Pact of Tooth and Claw

by KajaGrae

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Pact of the Tooth and Claw

Your pact with your patron allows you to manifest natural weapons. As an action, choose one natural weapon from the table below. The appearance is determined by the summoner.

Your natural weapons deal damage 1d8 damage. When you attack with your natural weapons, you may use your Charisma modifier, instead of Strength, for the attack and damage rolls. The damage type is determined by the attack chosen. These are considered natural weapons and melee weapon attacks for you, and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

The natural weapon remains until dismissed by you (no action required).

Attack Damage Type
Bite/Beak Piercing
Claw/Talon Slashing
Fist/Slam Bludgeoning
Gore Piercing
Ram Bludgeoning
Tusk Slashing
Hoof Bludgeoning

You can bond a magical weapon to you by performing a special ritual while you hold the weapon against you. You perform the ritual over 1 hour, which can be done during a short rest. After the ritual is complete, the magic weapon is absorbed into your body, and appears as a mark on you. The mark's appearance should be something related to your patron. Once complete, your pact natural weapons gain the magical abilities of the magic weapon absorbed. You can only have one magic weapon bonded to you in this fashion. Attempting to bond another weapon absorbs that weapon, and the currently bonded weapon appears at your feet. Weapon abilities limited to a particular type of damage require an appropriate pact natural weapon to activate (i.e. slashing for sharpness or vorpal, blunt for disruption, etc.).

Eldritch Invocations

At 2nd level, a warlock gains the Eldritch Invocations feature. Here are new options for that feature, in addition to the options in the Player's Handbook and Xanthar's Guide to Everything. If an eldritch invocation has a prerequisite, you must meet it to learn the invocation. You can learn the invocation at the same time that you meet its prerequisite. A level prerequisite refers to your level in this class.

Bestial Blitz

Prerequisite: Pact of the Tooth and Claw
If you move at least 20 feet straight toward a target and then hit that target with a gore, ram, or tusk attack on the same turn, that creature takes a extra damage equal to your pact natural weapon die. If the target is a creature that is no more than one size larger than you, it must make a Strength saving throw against your warlock spell save DC or be knocked prone.

Gift of the Beastlands

Preqrequsite: 5th level
The cunning of the Beastlands makes you a consummate tracker. When you encounter a creature’s tracks, you can use an action to cause them to faintly glow. You have advantage on Wisdom (Survival) checks to follow their tracks. You can move at full speed without penalty to the roll, and can discern the creature’s general health and condition at the time the track was made.

This benefit lasts a number of hours equal to your Charisma modifier. Afterwards, you can’t you this feature again until you finish a long rest.

Improved Pact Tooth and Claw

Prerequisite: Pact of the Tooth and Claw
The damage of your natural weapons increases by one die. In addition, your pact natural weapons gain a +1 bonus to attack and damage rolls, unless you are already bonded with a magical weapon that has a bonus to these rolls.

Primal Tailpiece

Prerequisite: 12th level, Pact of the Tooth and Claw
As an action you conjure a bestial tail that takes a form you choose. It remains until dismissed by you (no action required). Choose bludgeoning, piercing, or slashing damage. It deals the chosen type of damage (until dismissed), has a reach of 10 feet, and damage deals equal to your pact natural weapon damage. As a part of an Attack action, you can use one of your attacks to strike with your tail attack. You can also use your reaction to make an opportunity attack against one creature enters or moves out of your reach.

Velocitas Bestiarius

Prerequisite: 5th level, Pact of the Tooth and Claw
You invoke your patron to temporarily grant you the ability to move like a beast. As an action, choose one of the following movement modes. You gain that movement mode for 1 minute.

Movement Type Speed
Burst Double your walking speed
Climb 40 ft.
Fly 30 ft.

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

Virulent Venom

Prerequisite: 7th level, Pact of the Tooth and Claw
As a bonus action, you excrete venom on to your pact natural weapons. Until the start of your next turn, when you hit a creature with your pact natural weapons, the target takes an extra 2d6 poison damage, and must succeed a Constitution saving throw against your warlock spell DC or become poisoned for one hour.

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

Wild Frenzy

Prerequisite: 5th level, Pact of the Tooth and Claw
You can attack twice with your pact natural weapons, instead of once, when you take the Attack action on your turn.