The Horned Man (5e Subclass)
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Though interpreted in many ways by many cultures, the Horned Man is always a symbol of masculine energy, unruly behavior, and the pure elemental nature of wild things in general. To the Celts he was Cernunnous, the god of the hunt. To the Greeks he was Dionysus, the god of the vine and revelry. He and his followers live outside the normal constraints of civilization, whether deep in the wild or deep in enthusiastic debauchery. Either way, they know that there are mysteries beyond the fringes waiting to be unlocked by those who would seek them with reckless abandon.
- Expanded Spell List
The Horned Man 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||burning hands, thunderwave|
|2nd||flaming sphere, gust of wind|
|3rd||fireball, lightning bolt|
|4th||conjure minor elementals, ice storm|
|5th||conjure elemental, wall of stone|
Spirit of the Wild
At 6th level, you can gain the service of a spirit sent by the Horned Man to watch over you. The spirit assumes the physical form and game statistics of a Tiny Beast of your choosing, and it always obeys your commands, which you can give telepathically while it is within 100 feet of you.
While in physical contact with the spirit beast, you gain darkvision with a range of 30 feet (or add 30 feet if you already possess darkvision) and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. This bonus equals your Charisma modifier. While in physical contact, the spirit beast cannot be targetted by any attack or other harmful effect; only you can cast spells on it; it can't take damage; and it is incapacitated.
You can see through the spirit beast's eyes and hear what it hears while it is within 1 mile of you.
In combat, you roll initiative for the spirit beast and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours.
The spirit beast doesn't require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action.
The spirit beast vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles.
At the end of a short or long rest, you can call the spirit beast back to you--no matter where it is or whether it died--and it reappears with 5 feet of you. Each time you call the spirit beast, you can select a different Tiny animal for the spirit beast to assume.
Appropriate Tiny Beasts from the Player's Handbook include: Bat, Cat, Frog, Hawk (Falcon), Owl, Poisonous Snake, Rat, and Raven. Other Tiny Beasts from other sourcebooks may also be allowed with the DM's permission, and you may always choose to use animals similar in nature of these beasts as a descriptor for your spirit beast. Within reason, of course. Examples include a ferret in place of a cat, a songbird in place of a raven, a salamander in place of a frog, and so on and so forth.
One With Nature
At 10th level, you gain the ability to merge with your spirit beast. As a bonus action when you are in physical contact with your spirit beast, your body merges with your spirit beast's form. While merged you become Tiny, you replace your speed with the spirit beast's, and you can use your action only to Dash, Disengage, Dodge, Help, Hide, or Search. During this time, you gain the benefits of the spirit beast being in physical contact with you. As a bonus action or action, you and the spirit beast return to normal.
At 14th level, your mind becomes one with the natural world. You gain a keen understanding of the wild places of the world, granting double proficiency on any Animal Handling, Nature, or Survival rolls you make (similar to the Expertise class feature of bards). Furthermore, you are protected by a perpetual mind blank spell even if magic is being suppressed in some fashion. You may choose to lower this defense as a bonus action, but it requires concentration and you temporarily lose advantage with the aforementioned skills while doing so.