The Feral Sovereign (5e Subclass)

The Feral Sovereign

Warlock Subclass

Forsaking some of what makes you a humanoid, you have made a binding agreement with a cosmic entity whose protectorate is beasts. They may be the mother-creator of a subset of beasts such as wolves or bears, or perhaps a creature of a primal plane serving as the alpha of a hunting pack. Regardless, this entity embodies the pure savagery of bestial creatures as well as the purity of instinct over sentient overthinking. It is in these things that lies the truest of power, which the entity endeavors to grant you so long as you abide by the pact you have made.

Expanded Spell List

The Feral Sovereign 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 LevelSpells
1stbeast bond, hunter's mark
2ndanimal messenger, beast sense
3rdconjure animals, spirit guardians+
4thdominate beast, polymorph
5thawaken++, insect plague

+guardians appear as beasts rather than celestials, fey, or fiends as described in the spell

++beasts only

A Little Untamed

Starting at 1st level, you learn primal savagery as a warlock cantrip. This does not count against your cantrips known as determined on the warlock table.

One of the Herd

Starting at 1st level, you gain the ability to comprehend and verbally communicate with beasts. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the last day. You might be able to persuade or intimidate a beast to perform a small task for you, at the DM’s discretion.

Savage Incarnation

Starting at 6th level, your patron blesses you with the boons of many predatorial beasts at the cost of some of your civilized humanoid tendencies. • While you are not wearing armor you gain a thick animal hide, increasing your armor class to 10 plus your dexterity modifier plus your charisma modifier.

• While you are not holding any weapons or tools of any kind your hands become vicious claws, granting your unarmed strikes a d8 slashing damage die using charisma as their to-hit and damage modifier. When the attack action is made to use these claws, you may make an additional attack as a bonus action.

• As a bonus action, you can change between your typical humanoid visage and a more bestial one. While this bestial countenance is active, you gain advantage on wisdom (perception) checks regarding smell or hearing; you also have advantage on charisma (intimidation) checks and disadvantage on charisma (persuasion) checks when made against non-beast creatures.

Become the Beast

Starting at 10th level, you may take a feral stance as a bonus action. This firmly plants all fours on the ground, granting you a running and climbing speed of 60ft until you spend another bonus action to right yourself. While in this feral stance, you may not cast spells that contain somatic or material components, nor can you speak any language beyond snarls and grunts. In this stance, you exchange the claw attack granted by your Savage Incarnation with a bite attack that has a d10 piercing damage die and uses charisma as its to-hit and damage modifier. When attacking a huge or smaller creature with this bite attack after using at least 5ft of movement on the same turn, the target must succeed on a strength (athletics) check against your spell save DC or be knocked prone. When using this bite attack against a prone creature, the damage die increases to a d12.

Alpha Ascendance

Starting at 14th level, your patron grants you the status of pack alpha. You learn the animal friendship spell and can cast it at will without need for material components or spell slot expenditure. Non-hostile beasts automatically fail the required saving throw. Additionally, you can cast the animal shapes spell once per long rest without expending a warlock spell slot. Finally, the claw and bite attacks granted by your Savage Incarnation and Become the Beast features count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks and damage.



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