Warlock

Warlock Patrons
The Beast The Celestial
Warlock Pacts
Pact of the Chain Pact of the Hide
Eldritch Invocations
Bestial Senses Eden’s Kiss King of the Jungle Wild Soul

“It’s not like a fiend, you know. There is no demon whispering in my ear, telling me to do this, to kill that, to maim her. No. It’s an instinct – a feeling. That’s where the power comes from. I feel like an animal myself, you know. Not like a werebeast of course, but like a man who has had his mind infested with the sharp wit of a predator. I don’t think I can work with the civilized world anymore. It’s all just strange to me now. Unnatural.”

- Journal of Arden Wildeye, Warlock Hunter

WILD PATRON

When a warlock is in the wilds, on a hunt, or in the Feywild, consider this variant rule. Whenever a Warlock takes a long rest, make a Wisdom saving throw against your own spell save DC. On a failure, the Hunt has caused your patron’s will to seep into you, making you wild and unpredictable.

If your patron is the Archfey or the Great Old One, it causes you to do random, seemingly nonsensical things, while Fiend or Beast patrons make you wild and aggressive. These efffects last for 1d4 hours.

Warlock Patron: The Beast

Your patron is the Beast – a powerful apex predator whose age has granted it powers seemingly beyond what is natural. This creature does not often choose to bestow this power upon another. Coming into contact with the predator, surviving a battle with it, or simply seeing it once can be enough to curse you with the power of the Beast. As a result, its instincts grant you supernatural power. Examples include many of the Apex predators, such as Nemea the Ancestral Lion, or Saifu the Ant Queen.

As an optional way to add more flavor to your character, you can pick from or roll on the following table of flaws associated with warlocks of the Beast:

Flaws of the Beast
d6 Flaw
1 You become incredibly hungry when you smell blood.
2 When you see something small move, you usually chase it down.
3 Few things calm you down like a scratch behind the ears or a vicious, bloody hunt.
4 No matter how you try, your hair grows incredibly long. Everywhere.
5 You can’t relax indoors, let alone sleep.
6 When speaking, your accent is replaced by growls and purrs at the end of your words.

Expanded Spell List

The Beast 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.

The Beast Expanded Spells
Spell Level Spells
1st longstrider, speak with animals
2nd animal messenger, locate animals or plants
3rd conjure animals, water breathing
4th freedom of movement, locate creature
5th awaken, commune with nature

Predator’s Instinct

Starting at 1st level, your patron has blessed you with the power of instinct. When a creature suffers damage from one of your spells, you gain an almost supernatural awareness of their location. For up to 1 minute, you gain advantage on all Perception checks against the creature, and on Survival checks made to track it. Your spells ignore up to 3/4th cover against the creature, and you do not need to see the creature to target it with a Warlock spell of first level or higher cast using a Pact Magic slot.

Dangerous When Cornered

At 6th level, the dangerous instincts inside you flare up when you are desperate. When you reach or fall below a number of hit points equal to your Warlock class level, you can use your reaction to regain all expended Warlock spell slots.

Once this feature has been used, it can’t be used again until you complete a long rest.

Merciless

Beginning at 10th level, your patron has made you merciless while on the hunt. When you roll a critical hit on a spell attack, or when a creature targeted by a damaging spell fails a spell saving throw by more than 5, roll an additional damage die and add your Charisma modifier to the roll.

Apex Roar

Upon reaching 14th level, your kinship with Beast can force lesser beasts to heed your call. Whenever a beast attacks you, you can use your reaction to roar at it, forcing it to make a Wisdom saving throw against your spell save DC. On a failure, the beast either attacks another target or makes no attack, potentially wasting its turn. A beast that succeeds on this saving throw does not need to make it again for 24 hours. You can use Apex Roar a number of times equal to your Charisma modifier per long rest.

Additionally, you are able to vocally command beasts that can hear you. As an action, you can release a feral roar. After 1d4 turns have passed, a number of beasts (up to your Wisdom modifier) come to your aid. If there are no beasts within 1 mile of your central location, this ability has no effect. The total CR of these beasts cannot be higher than your Warlock levels, and they take their turn(s) after your initiative. After 1 minute, or after being reduced to half its maximum hit points, any beast summoned through this feature becomes frightened for 10 minutes and flees the immediate area.

Once you have used this feature to summon beasts, you cannot use it again until you finish a long rest.


