The Great Beast
The Beastlands are a plane of existence teeming with unbridled nature, abundantly populated with massive beasts that run wild, free of humanoid intervention. These beasts have intelligence comparable to humanoid races, and the greatest of them can develop the ability to perform powerful magic. These beasts, like other magical beings, have been sometimes known to confer their blessings unto mortals, giving them beastly combat prowess and nature-themed abilities.
Expanded Spell List
The Great 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.
Great Beast Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | beast bond, speak with animals |
| 2nd | animal messenger, alter self |
| 3rd | conjure animals, plant growth |
| 4th | giant insect, guardian of nature |
| 5th | awaken, commune with nature |
Ritual Casting
You can cast any of the spells from your Great Beast Expanded Spell List as a ritual if they have the ritual tag and you know the spell.
Natural Weapons
Starting at 1st level, you gain the ability to grow powerful beast-like natural weapons from your body. Where they grow and what type of damage (bludgeoning, piercing, or slashing) they deal are your choice. As a bonus action, you can grow these weapons from your body. Their damage dice is 1d8 damage of your chosen type, and you have advantage on Charisma(Intimidation) checks on enemies that can see your natural weapons. You can use a bonus action to retract them, leaving no sign that they are a part of you. If you choose the Pact of the Blade at 3rd level, you may choose your natural weapon as your Pact Weapon.
Aspect of the Beast
Also starting at 1st level, you gain a boon granted upon you by your patron. Choose one of the following features. These choices gain improvements at 6th level:
Beast Senses: Your senses sharpen to those of the most precise beasts. You can see clearly up to one mile away, and you have advantage on all Wisdom(Perception) checks.
Nature Adaptation: Your climbing speed and your swimming speed increase to be equal to your walking speed. Additionally, nonmagical difficult terrain does not hinder your movement.
Relentless Hunter
Beginning at 6th level, when you take the attack action on your turn, you may make an additional attack as part of that action.
Additionally, your Natural Weapons count as magical for the purpose of overcoming resistance and immunity.
Improved Aspect
Starting at 6th level, your Aspect of the Beast feature gains an improvement:
Beast Senses: Your senses give you an edge in combat, giving you advantage on initiative rolls.
Nature Adaptation: Even magical difficult terrain does not hinder your movement, and your walking speed increases by 10 feet.
Carnivorous Presence
Starting at 10th level, you learn to strike killing blows when creatures are at their most vulnerable. Attacks you make against creatures with less than half of their maximum hit points score a critical hit on a roll of 19-20, and those creatures have disadvantage on saving throws made against spells you cast.
Vital Strike
At 14th level, your instincts are so honed that you can use single strikes to inflict massive damage through destroying the vital points of your enemies. When you hit a creature that is not a construct, aberration, or ooze with a melee weapon attack, you can choose to go for a vital point. If you do so, your strike deals an extra 10d8 necrotic damage, and the target must make a Constitution Saving Throw against your Spell Save DC or take half of the attack's damage at the end of its next turn.
Once you use this feature, you can't use it again until you finish a long rest.
