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The Monarch of Beasts

Your patron is bestial and instinctive, yet more intelligent than all but the most brilliant mortals. As cunning as fiends and as unpredictable as the Archfey, it takes on both humanoid and beast forms at will. Such beings are not ignorant of civilization, though they take little interest unless their subjects often dwell in civilized lands.  

Expanded Spell List

Your patron 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.
Spell Level Spells
1st Sleep, Tearing Claws
2nd Animal Messenger, Command Minor Beast
3rd Conjure Animals, Catnap
4th Dominate Beast, Guardian Of Nature
5th Awaken, Steel Wind Strike

Beastlands Lore

When you choose this Otherworldly Patron at 1st level, the wisdom and power that the Monarch of Beasts shares with you grants you several benefits:
  • You learn to speak, read, and write Sylvan
  • You gain proficiency in your choice of one of the following skills: Animal Handling, Athletics, Insight, Nature, Perception, or Survival.
  • You can substitute your Charisma modifier for your Wisdom modifier when making Wisdom (Animal Handling, Perception, or Survival) checks.
  • Beasts understand your speech as if they spoke your language, and you gain the ability to decipher their noises and motions. Most beasts only have the intelligence to communicate the kinds of information described under the speak with animals spell. This does not necessarily earn you the friendship of beasts, but you can interact with them the way you would any non-player character, and when you meet new beasts of the type represented by your patron, their initial attitude towards you is always friendly.

Omen of Tooth and Claw

Starting at 1st level, when you use the magic granted by your patron, you can also call upon your patron to display its power. When you use a warlock spell slot to cast a spell, you can magically channel energies of the Beastlands, placing your choice of either a Beastlands Boon or a Beastlands Curse on a creature of your choice within 30 feet of you that is not behind total cover. If you choose a Beastlands Boon, the chosen target gains temporary hit points equal to your proficiency bonus + your warlock level, and it has advantage on Wisdom checks and Wisdom saving throws while it still retains temporary hit points gained from this feature. If you choose a Beastlands Curse, you gain advantage on opposed ability checks against the chosen target, and the first time you inflict damage on the cursed target during each of your turns, you can either deal additional damage to it equal to your proficiency bonus or reduce its speed by 10 feet. All effects of this feature (including any temporary hit points gained) end after 1 minute. They end early if you are incapacitated or if you use this feature again.

Bestial Fury

At 6th level, your patron allows you or your familiar to lash out with spectral claws, fangs, horns, spikes, or other natural weapons possessed by beasts of your patron’s type. As a bonus action, you can target a creature within 5 feet of you (or within 5 feet of your familiar, if you have one) that you have hit with an attack roll since the end of your previous turn. That creature must make a Dexterity saving throw against your warlock spell save DC. On a failure, the target takes psychic damage equal to 1d6 + your Charisma bonus. If it fails by 5 or more, it falls prone in addition to taking the damage. If this damage reduces a creature to 0 hit points, you gain temporary hit points equal to your Charisma bonus + half your warlock level.

Instinctive Curse

Starting at 10th level, when a creature is the target of your hex spell or a warlock feature you have that curses (such as the Sign of Ill Omen eldritch evocation or the Beastlands Curse use of your Omen of Tooth and Claw feature), you gain certain benefits against that creature:
  • When damage dealt by that that creature forces you to make a Constitution saving throw to maintain concentration on a spell, you automatically succeed on that saving throw.
  • When that creature makes a melee attack against you, you can use your reaction to cast a cantrip targeting only yourself or targeting only that creature. The cantrip must have a casting time of 1 action, which is changed to 1 reaction for this casting. If the cantrip requires a ranged attack, being within 5 feet of a hostile creature doesn’t impose disadvantage on your attack roll.
You also gain these benefits against any creature that has taken psychic damage from your Bestial Fury feature since the start of your last turn

Transforming Reciprocity

Starting at 14th level, you can use your reaction to cast the polymorph spell without using a spell slot or any components whenever a creature you can see does any of the following things:
  • It moves to a space within 5 feet of you
  • It enters your reach
  • It reduces a beast you can see within 60 feet of you to 0 hit points.
You can only target yourself or the creature that triggered this reaction with this polymorph spell, and it is cast as if using a 7th-level spell slot. The casting time is changed to 1 reaction for this casting. Otherwise, the spell works normally.   If you have the Pact of the Chain option for your Pact Boon feature, you can also use this reaction when a creature attacks your familiar. Once you use this feature, you cannot do so again until you finish a long rest.

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