The Beast

Your patron is a beast spirit or other creature of the hunt, a stalker of prey and culler of the weak.  It is the apex predator and its interests lie within the cycle of predator and prey.

The Beast Features
Warlock LevelFeature
1stExpanded Spells, Beast Blessing, Trigger Scent
10thBestial Reflex
14thPrimeval Hunt

Expanded Spells

1st-level Beast feature

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. Each spell is in the Player’s Handbook, unless it has a dagger, in which case it is linked to the appropriate page.

The Beast Expanded Spells
Spell LevelSpells
1stensnaring strike, hold beast
2ndanimal messenger, enlarge / reduce
3rdnondetection, water breathing
4thdominate beast, grasping vine
5thcommune with nature, destructive wave

Beast Blessing

1st-level Beast feature

You gain proficiency in the Nature skill and add the shillelagh cantrip to the cantrips you know. It counts as a warlock spell for you and doesn’t count against the number of cantrips you know.

Trigger Scent

1st-level Beast feature

When you hit a creature with a melee weapon attack, you mark it. For the next 4 hours, you know exactly where it is, provided it is within 1 mile of you, and you automatically pass Wisdom (Survival) checks to track it.

When you hit a marked target with a melee weapon attack, you deal an extra 1d4 weapon damage to it. When you reach certain levels in this class, this bonus damage increases at: 6th (d6), 10th (d8) and 14th (d10).

You can only have a number of marked targets equal to your proficiency bonus at a time. Whenever a marked creature is reduced to 0 hit points or 4 hours have passed since it was marked, you regain the use of the mark. After finishing a long rest, you regain all uses of your mark.


6th-level Beast feature

You can call upon the spirit of the primal hunter. After finishing a short or a long rest, you can take on the aspect of one of the following predators. You remain in the aspect until your change it.

Bear. You gain a number of temporary hit points equal to your proficiency bonus. When you take damage, you can take a reaction to gain damage resistance against the damage type, including against the attack which triggered the reaction, until the start of your next turn. After reducing damage this way, you regain your temporary hit points from this feature.

Eagle. You have advantage on Wisdom (Perception) checks that rely on sight. When you fall, you can take a reaction to glide, moving up to 10 feet horizontally per 5 feet you fall, and you take no damage from the fall. In addition, you can take the Disengage action as a bonus action.

Shark. You gain a swimming speed equal to your walking speed. You gain a +2 bonus on melee attack rolls against a creature that has fewer than its maximum hit points remaining.

Tiger. You have advantage on Strength checks and your jump distance is doubled. When you score a critical hit or reduce a target to 0 hit points with a melee attack, you can make another melee attack with a weapon you hold as a bonus action.

Wolf. Your movement speed increases by 10 feet and difficult terrain doesn’t slow you down. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Bestial Reflex

10th-level Beast feature

When you are hit by a melee attack, you can take a reaction to make your attacker reroll the d20 and you choose which roll it keeps. If the attack misses you, you can make one melee weapon attack against your attacker as part of the same reaction.

You can use this feature a number of times equal to your proficiency bonus and regain all expended uses after finishing a long rest.

Primeval Hunt

14th-level Beast feature

As a bonus action, you can incite your allies for 1 minute to aid in the hunt. Whenever an ally attacks a target that is marked by your Trigger Scent feature or which is under the effects of one of your warlock spells, it makes its attack roll with advantage and deals 1d4 extra damage on a hit.

In addition, a marked creature has its movement speed reduced by half and is marked by a ghostly light that sheds dim light in a 10-foot radius which prevents the creature from benefiting from invisibility for the duration of this feature or until you are reduced to 0 hit points or killed.

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