The Beast

You make your pact with an ancient, awakened beast from the deepest depths of the wilds. How this beast became awakened and by whom are unknown, but time has done little to wither its bestial form. You may have stumbled upon your beast while exploring an ancient wilderness, or perhaps your patron found you. Regardless of the how, the beast has chosen you to carry out its will and bestowed magic upon you.

Expanded Spell List

Spell Level Spells 1 animal friendship, beast bond 2 beast sense, moonbeam 3 catnap, conjure animals 4 dominate beast, conjure woodland beings 5 awaken, wrath of nature

Nature's Adept

At 1st level, your patron grants you proficiency with the tools to adequately handle beasts. You gain proficiency with Animal Handling, Nature, Hide Armor, Nets, Tridents, and Whips if you do not already.

The influence of your patron also allows you to learn the language of fey and beasts, Sylvan. You gain the ability to speak, read, and write in this language if you do not already.

Beast's Mark

Starting at 1st level, you gain the ability to place a Beast's Mark. As a bonus action, choose one creature you can see within 30 feet of you. The target is marked for 1 minute. The mark ends early if the target dies, you die, or you are incapacitated. Until the mark ends, you gain the following benefits:

You and any familiar or beast under your direction gain a 1d6 bonus to damage rolls against the marked target.

The creature cannot take the hide action successfully against you.

If the creature forces you to make a saving throw, you may add 1d4 to your roll against the Save DC.

You can’t use this feature again until you finish a short or long rest.

This feature is compatible with the Maddening Hex and Relentless Hex invocations.

Carnivore's Inheritance

Starting at 6th level, you can consume the primal spirit of a creature, temporarily fortifying your own bestial instincts. When you or a creature under your direction slays a creature that is not a construct and has been marked with your Beast's Mark, you can use your reaction to consume a fragment of its spirit and bind it to yours. You gain temporary hit points equal to half your warlock level and one of the following benefits, dictated by the type of creature slain:

Unnatural Visage. When the creature slain is an aberration, monstrosity, ooze, or undead, you take on an unnatural appearance as if a beast made from nightmares. For the next minute, you are immune to being frightened or charmed and any creature within 30 feet of you has disadvantage on saving throws against being frightened by you, so long as the creature can see you.

When the creature slain is an aberration, monstrosity, ooze, or undead, you take on an unnatural appearance as if a beast made from nightmares. For the next minute, you are immune to being frightened or charmed and any creature within 30 feet of you has disadvantage on saving throws against being frightened by you, so long as the creature can see you. Natural Force. When the creature slain is a beast, dragon, elemental, or plant, you inherit the innate strength of nature's chosen beings. For the next minute, you may add additional force damage equal to your Charisma modifier (minimum of 1) to any successful melee, ranged, or spell attack.

When the creature slain is a beast, dragon, elemental, or plant, you inherit the innate strength of nature's chosen beings. For the next minute, you may add additional force damage equal to your Charisma modifier (minimum of 1) to any successful melee, ranged, or spell attack. Evolved Resilience. When the creature slain is a celestial, fey, fiend, giant, or humanoid, you armor yourself in its "evolved" resistance against nature. For the next minute, you have resistance against cold, fire, lightning, and thunder damage.

Once you use this feature, you can't use it again until you finish a long rest.

Additional Evocation Choice Ravaging Familiar Prequisite: Pact of the Chain As a free action on your turn, you can direct your familiar to take the Attack Action on its turn. It uses your spell attack bonus to hit, if the bonus is higher than its current to hit modifier. On a hit, the familiar adds your charisma modifier (minimum 1) to the damage dealt.