The Mother Beast

by NotTheSmoooze

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The Mother Beast

Your patron is a primal beast, an ancient mother to countless hordes of monstrous offspring. In forming a pact with it, you have become one of your patron's many children, to be nursed to strength by her feral magic. Amongst these beasts are the ancestors of many monsters; the first and eldest bears, wolves, and eagles, grown wise and powerful over eons, and rarely, creatures older still; the true primevals, titanic creatures long faded from memory.

Rebirth in the arms of the mother beast changes each of her children. At your option, you can pick from or roll on the following table to create a birthmark for your character.

Birthmark Table
d6
Birthmark
1 Your face was transformed to resemble your mother's.
2 Beasts often think your body is a perfect bed.
3 You grow dense patches of feathers, fur, scales, or
a mixture of all three.
4 You've lost all memory of your birth parents.
5 You've discovered a deep love for red meat.
6 You see the world in various shades of grey and blue.

Expanded Spell List

The Mother 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.

Mother Beast Expanded Spells
Spell Level Spells
1st animal friendship, beast bond
2nd alter self, locate animals or plants
3rd conjure animals, protection from energy
4th dominate beast, locate creature
5th awaken, commune with nature

Credits

Created By: u/NotTheSmoooze. You can find more of my work here, and support me here
Created Using: GM Binder
Artwork By: Clockbirds

Beast's Embrace

At 1st level, you are embraced by your patron's primal nature. You gain one of the following features of your choice: Crawl the Heights, Lurk the Depths, or Stalk the Land.

Crawl the Heights. You sprout a long tail, hooves, or sticky hairs. You gain a climbing speed equal to your walking speed, and you have advantage on Strength (Athletics) checks you make to climb.

Lurk the Depths. Fins and gills spread across your body. You gain a swimming speed equal to your walking speed, you can breathe underwater, and you have advantage on Strength (Athletics) checks you make to swim.

Stalk the Land. Your legs coil like tight springs, ready to pounce. Your walking speed increases by 10 feet, your jump distance is doubled, and you have advantage on Strength (Athletics) checks you make to run or jump.

Additionally, whenever you finish a short or long rest or expend a warlock spell slot, your body is imbued with primal power. You gain temporary hit points equal to your warlock level + your Charisma modifier, and you can replace the feature you chose with another.

Runs in the Family

At 6th level, whenever you gain temporary hit points from your Beast's Embrace feature, you can share the primal magic within you with one willing creature you can see within 60 feet of you. That creature gains the same number of temporary hit points and gains your Crawl the Heights, Lurk the Depths, or Stalk the Land feature (your choice).

These temporary hit points and the feature you chose last until the creature finishes a short or long rest, or until you use this feature on another creature.

Wild Revival

At 10th level, when you or a willing creature you can see within 60 feet of you is reduced to 0 hit points, you can grant it new life as a beast with a challenge rating of 1 or lower. The target immediately regains 1 hit point and gains temporary hit points equal to the beast's hit point maximum.

The target's game statistics are replaced by the statistics of the beast, but it retains its hit points, its alignment, and personality. It is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.

The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

This transformation lasts for 10 minutes or until these temporary hit points are lost.

Once you use this feature, you can't use it again until you finish a long rest.

Motherhood

At 14th level, the mother beast is a part of your nature. You can use your action to create a child of your own in an unoccupied space you can see within 10 feet of you. Your child has the same statistics as beast of your choice with a challenge rating of 6 or lower, with the following changes:

  • Its size is Huge
  • Its AC is 18, if it was lower, and its hit points equal your hit point maximum
  • It can use its action to savage each creature within 5 feet of it. Each creature must make a Dexterity saving throw against your warlock spell save DC or take bludgeoning, piercing, or slashing damage (your choice) equal to 3d10 + your warlock level, or half as much damage on a success.

Your child is friendly to you and your companions. It takes its turn on your initiative, and you determine its actions, decisions, and attitudes. If you are incapacitated or absent, your child acts on its own.

After 1 hour or when your child is reduced to 0 hit points, it vanishes, returning to the wilds of the mother beast.

Once you use this feature, you can't use it again until you finish a long rest.

Eldritch Invocations

The following invocations have been added as additions for the Mother Beast patron.

Beast Twins

Prerequisite: 5th level, Pact of the Chain


When you summon a sibling as your familiar, you can summon a second sibling. While within 500 feet of you, both siblings can communicate telepathically with you and with each other, and you can use the senses of either familiar.

Both siblings take their turn on the same initiative. When you forgo an attack to allow your familiar to attack, each sibling can use its reaction to make one attack.

Feral Strength

Prerequisite: Pact of the Blade


When you create your pact weapon, you can grow fangs, claws, horns, a bladed tail, or other natural weapons instead of conjuring a weapon. You can use Charisma modifier, instead of Strength, for the attack and damage rolls of your natural weapons, and they deal 1d8 bludgeoning, piercing, or slashing damage (your choice) on a hit.

These weapons count as your pact weapon, and when you take the Attack action with these natural weapons on your turn, you can make one attack with them as a bonus action.

Festival of Forms

Prerequisite: 15th level


You can cast animal shapes once without expending a spell slot. Once you do so, you can't do so again until you finish a long rest.

Rebirth

Prerequisite: 9th level


You can cast reincarnate once using a warlock spell slot, but without expending material components. When you cast reincarnate in this way, you must sacrifice the body of a rare animal slain within the past 7 days, such as a giant elk, a lion with a golden pelt, or a saber-toothed tiger, which the spell consumes. When the spell forms a new body, the creature's race doesn't change, but its body is fashioned with traits taken from the sacrificial animal, such as small antlers, golden hair, or long fangs.

Once you cast reincarnate in this way, you can't do so again until you finish a long rest

Pact of the Chain Familiar

The following familiar is provided as an additional choice for warlocks who have chosen the Pact of the Chain.

Sibling

Each sibling is another child of the mother beast, and kin to all her warlocks. Every one of them a unique amalgamate of various animal traits, siblings show clear ties to a variety of beasts. As a sibling ages, it sometimes develops new traits, undergoing a metamorphosis into a wholly new creature.


Sibling

Small beast, unaligned


  • Armor Class 14 (natural armour)
  • Hit Points 22 (5d6 + 5)
  • Speed 40ft, climb 30ft, swim 30ft

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 6 (-2) 12 (+1) 7 (-2)

  • Skills Athletics +3, Perception +3, Stealth +4
  • Condition Immunities charmed, frightened
  • Senses darkvision 60ft, passive Perception 13
  • Languages
  • Challenge 1 (200 XP)

Beast Kin. The sibling can communicate with any beast, no matter the beast's Intelligence.

Family Bond. The sibling has advantage on an attack roll against a creature if at least one of the sibling's allies is within 5 feet of the creature and the ally isn't incapacitated.

Keen Senses. The sibling has advantage on Wisdom (Perception) checks relying on hearing, sight, or smell.

Actions

Tooth and Claw. Melee weapon attack: +6 to hit, 5 ft, one target. Hit: 7 (1d8 + 3) slashing damage, and one of the sibling's allies within 5 feet of the target can move up to 5 feet without provoking opportunity attacks.

 

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