Base Class: Warlock
Your patron is a provider of sustenance and healing - but as with any source of abundance, those things must grow from the remains of that which came before. The Feeder is a being borne of soil where life and death intertwine. It seeks to control the cycle of life by returning all mortal things to the earth that once nourished them.
Level 3: Form of Rebirth
Your patron strengthens your ability to recuperate, though it may come at a price. When you fail a saving throw, you can expend one of your Hit Point Dice to automatically succeed instead; roll the Hit Point Die and take Necrotic damage equal to the result. Additionally, when you spend Hit Point Dice to regain Hit Points, you add both your Charisma and Constitution modifiers to each roll.
As a bonus action, you can become a physical manifestation of your patron’s power over the cycle of death and rebirth. This form lasts for 1 minute. When transforming, you choose a form of either Life or Decay. You can transform a number of times equal to your proficiency bonus. You can regain one expended use daily by burying a deceased humanoid or beast of size Small or larger, and you regain all expended uses on the night of a full moon.
1 - Form of Life
While in a Form of Life, plant life sprouts from and protects your body. The plants may be something growing in your current environment, or could reflect some aspect of your patron. You gain the following effects while transformed:
- You gain bonus AC equal to your proficiency bonus.
- Poisonous Tendril: As a bonus action, you can sprout a long vine or branch from your body to make a melee spell attack against a creature within 15 feet. If the attack hits, the creature takes 1d6 Poison damage. You can use Poisonous Tendril as part of the bonus action you use to transform.
- You are resistant to Poison damage, but vulnerable to Cold damage.
2 - Form of Decay
While in a Form of Decay, you become a walking compost pile. Your body is covered in a viscous mixture of soil, mud, fungus, or decomposing flora or fauna. You gain the following effects while transformed:
- Your unarmed strikes and melee weapons gain the Reach property, and grant you Advantage against creatures that are Bloodied.
- Rotting Sludge: As a bonus action, you can reach out with an oily limb to make a melee spell attack against a creature within 15 feet. If the attack hits, the creature takes 1d6 Necrotic damage. You can use Rotting Tendril as part of the bonus action you use to transform.
- You are resistant to Necrotic damage, but vulnerable to Fire damage.
3 - Inactive
While Form of Rebirth is inactive, you gain no additional effects.
Level 3: Ruler of Rebirth
You are charged with safeguarding your patron's dominion over death, and are guided toward those that satisfy - or defy - the laws of nature. You have an uncanny sense granting you Advantage on ability checks to detect decomposing or Undead creatures.
Level 3: Feeder Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Feeder Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
| 3 | Entangle, Goodberry, Aid, Spike Growth |
| 5 | Plant Growth, Revivify |
| 7 | Aura Of Life, Blight |
| 9 | Contagion, Mass Cure Wounds |
Level 6: Earthen Ichor
The blood of your patron gives you new life, but brings death to those that oppose you. Whenever you finish a long rest, your body is fully rejuvenated and refreshed, and any aging effects from the day are reversed, even if you were magically aged. Also, if you eat a meal during a long rest, you lose all levels of Exhaustion.
When you manifest a Form of Rebirth, you can choose one creature you can see to curse with Earthen Ichor. Until your transformation ends, the cursed creature is touched with your patron's ethereal fluid and receives additional effects:
- While in a Form of Life, the cursed creature loses resistance to Poison damage if it has it. Once during your turn, when you deal Poison damage to the creature, you can force it to make a Constitution saving throw against your spell save DC. On a failed save, the creature is Poisoned until the end of your next turn.
- While in a Form of Decay, the cursed creature loses resistance to Necrotic damage if it has it. Once during your turn, when you deal Necrotic damage to the creature, you can force it to make a Constitution saving throw against your spell save DC. On a failed save, the creature takes one additional die of Necrotic damage, and cannot regain Hit Points until the end of your next turn.
If an Undead creature is cursed by your Earthen Ichor, it loses all resistances and immunities.
Level 10: Reap and Sow
Your patron has shown you that life and death are fully intertwined. You can spend Hit Point Dice to empower you and your friends, or to weaken others.
- When you deal Poison damage or apply the Poisoned condition to a creature, you can use your Reaction to spend one Hit Point Die. Roll the die, add your Charisma and Constitution modifiers, and heal yourself or another creature within 30 feet by a number of hit points equal to the total (minimum of 1).
- When you take damage, you can use your Reaction to spend one Hit Point Die. Roll the die, add your Charisma modifier, and deal Necrotic damage to any creature within 30 feet equal to the total (minimum of 1).
- You can use your Reaction to spend one Hit Point Die and instantly decompose a defeated Undead creature within 30 feet. Roll the die, add your Charisma and Constitution modifiers, and gain Temporary Hit Points equal to the total (minimum of 1).
