Base Class: Warlock
You have made your pact with a being who enjoys hunting down, and usually eating, creatures while playing with their minds. They might be from deep within the dark forests and caverns of your world, or perhaps they hide within plain sight as powerful figures or urban legends that parents tell their children. It uses you as a conduit to spread its fear to those who think they are safe. Lurking in the dim alleys of a city, you will learn to become a hunter yourself. You will learn to crave the same hunger that it does. The question is, who, or what, will be your prey?
Creator's Note: This subclass is not made to be compatible with DnDbeyond's character maker.
Expanded Spell List
The Hunger 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.
Fiend Expanded Spells
| Spell Level | Spells |
|---|---|
|
1st |
command, hunter's mark |
|
2nd |
blindness/deafness, pass without trace |
|
3rd |
bestow curse, slow |
|
4th |
confusion, greater invisibility |
|
5th |
mislead, telekinesis |
Hunter's Knowledge
At 1st level, you learn the primal savagery and thaumaturgy cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known. Additionally, you gain proficiency with the Survival skill.
Prey Mentality
Starting at 6th level, you learn better ways to break the minds of those you hunt. Choose a number of creatures within 60 feet of you equal to your charisma modifier, forcing them to make Wisdom saving throws. On a failure, the creature becomes frightened of you and takes psychic damage equal to your Charisma modifier D8's (If you have a Charisma modifier of +3, roll 3D8's, and so on). On a success, the creature does not become frightened of you and takes only half damage.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Natural Predator
Starting at 10th level, you learn to tap into the predator instincts and abilities of your patron, gaining the following benefits:
- You double your proficiency bonus for all Wisdom (Survival) checks.
- You have advantage on all checks to track creatures.
- You gain a climb and swim speed equal to your walk speed.
- You gain resistance to psychic damage.
Embrace Thy Flesh
Starting at 14th level, you have fully embraced what you have become, gaining the following benefits:
- You are immune to the frightened condition.
- You are immune to psychic damage.
- When you drop a creature to 0 hit-points but don't kill it outright using psychic damage, you can instead cause them to go mad, making them roll on the long-term madness table when they wake up from a 24-hour catatonic state.
- Once a turn when you hit with an attack, you may deal an extra 1D6 + your Charisma modifier psychic damage.
Comments