Warlock of Fenrir in Garange | World Anvil
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Warlock of Fenrir

Description

Fenrir roamed free and the gods feared his destructive force. All Warlocks of Fenrir were once lost in the wilde. Fenrir guides them in his destructive ways asking that they only strive to be free and protect his pack.  

Expanded Spells

  • 1st - Animal Friendship, Guiding Bolt, Hunter's Mark
  • 2nd - Beast Sense, Flaming Sphere, Hold Person
  • 3rd - Thunder Step, Sending
  • 4th - Conjure Woodland Beings, Banishment
  • 5th - Tree Stride, Mass Cure Wounds
 

1st Level

Fenrir's Pact

You gain pact tactics plus the Cantrips Guidance, and Control Flames. Your Animal Friendship spell has advantage on canine creatures, Canine creatures have no time limitation, but will leave if harmed. A single Canine can be kept as a animal companion. Hunter's Mark works for spells, and allied Canine.  

Set Free

- you gain advantage against grapples, and hold person as you commanded to not be chained by Fenrir.  

6th Level

Predator's Sight

- You gain Dark Vision, If already have Dark Vision then you gain Improved Dark Vision. If you already have Improved Dark Vision, then you can allow 1 ally to share your vision once per long rest.  

Thrill of the Chase

- as a bonus action you can command one allied canine to use Thunderstep, you and the canine activate Thunderstep. If a enemy is in range of both Thunder steps then they must make the save at a disadvantage.   For the Pact - Allied Canines in the area deal a extra 1d4 on all damage rolls when within 20 ft of you.  

10th Level

 

Fiery Senses

- As a reaction you can disengage up to 15 ft away and cast Fiery Rebuke for free. Until the start of your next turn you have +1 AC.  

Pact of Protection

- Whenever you would take damage that would make you enter a down state you can use a reaction to a nearby canine to take the damage for you. This reaction can be used as long as you are within the movement range of a nearby canine. (enemy or ally)  

Pact Leaders Promise

- Whenever an Allied Canine would take damage that would kill it, it may expend its reaction to force you to Thunderous step to it for free. You take half damage, but cannot be brought below 1 HP. Half the damage you take is included within your Thunderous Step damage.      

Invocations Specific to Fenrir

  Pact of Fire - Fenrir allows you to summon a Fire Wolf once per long rest. If this wolf is killed it explodes dealing 1d8 fire damage to the nearest enemy.   Pact of Blood - Fenrir allows you to summon a Werewolf once per day. You can choose between its human and Werewolf Form.   Pact of the Good Boy - Fenrir forces you to server the goodest of boys or girls. You gain a dog companion. Once per short rest you can control the dog directly for up to 1 hour. Allowing you to see, move, smell, and hear through the dog. After completing 1 mission with its owner the dog may be trained to wear armor and wield 1 martial weapon for the cost of 500 GP. The dog has one attunment slot. The dog gains 10HP for each level its owner has. On death the dog and all items disappear, the same dog cannot be resummoned. On the turn that the dog dies you have disadvantage on all saving throws.  

Starting Stats of Goodest Boy

- 5HP 12 AC Speed 40 ft. 11 str, 14 dex, 12 con, 4 int, 16 wis, cha 12
Skills Perception +3 Senses passive Perception 14
 

Keen Hearing and Smell

The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.  

ACTIONS

Bite

Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.  

Bark

The dog uses a bonus action to have a creature within 15 of it make a DC 11 Wisdom saving throw or become frightened until the end of the dog’s next turn. The targeted creature(s) must be capable of hearing in order for this condition to take effect.

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