Base Class: Warlock
There is a certain... hunger, required to be a warlock. The unending desire for more knowledge and power. That lust for what is unknown and unthinkable. The Feral Patron takes advantage of this. Whether a particularly vicious fiend, a cruel dragon, or an animalistic deity, this type of patron pushes their warlocks to delve into that hunger, and eventually, to surrender to it. These warlocks, as a result, become so narrow minded, so laser focused on their quest of the eldritch, all else means nothing to them. Not their appearance, nor their reputation, and perhaps, not even their humanity. How far are they willing to go? The answer: however far there is to go.
Feral Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Feral Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
| 3 | Cause Fear, Hunter's Mark (Acid Damage), Barkskin (Can only target Self), Darkvision |
| 5 | Hunter's Call, Vampiric Touch (Acid Damage) |
| 7 | Guardian of Nature (Primal Beast only, Acid Damage), Polymorph (Can only target Self) |
| 9 | Contagion, Steel Wind Strike (Acid Damage) |
If a Spell is marked (Acid Damage,) then extra damage dealt by that spell is instead dealt as Acid damage. Hunter's Mark is also considered to be a curse for the purposes of features like Maddening Hex or Relentless Hex.
Outer Animal
Beginning at 3rd level, your body begins to change and adapt. Your appearance will also change as a result. Perhaps you grow a thick coat, or small horns begin to protrude out of your temples. Whatever it may be, you also manifest natural weapons, namely that your fingers and toes now sprout claws, some of your teeth sharpen to fangs, and you grow a tail if you didn't have one already. These weapons count as simple melee weapons with which you are proficient, and you may use your spellcasting modifier for attack and damage rolls when you attack with these weapons. Each natural weapon also has individual benefits as described below:
Claws. Your fingers and toes are now claws, which have the Light and Finesse property, and on hit, they deal 1d4 slashing and 1d4 piercing damage.
Fangs. Your teeth, turned fangs, deal 1d6 piercing damage, and any creature damaged by this attack must make a constitution saving throw against your spell save DC or be poisoned until the end of their turn.
Tail. Your tail is a melee weapon dealing 1d8 piercing damage with the reach property. This appendage can also be used for grappling.
When selecting Eldritch Invocations, you are considered to have the prerequisite of having the Pact of the Blade invocation, and the natural weapons gained with this feature can benefit from any invocations that use your Pact Weapon, although your natural weapons cannot be bonded with the use of the Pact of the Blade invocation. If you choose to select the Eldritch Smite or Lifedrinker invocations, you may deal Acid damage in place of force, radiant, psychic, or necrotic damage done through these features when using them with your natural weapons.
Primal Physiology
The inner workings of your body shift as well. At 3rd level, your walking speed increases by 5 feet, you gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. You also have advantage on perception checks that rely on your sense of hearing or smell. Finally, you gain resistance to poison damage.
Ancient Fear
Your victims have come to fear your name. At 6th level, whenever you poison an enemy, excluding the use of this feature, that creature must make a Wisdom saving throw or become frightened for the duration it is poisoned, and whenever you frighten an enemy, excluding the use of this feature, that creature must make a Constitution saving throw or become poisoned for the duration it is frightened. In addition, you also ignore immunity to the poisoned condition, unless that creature is also resistant or immune to acid damage.
Supreme Predator
Your Natural weapons from the Outer Predator feature receive an upgrade from your patron. Your natural weapons are considered +1 magical weapons, meaning they add +1 to their attack and damage rolls, and they overcome resistance to nonmagical weapons. At 14th Level, this bonus is upgraded to a +2.
Lost Tactics
Because of your studies, you have uncovered a method of enhancing your natural weapons, though this knowledge has been lost for some time. Your Natural weapons from the Outer Beast feature are all considered to be magical for the purposes of overcoming resistances to non-magical damage, and receive the following upgrades:
Claws. Your claws now deal an additional 1d4 Acid damage. In addition, if you make an attack with a claw with the Attack action on your turn, you can use the extra attack using Two Weapon Fighting to make a claw attack as a part of that same action, although you can still only make this extra attack once per turn.
Fangs. Your fangs now sap the very life energy out of the target. When a creature is poisoned as a result of your fangs attack, that creature is under the effects of the Bane for the duration that they are poisoned.
Tail. When you damage a creature with your tail, that creature must succeed on a strength saving throw against your spell save DC or you can either make them fall prone, or push them 10 feet directly away from you.
