Warlock Patron: The Predator

Your patron is a primal beast, driven by a bloodthirsty need to hunt. These beings tempt creatures to give in to their base instincts and become apex predators. Ancient white dragons, demons with a bestial bent, and the Amaranthine Kren have all been known to occasionally grant feral powers to those desperate enough to seek their aid. Many who strike a pact with a Predator find themselves forever changed, bearing razor teeth and wicked claws, an aspect of their predatory patron.  

Expanded Spell List

The Predator 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 hunter's mark, jump
2nd alter self, ambush prey
3rd blink, slow
4th dominate beast, freedom of movement
5th contagion, mislead

Bonus Proficiencies

Starting at 1st level, your patron grants you enhanced tracking skills. You gain expertise with the Survival skill, and you add double your proficiency bonus to any Wisdom (Survival) skill checks you make.  

Form of the Beast

At 1st level, you can use your bonus action to channel the ferocity and guile of your patron, transforming into a beastly figure. For 10 minutes, you gain the following abilities:
  • You are flooded with adrenaline, feeling nothing beside the thrill of the hunt. You gain temporary hit points equal to two times your warlock level, up to a maximum of 20 temporary hit points at 10th level. These temporary hit points last until the end of your transformation.
  • Your senses become supernaturally keen. You have advantage on Dexterity (Stealth), Wisdom (Perception), and Wisdom (Survival) checks you make to track or stalk your prey.
  • You sprout a set of pointed teeth and razor-sharp claws, which are natural weapons you can use to make unarmed strikes against creatures within 5 feet of you. You have proficiency with these weapons and can use your Charisma modifier for the attack and damage rolls made using these natural weapons. On a hit, your bite deals 1d6 piercing damage, and your claws deal 1d4 slashing damage. If you already had a bite or claw attack (talon attacks count as claw attacks), its damage increases by one step (a d4 becomes a d6, a d6 becomes a d8, etc.). As a bonus action, after making a bite attack, you can make a claw attack.
  • At 9th level your bite attack deals 2d6 piercing damage. At 11th level your bite attack deals 3d6 piercing damage.
  • Starting at 5th level, your muscles strengthen, and your movements quicken. You can now make two claw attacks using your bonus action after you have made a bite attack with your action. Additionally, at 5th level, you can take the Dash or Hide action as a bonus action while you are in your Form of the Beast.
  • You can use this feature twice per short or long rest. At 6th level, your transformation lasts for 1 hour instead of 10 minutes.
 

Thrill of the Hunt

At 6th level, you gain the ability to feast on the vitality of your foes while you are in your Form of the Beast. Once per turn, when you hit a creature with your bite attack, you can cause the attack to deal an extra 3d6 points of necrotic damage. You regain a number of hit points equal to half the total damage dealt with this attack. Once you use this feature, you can’t use it again until you score a critical hit with a bite or claw attack or until you finish a short or long rest. At 10th level, the extra necrotic damage provided by this feature increases to 6d6.  

Fearsome Presence

At 10th level, you learn how to channel the presence of a frightful beast, even when not transformed. You can use your action to cause each hostile creature you can see within a 30-foot radius to make a Wisdom saving throw against your spell save DC. On a failure, the target becomes frightened of you for 1 minute, and it is restrained until the end of your next turn. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this feature, you can’t use it again until you finish a short or long rest.  

Uncaged Beast

Upon reaching 14th level, you become even more ferocious when pushed to your limits. When an attacker that you can see hits you with an attack, you can use your reaction to immediately transform into your Form of the Beast and then make one bite or claw attack at an enemy within 5 feet of you. Additionally, while transformed into your Form of the Beast, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a bite or claw attack against that creature.  

New Invocations

Feral Transformation

Prerequisite: 7th level
As an action, you can transform into a dire wolf, giant spider, or giant octopus following the same rules as the polymorph spell, but you retain your Intelligence, Wisdom, and Charisma scores. You also retain all of your saving throw proficiencies, in addition to gaining those of the creature, as well as any skill proficiencies that your beast form is physically capable of erforming. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. You maintain the ability to speak and can cast spells that have only a verbal component. You maintain this form for 1 hour or until the form drops to 0 hit points, at which point you revert back to your normalform. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. Once you use this invocation, you can’t use it again until you finish a long rest.  

Hexshredder

Prerequisites: Pact of the Blade feature
Your fingers grow into bestial claws, which you can use to make unarmed strikes that deal 1d6 points of slashing damage. You may add your Charisma modifier instead of your Strength modifier to attack and damage rolls made with these unarmed strikes. Your unarmed strikes count as pact weapons, in addition to any melee weapons you have chosen, and as light weapons for the purposes of two-weapon fighting.   At 10th level the damage is increased to 1d8 slashing. At 15th level the damage is increased to 1d12 slashing.  

Primal Summoner

Prerequisites: Pact of the Chain feature You can summon even more monstrous familiars to your side.
When you cast the find familiar spell, you may choose one of the normal forms for your familiar or one of the following special forms: blink dog, death dog, panther, or worg. Additionally, you can spend a bonus action on your turn to command your familiar to take the Attack action against an opponent of your choice.  

Hunter’s Grimoire

Prerequisites: Pact of the Tome feature
A new page appears in your book of shadows, dedicated to your quarry. When you recover physical evidence from a creature (a drop of its blood, a strand of its hair, a feather, tooth or claw, etc.), you can offer it to your book of shadows in a special ritual that takes 10 minutes to perform. The ritual consumes the offered physical evidence as the name of the creature from which it came is inscribed upon the page in red ink. After this ritual, as long as you have your book of shadows with you, you have advantage on any Intelligence checks you make related to the creature. Additionally, you can spend 1 minute examining the page to learn one of the following facts about the creature:
  • Its creature type and alignment
  • Any names or aliases it uses
  • Its current distance and direction from you (provided it is on the same plane of existence)
  • Any vulnerabilities or flaws it has
  • Whether or not it is wounded
  • Whether or not it is suffering from a condition, a curse, or a similar effect, as well as the nature of that effect.
  • The page can only hold the name of one creature at a time, and you can choose whether to replace the name of the creature currently occupying spaceon the page each time you complete the ritual.

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