The Beast (5e Subclass)
The Beast
Warlock Subclass
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.
- 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.
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.
- Might of the Beast
Starting at 1st level, you can use your reaction whenever you get hit to make a melee attack against the same creature or object. You can use this feature a number of times equal to half your warlock level, rounded down (minimum of one).
You regain all uses of this feature when you finish a short or a long rest.
- 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 roar 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 warlock spell save DC. 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.
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