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Otherworldly Patron

The Beast

Your patron is a powerful being residing somewhere in a far away plane. You have bound yourself to a beastly creature whose main motivation most likely is power and destruction. Your pact is less of a contract and more of a curse in the sense that your patron exposes itself when your powers are unleashed. Being bound to such a creature takes its toll on the body and mind, and as such you may find yourself driven to the same desires of your patron. Or perhaps you are but a resisting vessel, that fight for control of your own mind and body. Nonetheless, your patron's boons come with great power.

Your patron's beastly form can take many shapes. Some are sickly and distorted dragon-like creatures while others resemble fiends of the Nine Hells, and each have their own strengths. One thing is certain though, the beast will be released.

The Beast Features

Warlock Level Feature 1st Expanded Spell List, Monstrous Form 6th Monstrous Evolution 10th Eldritch Transformation, Monstrous Evolution feature 14th Dreadful Survival, Monstrous Evolution feature

Expanded spell list

The Beast 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.

The Beast Expanded Spells

Spell level Spells 1st Fog Cloud, Jump 2nd Alter Self, Enhance Ability 3rd Bestow Curse, Freedom of Movement 4th Black Tentacles, Dominate Beast 5th Contagion, Insect Plague

Monstrous Form

Starting at 1st level, you gain the ability to transform into the monstrous form of your patron. You spend one bonus action to expend one warlock spell slot to complete this transformation, regardless of spell slot level.

You can do this transformation once per long rest.

While transformed, you gain the following traits:

Your type changes to Monstrosity and your size is Large.

Your Strength is 17, your Dexterity is 14 and your Constitution is 16.

Your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.

You gain temporary hit points equal to half your maximum hit points + your Charisma modifier.

You have advantage on Strength checks and Strength Saving Throws.

You are unable to cast spells, but can still concentrate on previously cast spells.

You are unable to wear armor or wield weapons and shields. Additionally, you no longer gain benefits from magical items that you wear.

Your hands become natural melee weapons in the form of claws with which you are proficient. If you hit with them, you deal slashing damage equal to 1d8 + your Strength modifier. If you choose the Pact of the Blade feature, your natural melee weapons are considered your Pact Weapon while you are transformed.

Your Monstrous Form develops as your character levels up. Whenever your character gains an Ability Score Increase or Feat, you may also increase your Monstrous Form's Strength or Constitution by 2. You may also split the increase between the two abilities. This bonus can extend past an ability score maximum of 20.

You can stay in your Monstrous Form for 10 minutes. You then revert to your normal form. You can revert to your normal form earlier by using a bonus action on your turn.

Art Credit: Bryan Sola