Base Class: Warlock
Long ago, during the creation of the world, the gods made the alpha versions of many animals. These beasts looked like their modern counterparts, but they were larger, smarter, far more powerful. But when the gods deemed the creatures too powerful for the mortal world, they were chained up and locked away. Some of these creatures have loosened their bonds enough to whisper into the ear of men. These particularly strong individuals are called the Unbound. Using warlocks as their vessels in the world, the Unbound seek freedom above all else. While they may have freed themselves of their bindings, they are still confined inside an astral prison. Not all of the unbound are evil, but many carry resentment towards the gods, and all have a feral side that they share with their warlocks. This subclass is meant to bring the SMITE god Fenrir to D&D. This subclass is intended for paper character sheets and doesn't currently work on D&D beyond. Check out D&D Beyond user SexPanther, who does a similar thing with League of Legends champions. If you like this, check out my other homebrew.
Expanded Spell List
The Unbound 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.
1st: Beast Bond, Speak with Animals
2nd: Beast Sense, Locate Animals or Plants
3rd: Conjure Animals, Phantom Steed
4th: Dominate Beast, Polymorph
5th: Commune with Nature, Dominate Person
Unbound Runes
At 1st level, your patron grants you a set of 5 runes imbued with their bestial power. You can use the runes as a spellcasting focus, and while you have the runes on you, you can use a bonus action to take on a bestial form. While in this form, you gain a bonus to armor class equal to your proficiency bonus and can make attacks with your claws, or any other part that your bestial form might have. These attacks deal 1d4 + your strength or dexterity modifier in slashing damage. You are considered to be proficient with your claws and can take a bonus action after making an attack with your claws to make another attack with the claws. Each time you land a hit with your claws, 1 of your runes becomes powered. Reducing a creature to 0 hit points powers all 5 of your runes. If all of your runes are powered, you can use them to enhance your other features you gain from this subclass. Runes stay powered until you use them or until you take a long rest.
Unchained
Starting at 1st level, you can use your feral strength to leap great distances. Your long jump and high jump distance double. You can use an action on your turn to leap a distance up to your long jump distance, before striking. After you take this action, you can immediately attack with your claws once. this attack does an extra d4 of damage and stuns the target until the end of your next turn if you have all five runes charged, and choose to use them. You may use this feature once in between short or long rests.
Brutalize
At 6th level, your feral instincts have evolved, allowing you to quickly take down a target. You can use an action while in your bestial form to mark a creature within your walking speed maximum as your prey. Without expending any movement, you instantly move to that creature. Before making 4 attacks with your claws against the creature. If you have all 5 of your runes charged, and choose o use them on this ability, then you may add your proficiency bonus to the damage of each attack. You may use this feature once per short rest or long.
Seething Howl
At 10th level, your patron will grant you inhuman strength at the sound of your howl. As a bonus action, you can unleash a chilling howl. For a number of rounds equal to your charisma modifier, you may add your charisma modifier to the damage of any attacks you make with your claws. Additionally, you regain hit points from each claw attack equal to the damage dealt. You may use this feature once per short or long rest
Ragnarok
At 14th level, your patron grants you the powers of Ragnarok, the day when all the Unbound will be unleashed upon the world. As a bonus action, you can take on an enhanced version of your bestial form. In addition to the regular benefits of that form, your size becomes large, your movement speed increases by 10. Your claw attacks become bite attacks, which deal 1d10 + your strength or dexterity modifier in piercing damage, and you can only bite once a turn. A creature hit by your bite attack must succeed on a Strength saving throw against your spell save dc, or be grappled by you as you lift them up with your muzzle. While grappled like this, the creature is also restrained, and you may move while holding the creature without any penalty. You stay in this form until the end of your next turn. When you go back to your regular form, a creature you are carrying is released from the grapple into the nearest unoccupied space. If all 5 of your runes are charged, and you choose to use them on this ability, your armor class increases by your charisma modifier as well as your proficiency bonus. You may use this feature once per long rest.
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