Beast Lord Patron

The Beast Lords are a class of Pseudo-Dieties that represent the perfect example of any number of animals on the Material Plane (ex: Lizard Lord, Hawk Lord, Mouse Lord). Rather than being born with these powers however, the title of Beast Lord is gifted when the time of the previous is ending, given to one who can carry on the powerful bestial legacy. This leads to a long chain of experience across the millenia, and even the possibility for Deification with enough of a grown presence, such as the Cat Lord becoming a God of the Tabaxi.

The interactions between a Beast Lord and their Warlock is less of a traditional Patron interaction, as rather than creating a powerful servant, these Patrons are typically attempting to train someone to take their place.

Expanded Spell List

Spell Level Spells 1st Beast Bond (XGE), Speak with Animals 2nd Beast Sense, Enhance Ability 3rd Conjure Animals, Haste 4th Dominate Beast, Guardian of Nature (XGE) 5th Awaken, Commune with Nature

Survival of the Fittest

At 1st level, choose one of these Unarmored Protection options that best fits your chosen Beast Lord.

When you aren't wearing armor and are not wielding a shield, your AC equals 14 + your Dexterity modifier.

When you aren't wearing armor and are not wielding a shield, your AC equals 11 + your Constitution modifier + your Dexterity modifier.

When you aren't wearing armor and are not wielding a shield, your AC equals 17.

Bestial Command

Starting at 1st level, you gain proficiency in Animal Handling, and can use Charisma in place of Wisdom for Animal Handling checks. You have advantage on social interactions with animals of your Beast Lord type.

Pack Leader

Starting at 6th level, you have advantage on an attack roll against a creature if at least one of your allies is within 5 ft. of the creature and the ally isn't incapacitated. If one of these allies is a friendly Beast, you may reroll one of these dice once.

In addition, you gain a fighting style. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.



































































Dueling When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.

When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon. Mariner As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC

Animal Instinct

At 10th level, your senses are heightened beyond human levels, preparing you for danger. You have advantage on Perception checks, Initiative rolls, and Dexterity saving throws against effects that you can see.

Primal Force

At 14th level, as a bonus action on your turn, you can attain the physical prowess of a Beast Lord. For 1 minute, your Strength or Dexterity scores increase by 4 (up to a maximum of 24), and you have advantage on all Strength, Dexterity, and Constitution Saving Throws. You gain an amount of temporary hitpoints equal to your Warlock level plus twice your Constitution modifier, and you can add your Charisma modifier to your melee attack and damage rolls. Once you use this feature, you can't use it again until you finish a long rest.



