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 you the ability to detect weakness in mortal forms. As a Bonus action on your turn you learn the location of any Bloodied creature within 60 feet of you. Creatures that don’t have blood are immune to this feature.
In addition, you can choose to gain Advantage on Intimidation or Survival checks you make. If you do so, you reveal your otherworldly nature to any creatures that can see you, potentially provoking fear and revulsion.
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 for 1 minute. When you assume this form you may unleash a chilling shriek in a 15 foot Emanation originating from you. Creatures that hear this shriek must succeed a Wisdom saving throw or take 2d10 Psychic damage and become Frightened of you for 1 minute. On a successful save, a creature takes 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. Creatures have disadvantage on this repeated save while within 30 feet of you.
While transformed, you may take the Dash action as a Bonus action, and the first time on each of your turns that you damage a Bloodied or Frightened creature, you deal an additional 1d10 Psychic damage.
When you assume this transformation you may choose any number of creatures to automatically pass the saving throw forced by the shriek. Chosen creatures instead hear an angelic voice and take no damage from this feature.
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.
Level 10: Delusion of Pain
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. Then, you and each creature within 10 feet of you, take 1d10 Psychic damage as the force of adopting the delusion warps the minds of everyone in your vicinity.
Level 14: Enlightened Form
When you assume your bestial transformation, the size of the shriek’s Emanation increases to 30 foot.
In addition, as part of the Magic action to adopt the transformation, you may conjure a hideous claw (or any other bestial implement) to slash in a frenzied manner in a 30 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. It also automatically fails it’s saving throw against the transformations shriek. On a success a target takes half the damage only.
