The Ur Beast
You have made your pact with a primordial beast, the first of its long ancestry. Such Ur Beasts have knowledge and power far beyond their humble progeny and exist on the periphery of mortal awareness. While their motivations vary, they are the quintessence of their beastly kind, embodying the will and machinations of creatures both natural and divine.
An Ur Beast enters into a pact rarely, and usually only with mortals who already share their particular goals. Often these goals seek to preserve nature or creatures of the same kind as your patron, but may trend towards darker and more destructive ends. Their power and gifts are influenced by the land where their descendant creatures can be found. These ancient fanes also shape the gifts granted to you.
Ancient Prowess
When determing the ancient beast that has become your patron, you choose the Ancient Fane from which your patron hails, and their beastly kind. You can also determine it randomly by rolling on the Ancient Fane, Kind, and Prowess table.
In entering your pact, the Ur Beast bestows on you a skill necessary for the creatures of their ancient domain. You gain proficiency in your patron's associated skill, and expertise in ability checks that use that skill.
If you are already proficient in your patron's domain skill, you may choose to gain proficiency in either the Animal Handling or Survival skill.
Ancient Fane, Kind, and Prowess
| d4 | Fane | Beast Kind | Skill |
|---|---|---|---|
| 1 | Brine | Beasts who swim and stalk dark waters | Stealth |
| 2 | Gale | Beasts who fly and hunt the skys | Acrobatics |
| 4 | Loam | Insects, serpents, and beasts of the underdark | Perception |
| 4 | Weald | Animals of hoof and paw who roam the woods and hillsides. | Athletics |
Expanded Spell List
The Ur Beast also allows you to 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.
Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | Faerie Fire, Protection from Evil and Good |
| 2nd | Pass without Trace, Phantasmal Force |
| 3rd | Bestow Curse, Conjure Animals |
| 4th | Polymorph, Dominate Beast |
| 5th | Awaken, Tree Stride |
Beast Form
Your connection to your patron's ancient fane also allows you to merge yourself with the beastly forms of its inhabitants. At 1st level, you may expend a warlock spell slot as an action to take on the qualities of an animal that shares kinship with your patron. Choose a beast from your patron's fane of CR 1/2 or lower. Your physical features rapidly shift to embody aspects of that creature. You may sprout feathers or scales, grow a muzzle or insectoid wings, elegant horns, dexterous tentacles, or horrific mandibles, depending on the beast you choose.
You immediately gain temporary hit points equal to the creature's standard hit points, and for the next minute, you may also utilize any senses such as darkvision or blindsight and any special traits the chosen beast possesses.
You can use this feature twice, and regain all uses when you complete a long rest.
Beastly Prowess
Starting at 6th level, While your Beast Form is active you have resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.
Improved Beast Form
Starting at 10th level, you are able to choose a Beast Form with CR of 1 or less and may use your Beast Form feature as long as you have warlock slots to expend.
While in your Beast Form, you may now utilize the actions and any additional movement speed or movement types your chosen beast has. Beast actions use your spell attack modifier and spell save DC, and are considered magical for the purposes of overcoming resistances.
Primordial Landscape
When you activate your Beastly Form feature, all creatures of your choice within 30 feet must succeed on an Intelligence saving throw. Creatures with Truesight automatically succeed, and this ability has no effect on undead creatures with Intelligence lower than 7 or Constructs of any kind.
On a failure, for the duration of your Beast Form affected creatures believe the area around them has transformed into the primordial landscape of your patron. This change is only evident to affected creatures and includes sound, temperature, and other stimuli determined by you. Affected creatures can use an action on their turn to examine the landscape with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the Primordial landscape is an illusion, and the effect ends for them.
While a creature is affected by this feature, it treats the landscape as if it were real. While Primordial Landscape cannot directly cause damage, a landscape seeming to be underground could leave a creature blinded and an aerial landscape could convince creatures without a flight speed to fall prone.
Affected creatures rationalize any illogical outcomes from interacting with the landscape. For example, a creature attempting to walk across an illusory bog will treat it as difficult terrain, and assume unaffected creatures have specialized movement or have found steadier routes.