Warlock
Base Class: Warlock

Your pact draws on the power of the Apex Predators whom roam the Beastlands. You might entreat Brother of Shadows, the Cat Lord; Wind and Moon, the Wolf Lord; the Queen of Serpents; or any one of the others. Or you might call on several of the Lords at once as your needs align with their goals.

Level 3: Beastial Tranformation

When you use Hunter's Mark, you can transform, revealing the bestial power within you. Until the Hunter's Mark ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and is eligible for a pact weapon. On the level 6, 10 and 14 your natural weapons gain +1, +2 and +3 to roll and damaged.

You choose the weapon’s form each time you use a Hunter's Mark:

Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercedamage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.

Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 Slash damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.

Tail. You grow a lashing, spiny tail, which deals 1d8 pierce damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.

Level 3: Beast Spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Beast Spells table, you thereafter always have the listed spells prepared.

You can cast a Hunter's Mark for free per short rest.

Beast Spells
Warlock Level Spells
3 Invisibility, Inflict Wounds, Barkskin, Hunter's Mark
5 Conjure Animals, Vampiric Touch
7 Dominate Beast, Greater Invisibility
9 Contagion, Commune with Nature

Level 6: Hunter's Chase

You can change your Hunter's Mark target as a Reaction at start of the round after you reaveal your bestial power.

In addition, the following effect can be choose.

Water Meneuvers. You gain swim speed equal to your Speed.

Wall hiking. You gain Climb speed equal to your Speed.

Thrill of the Chase. You Speed increases by 10 while you go in the direction of your hunter's mark.

You can use this feature  a number of times equal to your Charisma modifier (minimum of 1), and you regain all expended uses when you finish a short Rest.

Level 10: Consume the Weak

While in bestial form when a enemy Hit Points is reduce to 0 Hit Points in 10 Feet range, you gain Temporary Hit Points equal to your Warlock level. If at the end of the Round you stays with these Temp HP it turns into health.

Level 14: Cling to life

While you are in your bestial form and are reduced to 0 hit points, you can use your reaction to enter a berserk state. Each creature of your choice within 30 feet of you must make a Dexterity saving throw (DC = your spell save DC). On a failed save, the creature takes acid damage equal to 4d10 + your warlock level, or half as much damage on a successful one.

You regain hit points equal to half the acid damage dealt to each creature that is reduced to 0 hit points by this feature. At the end of this feature your Hunter's Mark is ended.

Once you use this feature, you can’t use it again until a long rest.

Previous Versions

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