Warlock Patron: The Celestial

You have made a pact with a celestial from the higher planes of existence, a being whose aims are good, even if you stray from that path. Such beings seek to protect the mortal world from evil and injustice. Sometimes celestials will offer to form a pact with an individual, often for a specific cause that requires their direct attention. Celestials are often more discerning about their patrons, and are more likely to break a pact if the warlock takes action against their will. Celestials powerful enough to forge a pact include members of the Celestial Hebdomad such as Barachiel, Domiel, Raziel, and Sealtiel; Talisid or one of the Five Companions such as Manath and Bharrai; Morwel, Queen of the Court of Stars; or Solars and especially powerful Planetars.

Expanded Spell List

The Celestial 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.

The Beast Expanded Spells
Spell Level Spells
1st guiding bolt, shield of faith
2nd blindness/deafness, magic weapon
3rd crusader’s mantle, magic circle
4th aura of life, guardian of faith
5th destructive wave, dispel evil and good

Holy Guardian

Starting at 1st level, as a bonus action you can shield an ally in a divine aura, granting them temporary hit points equal to your Charisma modifier + your level. You may shield only one target at a time, and once you use this feature, you can’t use it again until you finish a short or long rest.

Astral Step

Starting at 6th level, you can temporarily step through the plane on which your patron resides. When you take damage, you can use your reaction to pass through the Astral Plane to an unoccupied space that you can see within 120 feet. You have advantage on saving throws against spells and other magical effects until the start of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

Celestial’s Grace

Beginning at 10th level, you have come to embody the virtues of life and light, becoming a beacon against the forces of darkness and decay as your patron’s divine radiance emanates from you. You gain resistance against necrotic and cold damage. Additionally, you can’t be aged magically and age more slowly. For every 10 years that pass, your body ages only 1 year.

Divine Judgement

At 14th level, when you hit a creature with an attack, you can use this feature to name them judged. If the creature is not a Celestial, radiant chains of silver and gold lash out from the astral plane, enveloping the target. The creature is considered restrained, and immune to all damage. On your next turn, an immense holy weapon is hurled from the heavens at the target, shattering the chains and dealing 10d10 radiant damage. Once you use this feature, you can’t use it again until you finish a long rest.


 


Warlocks & Wild Games

Warlocks, unlike other magic users, have a very small pool of spell slots to use. In exchange, they gain these back during a short rest. Traditional short rest in survival and wilderness games are often uncommon at best, especially when the warlock is hunting a creature or being hunted himself. Consider allowing the simple act of walking and hiking through the wilderness to be a short rest as long as the party isn’t actively chasing something or being chased. This not only helps the party better deal with the many challenges of the wilderness, but also ensures that the warlock stays useful for more than a few hours into a wilderness game.

Pact Boon: Pact of the Chain

The following familiars are added to the special forms: Coure and Lantern Archon.

Pact Boon: Pact of the Hide

Your patron gives you a cloak or shroud of animal hide. When you gain this feature, you can spend your action to summon forth the cloak or shroud. While wearing it, you have advantage on Survival (Wisdom) checks.

As a bonus action, you can wrap yourself in cloak entirely. It expands to cover you and takes the form of an animal carcass that could have produced the hide. While inside, you are immune to the effects of extreme temperature. It also produces food in the form of meat from the carcass for a number of days equal to 1/4 your Warlock level (minimum 1). The carcass has an AC of 20 and 15 hit points. While inside of it, you receive no damage from attacks or spells until it is destroyed, though you still suffer from any persisting damage already effecting you. While inside the carcass, your movement is reduced to 0 and you are blinded.

You can recreate a cloak or shroud created by this feature by performing a ritual over the course of a long or short rest. You can also dismiss the cloak or shroud with a bonus action, shunting it into an extradimensional space.


Eldritch Invocations

Bestial Senses

Your passive perception increases by an amount equal to your Charisma modifier. Additionally, when performing a Wisdom (Perception) check, you have advantage on the roll if you try to spot hidden creatures or objects.

Eden’s Kiss

You can cast the Goodberry spell using a Warlock spell slot.

King of the Jungle
Prerequisite: 9th level

You can cast conjure woodland beings once using a Warlock spell slot. You cannot do so again until finishing a long rest.

Wildsoul
Prerequisite: 9th level

You can shapeshift into a beast of CR 1 or lower for 10 minutes. This transformation uses the same rules as the druid’s Wild Shape feature. You cannot use this feature again until finishing a long rest.

Warlock

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