The Beast King (5e Subclass)
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The Beast King
Your patron is an extremely powerful bestial or monstrous entity who lords over nature. Such beings strive for the preservation of nature, the reclamation of developed lands, and the destruction of aberrations and undead. Entities powerful enough to forge such a pact might be titan, such as a kraken or tarrasque, a primordial dinosaur, or even a beastly avatar of a deity of animals or nature.
- Expanded Spell List
The Beast King 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.
|1st||animal friendship, speak with animals|
|2nd||animal messenger, beast sense|
|3rd||conjure animals, speak with plants|
|4th||conjure woodland beings, polymorph|
|5th||awaken, commune with nature|
- Nature's Wrath
The damage for your unarmed strike, bite, claws, and any other natural weapons increases according to the table below. Additionally, you can use a druidic focus as a spellcasting focus for your warlock spells.
|Original Damage||Increased Damage|
|1d8 or 2d4||1d10|
|1d12 or 2d6||2d8|
|2d8 or 4d4||2d10|
|2d12 or 4d6||4d8|
- Eldritch Claws
Starting at 6th level, your unarmed strike, bite, claws, and any other natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Primal Walk
At 10th level, your patron wards you against nature. Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.
- Titan's Hide
At 14th level, your patron grants you protection afforded to only the of the toughest of predators. You have resistance to bludgeoning, piercing, and slashing damage.