The Predator (5e Subclass)
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Predator[edit]
Warlock Subclass
You have made a pact with a animal, though not just any kind of animal, but an apex predator, a creature so high above the food chain that others live in fear of it, no matter where it goes. A true predator's relatively simple goals almost never have any ulterior motives beyond survival or feasting, but perhaps that is what it wants those outside its power to think. Predators that have become this powerful are often called "ascended animals", "Divine Beasts" or "Death Dealers". Whatever they're called, they rarely chose these names for themselves, as these names were given to them by tribal worshipers, who revered these creatures as gods. The primeval force behind these creatures allows its warlocks to conjure claws or fangs to eviscerate and dismember their foes, mimicking the primal strength of predators like the ferocious lion or the ancient allosaurus, terrifying their enemies before then slaying them where they stand.
Expanded Spell List[edit]
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 | cause fear, inflict wounds |
2nd | pass without trace, locate animals or plants |
3rd | haste, conjure animals |
4th | phantasmal killer, locate creature |
5th | tree stride, mislead |
- Hunter's Instincts
Starting at 1st level, you gain some of the strengths and instincts of the predator. You gain the following benefits:
- You gain darkvision with a range of 60 feet. If you already had darkvision, its range instead increases by 30 feet.
- You learn the primal savagery and poison spray cantrips. They both count as a warlock cantrips for you but do not count against your number of cantrips known.
- Hunger of the Beast
Also starting at 1st level, you can call upon your patron's primal hunger to empower you against your foes. As a bonus action, you transform for 1 minute, gaining the following benefits for the duration:
- You gain a pair of claws that deal 1d4 slashing damage on a hit. You use your Charisma modifier for its attack and damage rolls.
- Your base movement speed increases by 10 feet.
- Once on each of your turns when you reduce a creature to 0 hit points with an attack or spell, you gain temporary hit points equal to your 2 x your Charisma Modifier.
You can transform in this way a number of times equal to your proficiency bonus and you regain any expended uses on a long rest.
The appearance of your transformation is predicated on your patron's appearance. For example, you could grow long sharp fangs and a strong musculature like a sabretoothed cat, a furred tail and wolf like face with a lean form like a wolf, you could grow an additional pair of fangs and hooked talons like a spider or even a monstrous jaw and stony skin like that of a bullette.
- Vicious Resilience
At 6th level, you have shown your dedication to your patron and it's need for survival and in return, it grants you a greater resilience and power against your foes. You now have resistance to poison damage and advantage on saving throws against being poisoned, and you gain a climbing speed equal to your walking speed. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free upside down on a surface.
Pact of Tooth and Claw[edit]
3rd level Pact boon option
Your patron has bestowed upon you the tooth and fangs of the hunter. As an action you can alter your body to create a natural weapon, worthy of the hunt. This weapon can take a variety of forms, from a large maw of razor sharp teeth like a shark, the deadly talons of an graceful owl or even the stinger tail of the scorpion. Regardless of the form, it deals 1d6 slashing, piercing or bludgeoning damage(you choose when you gain this boon) and uses your Strength or Dexterity for its attack and damage rolls and counts as a simple weapon with which you are proficient with.
If you already have a natural weapon from your race when you take this boon(such as a Lizardfolks' Bite, a Tabaxi's Cat Claws or a Centaur's Hooves traits), then its damage die becomes a d6(unless it's already higher), you gain the option of using your Strength or Dexterity for its attack and damage rolls and it now counts as a simple weapon that you are proficient with.
In addition, your natural weapon counts as magical for the purposes of overcoming resistances and immunities to nonmagical attacks and damage.
Tooth and Fang invocations[edit]
- Improved Natural Weapon
Prerequisite: Pact of Tooth and Claw feature
Your natural weapon gains a +1 to attack and damage rolls. At 10th level, this bonus increases to +2.
- Predator's Edge
Prerequisite: Pact of Tooth and Claw feature
You gain a climbing and swimming speed equal to your walking speed.
- Hunger Strikes
Prerequisite: 5th level, Pact of Tooth and Claw feature
You can attack with your pact natural weapon twice, instead of once, whenever you take the Attack action on your turn.
- Serpent's Fangs
Prerequisite: 5th level, Pact of Tooth and Claw feature
Once per turn, when you hit a creature with your pact's natural weapon, you can force it to make a Constitution saving throw against your warlock spell save DC. On a failed save, the creature takes an additional 2d6 poison damage and is poisoned until the end of its next turn. On a successful save, it takes half damage and isn't poisoned.
- Tactics of the Pack
Prerequisite: 7th level, Pact of Tooth and Claw feature
You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated(this invocation does not stack with a the Pack Tactics trait).
- Chimeric Reach
Prerequisite: 5th level, Pact of Tooth and Claw feature
The reach of your pact natural weapon increases by 5 feet.
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