My Documents
Become a Patron!
# Warlock Patron: The Beast You have made a pact with a feral, powerful being. Your patron may be a magical beast, an ominous critter or even an unhinged druid. It lives deep in the forest, guarding the creatures and wildwood from any harmful beings. Whatever it is, your patron's magic is split between nature and devastating physical combat. ##### Beast Features | Warlock Level | Features | |:-:|:-| | 1st | Expanded Spell List, Keen Instincts, Mighty Combat| | 6th | Quick Retreat | | 10th | Impenetrable Determination | | 14th | Feral Wave | ### 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. ##### Beast Expanded Spells | Spell Level | Spells | |:----:|:-------------| | 1st | _animal friendship, longstrider_ | | 2nd | _animal messenger, beast sense_ | | 3rd | _conjure animals, haste_ | | 4th | _dominate beast, guardian of nature_ | | 5th | _awaken, commune with nature_ | ### Keen Instincts Starting at 1st level, you learn the _primal savagery_ cantrip. This is a warlock cantrip for you and does not count against the number of cantrips you know. ### Mighty Combat Starting at 1st level, whenever you make an unarmed strike, you can choose to use your Charisma modifier instead of Strength for both the attack roll and the damage. Additionally, if you made an unarmed strike as your action, you can use a bonus action to make another unarmed strike. \columnbreak ### Quick Retreat Starting at 6th level, you've learned to master the technique of moving swiftly. When you take damage, you can use your reaction to double your speed until the end of your next turn, and immediately move up to your speed without provoking opportunity attacks. You can move through an unwilling creature's space with this movement. The first time you move through a creature's space with this, it is pushed 5 feet in a horizontal direction of your choice. Once you use this feature, you can't use it again until you finish a short or a long rest. ### Impenetrable Determination Starting at 10th level, your patron fills you with might. You're immune to being frightened and have resistance to psychic damage. ### Feral Wave Starting at 14th level, you can spend an action to release a deep, powerful wave of energy from within yourself. Every creature in a 30-foot radius surrounding you takes 5d10 piercing, slashing or bludgeoning damage of your choice. This damage is considered magical. Additionally, every creature you choose in the radius makes a Wisdom Saving Throw against your spell modifier. On a failure, the creature is frightened by your presence for up to 1 minute. At the end of each of their turns, they make another Wisdom Saving Throw to try and end the condition. Once you use this feature, you can't use it again until you finish a long rest.