Frenzied Beast Patron
Your pact draws power from beasts that should not have been granted power. When you choose this subclass, you might make a deal with a Forest spirit that wishes destruction to all civilisation, or a demigod born from pursuit of a higher form that wants to elevate all mortal life to it’s superior form. Taking a pact with a Great Beast involves altering ones body in likeness of their patron. Consider if this was done through ritual or some other means such as infection. Whoever your patron is, they are typically mad with delusion and aspire towards a lofty goal.
Level 3: The Great Hunt
Your patron grants your body increased capability in return for a level of deformation. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Warlock level.
In addition, if you fail a Strength saving throw, or an Athletics, Intimidation or Survival check, you may use your Reaction to reveal your otherworldly nature to any creatures that can see you and reroll the the save or check. You must use the new roll. Your true nature typically will provoke fear and revulsion in neutral characters and may cause them to become hostile. (DM’s discretion)
Level 3: Frenzied Beast Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Frenzied Beast Spells table, you thereafter always have the listed spells prepared.
Frenzied Beast Spells
| Warlock Level | Spells |
|---|---|
| 3 | Alter Self, Animal Friendship, Summon Beast, Thunderwave |
| 5 | Fear, Hypnotic Pattern |
| 7 | Confusion, Polymorph |
| 9 | Hold Monster, Synaptic Static |
Level 6: Reviled Form
As a Magic action on your turn you may assume an incomplete transformation, becoming a monstrous vessel of assorted bestial parts, gaining the benefits below for 1 minute. You can use this feature once, regaining usage upon finishing a Long Rest, unless you expend a Pact Magic spell slot (no action required) to restore your use of it.
Profane Shriek. As part of transforming you can unleash a chilling shriek in a 15 foot Emanation originating from you. Creatures that hear this shriek must make a Wisdom saving throw or take 1d10 Psychic damage and become Frightened of you for 1 minute. On a success they take half the damage only. Creatures frightened by this feature repeat this saving throw at the end of each of their turns, ending the effect on a success. You can repeat this shriek as a Magic action on a subsequent turn. You may choose any number of creatures to automatically pass this saving throw. Chosen creatures take no damage and instead hear a distorted angelic choir.
Forbidden Form. Your Speed increases by 5 feet and the first time on each of your turns that you damage a Bloodied or Frightened creature with an attack, you deal an additional 1d10 Psychic damage. Additionally, using your The Great Hunt feature to reroll a check or save doesn’t require your Reaction.
Terrifying Aura. Frightened creatures within 15 feet of you have their Speed halved and suffer Disadvantage on saving throws made to end the Frightened condition on themselves.
Level 10: Delusion of Pain
Your patron grants you a small enough dose of insanity to prove useful. You gain Immunity to the Frightened condition.
In addition, when you take damage of any type except Psychic, you may take a Reaction to enforce your delusions of enlightenment. You reduce the damage taken by an amount equal to your Warlock level plus your Charisma modifier. You, and each creature within 10 feet of you, then immediately take 1d10 Psychic damage as the force of adopting the delusion warps the minds of everyone in your vicinity. This damage cannot be reduced in any way. You can use this Reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 14: Enlightened Form
When you assume your bestial transformation, you can choose to become Large and gain a +2 bonus to your AC for the duration of your transformation.
In addition, immediately after you transform, or as a Magic action on a subsequent turn while you are transformed, you may conjure a hideous claw (or any other bestial implement) to slash in a frenzied manner in a 15 foot Cone originating from you. Creatures in the Cone make a Dexterity saving throw. On a failure, a target takes 2d10 Slashing damage and 2d10 Psychic damage. On a success a target takes half the damage only. Frightened creatures automatically fail this saving throw.
