have disadvantage on all perception checks relying on sound while remaining in its radius.
To maintain this ability, a sacrifice must be made. every 2 nights, you must leave a pile of flesh equaling a creature of medium size or higher for The Beast. It will disappear before the stroke of dawn.
The Beast always hungers, and you must sate him.
Paws Of The Outcast
The Beast has resigned you to being a Lone Wolf, bestowing upon you Wolf-like paws, making you more nimble and light on your "feet". Your new paws fur matches the rest of your hair, and you can still wear boots although they may be uncomfortable.
These paws allow an additional 25ft of movement and advantage on stealth checks when attempting to move silently.
This burst of speed allows you to make two attacks per action, instead of one.
To maintain this ability, a sacrifice must be made. every 2 nights, you must leave a pile of flesh equaling a creature of medium size or higher for The Beast. It will disappear before the stroke of dawn.
The Beast always hungers, and you must sate him.
Pelt Of The Chosen Apostle
Continuously feeding The Beasts' eternal hunger has proved your worthiness to rise up in the pack, bestowing upon you a facsimile of his toughened hide, boosting your toughness and strength to miraculous heights.
You gain a +2 to your strength, allowing for greater feats of brutish ferocity.
This newfound strength allows you to make two attacks per action, instead of one.
While you are not wearing any armor, your Armor Class equals 13 + your Strength modifier. You can use a Shield and still gain this benefit.
To maintain this ability, a sacrifice must be made. every 2 nights, you must leave a pile of flesh equaling a creature of medium size or higher for The Beast. It will disappear before the stroke of dawn.
The Beast always hungers, and you must sate him.
Fang Of The Alpha
After serving The Beast well, it is electing you a high honour, transforming your head into that of a wolf and granting a thick bushy tail. Your new head grants many benefits, including Darkvision to 80ft, A powerful bite, a forceful tail strike and the ability to eat any kind of meat raw or cooked regardless of freshness, making you immune to being poisoned.
After this transformation, you will find a craving for blood and raw meat, especially from the prey you have killed. Consuming a corpse of small size heals you for 1d6 + the creature's level. Consuming a corpse of medium size heals you for 2d6 + the creature's level. Consuming a corpse of large size heals you for 3d6 + the creature's level.
Grants proficiency in Intimidation and Athletics. Also, grants expertise in Animal Handling, for the beasts may see you as one of their own.
People may find you frightening in your new state and may attack you on impulse. However, others may find your new look rather appealing.
To maintain this ability, a sacrifice must be made. Its hunger grows stronger. every 2 nights, you must leave a pile of flesh equaling a creature of large size or higher for The Beast. It will disappear before the stroke of dawn.
The Beast always hungers, and you must sate him.
Howl Of The Beast
The Beast has given you access to a primal power coveted by the disciples of The Beast, its Beastly Howl. It allows you to howl, dealing 4d8 force damage and frightening creatures in front of you in a 30ft cone while gaining 50% movement speed until the end of your next turn. This ability can only be used once per short rest.
To maintain this ability, a sacrifice must be made. Its hunger grows stronger. every 2 nights, you must leave a pile of flesh equaling a creature of large size or higher for The Beast. It will disappear before the stroke of dawn.
The Beast always hungers, and you must sate him.
Omega's Mane
After reaching your maximum potential as an Omega, you have achieved an unexpected ability. Your coat appears to have gained reflective properties, shining a vibrant silver. You can shift your fur in a way that makes it extremely difficult to see you for 1 minute, giving all attempts to see you disadvantage, giving advantage on all stealth checks, and your claws, bite and tail will deal an additional 1d12 Radiant damage on a hit during the duration. On a critical hit, will stun the enemy until your coat returns to normal. This ability can only be used once per short rest.
Grants proficiency in Sleight Of Hand, and expertise in Stealth.
To maintain this ability, a sacrifice must be made. Its hunger grows stronger. every 2 nights, you must leave a pile of flesh equaling a creature of large size or higher for The Beast. It will disappear before the stroke of dawn.
The Beast always hungers, and you must sate him.
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