Profane Assimilation
Your patron bestows upon you the ultimate gift, assimilation. When you are within 5 feet of the corpse of a creature you or your allies have killed that has been dead for less than an hour, you may use an action to begin the ritual. The corpse must be no larger than Large in size, it must be of an CR of less than or equal to half of your warlock level, and must by either a humanoid, beast, giant, or monstrosity. Alternatively, if your creature type (before any changes as a result of this feature) is anything other than humanoid , the corpse may also be of a creature type that matches your own. The ritual lasts 7 turns, during which you cannot concentrate on a spell, cast a spell requiring concentration, or use your reaction. You cannot start or maintain this ritual if you have a Wisdom score lower than 3. Every turn while the ritual is active, you must use your action to further the ritual by consuming the corpse of the creature. If you do not use your action in this way while the ritual is active, the ritual ends. If you are more than 5 feet away from the corpse when the turn ends, the ritual ends. When the ritual ends, you are flooded with an awful power as you fully consume the corpse, and it disappears along with an equipment it was carrying. You heal an amount of hit points equal to 1d10 plus your warlock level, and your walking and climbing speeds are increased by 5 feet each for the next hour. Once the ritual is complete, you cannot perform it again until you have finished 7 long rests.
During your next long rest after completing a ritual, pain grips when you least expect it. You writhe and wriggle, but the pain does not end until you finish the long rest, upon which you gain a Flesh Manifestation. A Flesh Manifestation is the result of your consumption of the corpse, and your body assimilating it’s genetic material with your own. You gain one of the following benefits of the creature you consumed.
Speed. You gain one speed on the creature, and your biology changes to gain the body parts used for this speed. If you choose to gain a swimming speed of the creature, you also gain its water breathing features, if it has any.
Passive. You gain one passive ability within the creature’s stat block. This passive cannot be the Legendary Resistance passive, the Innate Spellcasting feature, a regeneration passive, invisibility, or the Spellcasting feature. If this feature has a usage limit, you also follow that usage limit. Your body may change hue or build to represent this.
Sense. You gain one sense on the creature’s stat block. Your eyes may grow, change color, change location, or you might gain new sensory organs as a result of this mutation.
Attack. You gain one action, bonus action, or reaction in the creature’s stat block. This cannot be a spell, the Multiattack action, a weapon attack (Unless the weapon attack is made with a natural weapon of the creature's), a legendary action, or a lair action. If the action requires an attack roll, you use your spell attack modifier instead of the creature’s. If the action requires a saving throw, the DC is your spell save DC. If this attack has any cooldown time or recharge, you must abide by those same rules. You may gain any limbs or body parts when you receive this benefit.
When you acquire a Flesh Manifestation, you must choose an Eldritch Invocation you currently have, and that invocation is suppressed as long as you have the Flesh Manifestation which suppressed it. A suppressed Eldritch Invocation cannot be used, it cannot be changed, and you lose all benefits conferred by that invocation. If you have no invocations to suppress when you begin to acquire a Flesh Manifestation, it is instead lost, and you cannot acquire that Flesh Manifestation until you were to acquire it from another ritual as normal. When you finish a long rest while you have at least one Flesh Manifestation, you may choose to either recall a Flesh Manifestation or absorb it. If you no longer wish to have a Flesh Manifestation, you can choose to absorb it, losing the benefits of the Flesh Manifestation, rendering it inert, but gaining back the abilities of the Eldritch Invocation that was suppressed by it, and you can now change that Invocation out as normal. The Flesh manifestation does not completely disappear when inert, and so you can recall it at the end of any long rest afterwards. You recall a Flesh manifestation in the same way that you acquire one, you must choose an Eldritch Invocation to suppress again. You may only recall or absorb one Flesh Manifestation per long rest, and you cannot recall or absorb a Flesh Manifestation if you acquire one during a long rest.
While you have at least one Flesh Manifestation that is active (not inert), your creature type is now Monstrosity. If you have five or more flesh manifestations originating from the same creature type, you may consider yourself that creature type. For example, if you have five Flesh Manifestations belonging to Beasts, you may now consider yourself a Beast instead. For every active Flesh Manifestation that is active, you have a -1 penalty to your Wisdom score. If your Wisdom score would go below 3 as a result of this feature, you must immediately absorb flesh manifestations until your Wisdom score becomes 3.
Upon reaching level 20 in the warlock class, you can also perform the ritual on a corpse of the fey, fiend, celestial, aberration, or dragon, as long as that corpse also abides by the other rules as well.
Comments