Warlock
Base Class: Warlock

You are a master of the beasts that roam this land. You have a magic trap, that grants you the ability to bind with the creatures you catch, forcing them to grant you their powers and magic. While most patrons are above their warlocks, you are unique, where the rules of your patronage are decided by yourself, and offered to the creatures you have caught in exchange for their freedom. 

Where you may have found this magic trap is a mystery decided by your background. Did you win it from a stranger in a tavern over cards? Perhaps from a Duel? Or did you buy it at a steep price from a magic shop? The choices are yours.

Expanded Spell List

The Beast 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.

Beast Expanded Spells
Spell Level Spells

1st

Animal Friendship, Speak With Animals

2nd

Summon Beast, Beast Sense

3rd

Conjure Animals, Phantom Steed

4th

Mordenkainen's Faithful Hound, Conjure Woodland Beings

5th

Geas, Insect Plague

The Magic Trap

Choose a patron from this list of patron animals, or roll a d6 to determine which animal you will have. This patron animal gives you a resistance to the chosen damage type, and determines later warlock abilities. Patrons:

     1. Two-Headed Cerberus - (Piercing)

     2. Treant Sapling - (Bludgeoning)

     3. Gargoyle - (Thunder)

     4. Pegasus - (Radiant)

     5. Mimic - (Acid)

     6. Griffon - (Slashing)

You gain a magical trap, which has the same weight, and looks of a normal hunting trap, except the trap cannot be set off by any animals other than those on the patron animals list. When you set this trap in the wilderness of any terrain, you will find a new patron animal caught in the trap upon finishing a long rest (you must roll a d6 to determine this animal). If you lose your trap, you can use a bonus action to summon it from wherever it is into your hand (Note: this releases any caught animals).

Upon catching another patron animal, you can either force it to become your patron in exchange for release (this causes your previous patron animal to disappear), or release it harmlessly back into the wild, making it disappear (back to its natural habitat).

Your patron animal is not hostile to you or any of your allies, but does not willingly follow you around. It spends most of its time living in its natural environment, doing what it would do under normal circumstances. If you or any of your allies willingly harm the creature, it will disappear, and end its patronage (at which point you will have to try and catch another).

Summon Patron

Starting at 6th level, you can magically summon your patron animal to the battle. Once per long rest, you can use an action to summon your patron, with no changes to its stat block except the addition of the Reduced-Threat trait (NOTE: You won't roll for your patron animals health, but instead use the average). Your patron appears in an unoccupied space within 5 ft of you.

In combat, the patron acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action (Any action that requires a recharge can be used again after the maximum number of turns recharging). You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action (if you have Pact of the Chain, you can forgo two of your attacks to allow your Familiar to make one, and the Patron make the other) . If you are incapacitated, your patron can take any action of its choice, not just Dodge (it will continue to fight until combat is over).

If your Patron reaches 0 hit points it does not die, instead it will disappear, and cannot be re-summoned until you complete a long rest (At which point it will have full HP). If your patron animal reaches 0 hit points 3 times, it will permanently die, and you will have to catch another patron animal.

When out of combat, your patron will attempt to head back to its natural environment, no longer following you. It will also do this if your character is dead.

Stronger Patron Bonds

Starting at level 10, your patron animals will be more friendly to you, and follow your journey more closely. Your patron will no longer run away from you while out of combat and instead follow you wherever you need. Additionally, your patron animal will carry out reasonable tasks or orders that you may suggest to it (the DM gets discretion over what tasks may be considered reasonable).

Your patron animal still disappears to safety upon reaching 0 hit points, but it will find its way back to you upon your taking a long rest (With full HP). All the rules of your Summon Patron ability apply, except your patron animals now lose the Reduced-Threat trait.

Stronger Magic Traps

Starting at 14th level, when you use your Magic Trap ability, you can also catch new types of patron animals. You no longer have to roll on which patron animals you will receive, but you can still do so if you choose by rolling a d12.

     7. Owlbear - (Bludgeoning, and Slashing)

     8. Basilisk - (Poison)

     9. Manticore - (Piercing, and Slashing)

     10. Yeti - (Cold)

     11. Hell Hound - (Fire)

     12. Spectator - (Psychic)

Additionally, you gain the ability to bait the trap for a random animal (1d12) upon taking a short rest. You can only do this once per long rest.

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