Warlock
Base Class: Warlock

A shadow patron that protects children by sending familiars to help fight.

Level 3: Shadow Familiars

You magically summon a shadowy beast, which draws strength from your bond. Choose its stat block:Mother Raven, Papa Wolf, Big Brother/Sister Shark. Whatever beast you choose, it bears a black, shadowy form with purple markings indicating its supernatural origin.

It's HP is based on X HP sacrificed by your warlock.  Example: You may give your familiar 5 HP, your warlock will take 5 HP.  Beware that if your warlock character goes unconscious, HP in familiar are lost.

The beast is Friendly to you and your allies and obeys your commands. It vanishes if you die.

The Beast in Combat. In combat, you attack from your beast, similar to a familiar; melee and range attacks are allowed.

Restoring or Replacing the Beast. If the beast has died within the last hour, you can take a Magic action to touch it and expend a spell slot. The beast returns to life after 1 minute with all its allocated Hit Points restored.

Whenever you finish a Short Rest, you can summon a different primal beast, which appears in an unoccupied space within 5 feet of you. You choose its stat block and appearance. If you already have a beast from this feature, the old one vanishes when the new one appears.

Big Sibling Shark

Big Sibling Shark

Medium Beast, Neutral

AC 13 plus your Charisma modifier

HP Granted by Warlock (Maximum: Max HP-1)

Speed Fly 10 ft. (hover), Swim 60 ft.

    Mod Save
STR 18 +4 +4
DEX 14 +2 +2
CON 15 +2 +2
    Mod Save
INT 1 −5 −5
WIS 10 +0 +0
CHA 4 -3 -3

Senses Darkvision 60 ft.; Passive Perception 12; Blood Tracking: 120 ft

Languages Speaks the languages you know

CR None (XP 0; PB equals your Proficiency Bonus)

Traits

Primal Bond. Add your Proficiency Bonus to any ability check or saving throw the beast makes.

Actions

Terrifying Visage.  When your shark familiar is within 5 ft of you, you have Advantage on Intimidation checks.  

Water Bed. During a long rest, if there is at least 5 ft of water.  Your familiar can create a waterbed for you to sleep on.  Additionally, when in contact with the bed, you can breathe underwater, and rain conditions do not affect you, as a shadowy shield will block out rain and wind.

Mama Raven

Mama Raven

Small Beast, Neutral

AC 10+ your Charisma modifier

HP HP granted by warlock

Speed 10 ft., Fly 50 ft.

    Mod Save
STR 2 -4 -4
DEX 14 +2 +2
CON 8 -1 -1
    Mod Save
INT 8 −1 −1
WIS 14 +2 +2
CHA 6 -3 -3

Senses Darkvision 30 ft, Passive Perception 13

Languages Understands the languages you know

CR None (XP 0; PB equals your Proficiency Bonus)

Traits

Primal Bond. Add your Proficiency Bonus to any ability check or saving throw the beast makes.

Actions

Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
Lullaby: During a long rest, your raven familiar can sing you and your party a lullaby.  Those who gain the benefit of a long rest (up to PB) gain +2 temporary HP.

Papa Wolf

Papa Wolf

Medium Beast, Neutral

AC 10 plus your Charisma modifier

HP Granted by Warlock (Maximum: Max HP-1)

Speed 40 ft.

    Mod Save
STR 14 +2 +2
DEX 15 +2 +2
CON 12 +1 +1
    Mod Save
INT 6 −2 −2
WIS 12 +1 +1
CHA 6 -2 -2

Senses Darkvision 60 ft.; Passive Perception 15

Skills: Perception +5, Stealth +5

Languages Understands the languages you know

CR None (XP 0; PB equals your Proficiency Bonus)

Traits

Primal Bond. Add your Proficiency Bonus to any ability check or saving throw the beast makes.

Actions

Pack Tactics. The wolf has Advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.

Ready Warm Bed. During a long rest, Papa Wolf can be used as a warm pillow. During nights when it is cold or situations where CON checks due to cold conditions apply, you have Advantage on that save. Additionally, he will watch all night on guard duty, assisting on any perception checks if within 10 ft of the guard.

Level 6: Emapthic Bonds

You may as a bonus action recall your familiar, regaining back the HP granted to the familiar. 

Additionally; you may now see and hear through your familiar's senses up to 100 ft like Find Familiar.

If your beasts wishes to make a melee attack of their own, use the stat block appropriate to the animal.  Damage inflicted by familiar are considered psychic or force damage type.

Level 10: Familiar Bonds

At level 11, you and your familiars now share your HP pool communally.

When your familiar is within 5 ft of you, it will shield you—providing full cover to your warlock.

Level 14: Familial Strength

During combat.

You may produce an aura of 15 feet that negates fear and charm effects.  Anyone within the aura may use their reaction to absorb up to half of the damage that was to be received by another ally (cannot be reduced by resistances).

Finally, you may sacrifice half of your current HP to resurrect 1 party member, similar to Revivify, in addition to 1 pact spell slot.  You may use this ability, once every 3 days.

Outside Combat.

You may touch {{proficiency/2@rounddown#unsigned}} and grant them 60 ft of true sight for 10 minutes.

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