Base Class: Warlock
Lycanthropes are well know, but few know of the elder lycans. The originals of their kind and the origin of their existence. For you however, their presence is very evident, for better or worse. Not only have these powerful entities mastered their abilities, they have learned how to give their powers to others without the use of their claws or fangs. Often appearing in dreams or hallucinations, these beings chose those they seem worthy to act in their favor. However, these lycans have often decievingly simple tasks. Some may wish to cause chaos, others may wish to end a threat to a temple or forest of significance. In most instances, the lycan manipulates their warlocks to do their work while they are away creating more lycanthropes or hunting specific targets of interest. However, completing said task doesn't always mean the end of their pact. Sometimes these entities crave companionship with another being and will coax them into a permanent pact just to have someone to talk to. Someone that can possibly awaken a fragment of the mortal being they once were and have lost from this curse. For not all of these ancient lycans accept their power. Perhaps neither do you.
Expanded Spell List
The Lycan 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.
Lycan Expanded Spells
| Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Weapons of the Beast
Starting at 1st level, you gain a natural attack you are proficient in. You may chose either a bite, claw, or tail attack. The statistics for each attack are the same except the damage dealt. All deal 1d4 damage and use your charisma modifier. At 6th level the damage goes up to 2d4. At 10th level it becomes 2d6 and at 14th level it becomes 3d6. In addition you gain different abilities based on the weapon you chose.
Bite: deals piercing damage. At 10th level you can attempt to make your target afraid of you. When you successfully hit with your bite attack, the target makes a wisdom saving throw against your spell dc. On a fail they are frightened of you until your next turn.
Claw: deals slashing damage. Starting at 10th level, when you land a successful claw attack, you may attempt to grapple the target as a bonus action. While grappled in this way they take 1d6 additional slashing damage at the start of their turn.
Tail: you grow a tail that deals bludgeoning damage. At 10th level you can attempt to knock a target prone as a bonus action. The target makes a dexterity saving throw against your spell dc. On a fail they are knocked prone. If they fail you may make one additional attack with your tail as part of the bonus action.
Bite
You gain a bite attack that deals piercing damage. In addition at 10th level when you hit a target with a bite attack while taking the attack action, they must succeed a wisdom save against your spell DC or be frightened of you until the end of their next turn.
Claw
You gain a claw attack that deals slashing damage. When you hit a target while taking the attack action, starting at 10th level you can attempt to grapple the target as a bonus action. While grappled in this way, the target takes 1d6 piercing damage at the start of each of their turns.
Tail
You grow a tail that deals bludgeoning damage. At 10th level if you hit a target with your tail when taking the attack action, you can attempt to trip them as a bonus action. They make a dexterity saving throw against your spell DC. On a fail they are knocked prone. If the target fails you may make one tail attack on the target as part of the bonus action.
Mythic Beast Bond
Starting at 6th level, when you cast a spell you can make one melee attack as a bonus action with your Weapon of the Beast. In addition you can make 2 melee attacks with your Weapon of the Beast when you take the attack action on your turn.
When you are in combat you can use your action to let your inner beast take form for a moment while you are not wearing armor. For 1 minute you gain the following benefits:
- If you would make a strength saving throw or ability check, you may instead use your charisma modifier.
- You add your charisma modifier to your armor class.
- Your Weapon of the Beast melee attacks are magical for the purposes of overcoming resistance to nonmagical attacks.
- When you take the attack action you may make a melee attack with your Weapon of the Beast as a bonus action.
You can use this ability once per long or short rest. While in this state, you may cast spells but you cannot concentrate as you must keep the beast from taking complete control.
Beast Skin
You gain resistance to nonmagical weapon damage from non silvered weapons. In addition your AC while not wearing armor equals 13 + dexterity modifier + charisma modifier.
Primal Howl
A number of times up to your charisma modifier you can use an action to assume a hybrid it can form for 1 minute. While in this form you gain the following benefits:
- Your Weapon of the Beast attacks gain +3 to hit and damage rolls
- You gain immunity to nonmagical weapon attacks from non silvered weapons
- You are immune to the frightened condition
- When you take the attack action, you may expend 2 spell slots as part of that action. You may take the attack action one more time this turn as a bonus action.
Call of the Wild
Once per long rest you can let out a cry to both your patron and your inner beast as an action. 1d6 lycanthropes appear within 30ft of you and obey your commands. They are only friendly towards you and are considered hostile to all other entities. They last for 1 minute or until you die or they die. You roll initiative for then as a group and can issue one command to the whole group or one specific lycanthrope as a free action. The type of lycanthrope summoned is that of your patron.
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Posted Nov 13, 2020Nice work. It is close to what I had in mind.