Level 14: Overgrowth
You are completely in tune with the natural cycle, and can now fully embody the strength of your patron. When you transform into a Form of Rebirth, you regain up to three expended Hit Point Dice.
Alternatively, you can spend two Hit Point Dice to become an Overgrown Form of Rebirth. You take on the appearance of The Feeder itself, and your Forms of Life and Decay become more powerful. Any Undead creature you damage while in an Overgrown Form of Rebirth is also cursed with your Earthen Ichor.
1 - Overgrown Form of Life
While in an Overgrown Form of Life, you are fully enveloped in dense layers of vegetation. You gain the following effects while transformed:
- Whenever you deal Poison damage during your turn, you can add your Charisma modifier to the damage dealt.
- Superfood: Your patron improves the nourishment provided by your most recent meal. As part of the bonus action you use to transform, you and each friendly creature of your choice within 30 feet gains maximum HP equal to 2d8 + your Warlock level.
- Your size increases to Large (if you are not already).
- You gain bonus AC equal to your proficiency bonus.
- Toxic Tendril: As a bonus action, you grow a massive plant from your core to make a melee spell attack against a creature within 15 feet. If the attack hits, the creature takes 1d12 Poison damage. You can use Toxic Tendril as part of the bonus action you use to transform.
- You have advantage on Strength and Constitution ability checks and saving throws.
- You are immune to Poison damage and the Poisoned condition.
Once Overgrown Form of Life ends, your patron returns to the earth, sapping you of your energy. You gain one level of Exhaustion.
2 - Overgrown Form of Decay
While in an Overgrown Form of Decay, you become a malleable mass of oily, rotted organic matter. You gain the following effects while transformed:
- Whenever you deal Necrotic damage during your turn, you can add your Charisma modifier to the damage dealt.
- Mulch: As part of the bonus action you use to transform, you can liquefy and spread across the ground to travel a distance up to 60 feet. While moving this way, you are immune to damage and don't trigger attacks of opportunity. After you finish moving, you reform violently, expelling a blast of decay and death that deals Necrotic damage equal to 2d8 + your Warlock level to each creature of your choice within 15 feet.
- Your size increases to Large (if you are not already), but you can morph and mold yourself to move through any space as though you were Tiny.
- Your unarmed strikes and melee weapons gain the Reach property, and grant you Advantage against creatures that are Bloodied.
- Septic Sludge: As a bonus action, you extend a putrid tentacle to make a melee spell attack against a creature within 15 feet. If the attack hits, the creature takes 1d12 Necrotic damage. You can use Septic Sludge as part of the bonus action you use to transform.
- You have advantage on Dexterity and Constitution ability checks and saving throws.
- You are immune to Necrotic damage.
Once Overgrown Form of Decay ends, your patron returns to the earth, taking with it a portion of your vitality. You gain one level of Exhaustion.
3 - Inactive
While Overgrown Form of Rebirth is inactive, you gain no additional effects.
Previous Versions
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3/9/2026 6:05:19 PM
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2025.3
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3/10/2026 1:57:04 PM
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15
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Public 2026.1
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Coming Soon
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Posted Mar 9, 2026[EDIT] Minor update to the subclass to resolve an issue I discovered with the Form Of Life and Overgrown Form Of Life AC bonuses not applying properly on the character sheet. Should be fixed now! [/EDIT]
Hey gang! This is a new homebrew Warlock subclass I've been playing as in my current D&D campaign for a little over a year now. I call this Warlock patron The Feeder, which is meant to have a double meaning; this being is all about the cycle of life, so it provides sustenance while consuming the dead. While it initially started as a modification of the 5e "The Undead" subclass, I ended up completely doing away with all but the basic transformation idea, and just ran with my own concepts. The ultimate result is a Warlock subclass with some "druidic" powers, and a focus on balancing death and life to open up some more interesting roleplay and playstyle opportunities.
In the year that I've been playing as my character, a lot of adjustments have been made to update the subclass for the 2024 (5.5e) rules, as well as to improve balance and just bring a bit more unique flavor to it. There's a big focus on new and interesting ways to use your Hit Dice, giving you opportunities to trade those for improved resilience or additional damage output. I also ended up adding some specific advantages when fighting Undead creatures, which the Feeder patron views as especially "unnatural". (That has come up in roleplay while using this subclass, and I strongly recommend using that angle if you want the best experience!)
Some notes regarding the subclass implementation in D&D Beyond:
That about sums it up! Definitely a lot going on with this subclass, but I loved coming up with the concept, gameplay elements, and descriptions, and I hope people are excited to try it out for themselves. Please provide any feedback and I'll happily consider implementation improvements or adjustments! Thanks gang.