The Guardinal

by KajaGrae

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The Guardinal

Your patron is a powerful being of the Upper Planes. An ancient guardinal, Talisid, or one of the Five Companions fill you with strength.

Guardinals are destroyers of evil, and seekers of justice. Your pact helps you seek out evil, destroy it, and root out injustice, where ever it may be.

Guardinal Features
Warlock Level Feature
1st House of Nature, Feral Shift
6th Primal Uplift
10th Bestial Fortitude
14th Final Justice

Expanded Spell List

The Guardinal 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.

Guardinal Expanded Spell List
Spell Level Spell
1st shield of faith, wrathful smite
2nd branding smite, zone of truth
3rd haste, mass healing word
4th freedom of movement, staggering smite
5th banishing smite, destructive wave

House of Nature

At 1st level, your patron marks you as an ally to the House of Nature. You gain one of the following natural weapon of your choice that is appropriate to your patron.

Attack Damage Type
Bite/Beak Piercing
Claw/Talon Slashing
Fist/Slam Bludgeoning
Gore Piercing
Ram Bludgeoning
Tusk Slashing
Hoof Bludgeoning

Your natural weapon attacks deal 1d8 damage. When you attack with your natural weapons, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.

If you later gain the Pact of the Tooth and Claw feature, these benefits extend to every pact natural weapon you conjure with that feature, any additional natural weapons gained from invocations that require Pact of the Tooth and Claw as a prerequisite, and this natural weapon is considered a pact natural weapon for any benefits granted by that pact and invocations that require Pact of the Tooth and Claw as a prerequisite.

Feral Shift

At 1st level, your patron infuses you with the essence of the guardinals. While you are wearing no armor, and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

In addition, you can temporarily release a burst of this essence. As a bonus action, you assume a guardinal hybrid form. This transformation lasts for 10 minutes, or until you dismiss it (no action required). The form is a hybrid of man and beast, and appears as you see fit.

While in this form, you gain the following benefits:

  • You gain temporary hit points equal to twice your warlock level.
  • Your walking speed increases by 10 feet.
  • You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray
  • You gain a +1 bonus to your AC as your skin thickens into a bestial hide. When you reach 11th level in this class, the bonus increases to +2.


Any remaining temporary hit points are lost when the transformation ends.

Once you have used this feature, you can't do so again until you finish a short or long rest.

Primal Uplift

At 6th level, your connection to the guardinals grows stronger heightening your senses. You gain proficiency in the Insight and Perception skills, if you are not already proficient. If you already have proficiency, your bonus is instead doubled for that skill when rolling Wisdom (Insight) or Wisdom (Perception).

In addition, your natural weapons are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Bestial Fortitude

At 10th level, as your connection to your patron continues to grow, your body begins to adapt and become more resilient. You gain resistance to nonmagical bludgeoning, piercing, and slashing damage.

While Feral Shift is active, this resistance changes to all bludgeoning, piercing, and slashing damage.

Final Justice

At 14th level, when you hit a creature with an natural weapon attack, you can use this feature to condemn the target and strike a mighty blow for justice. When you strike the creature, a column of brilliant white light thunders down from the heavens. The target takes 5d10 thunder and 5d10 radiant damage as the power of the heavens tears through it. The target is blinded by the light of justice for one minute. The creature can attempt a Constitution saving throw against your warlock spell save DC at the start of its turn to end the effect early.

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

Pact Boon

At 3rd level, a warlock gains the Pact Boon feature. Here are new options for that feature, in addition to the options in the Player's Handbook..

Pact of the Tooth and Claw

Your pact with your patron allows you to manifest natural weapons. As an action, choose one natural weapon from the table below. The appearance is determined by the summoner.

Your natural weapons deal damage 1d8 damage. When you attack with your natural weapons, you may use your Charisma modifier, instead of Strength, for the attack and damage rolls. The damage type is determined by the attack chosen. These are considered natural weapons and melee weapon attacks for you, and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

The natural weapon remains until dismissed by you (no action required).

Attack Damage Type
Bite/Beak Piercing
Claw/Talon Slashing
Fist/Slam Bludgeoning
Gore Piercing
Ram Bludgeoning
Tusk Slashing
Hoof Bludgeoning

You can bond a magical weapon to you by performing a special ritual while you hold the weapon against you. You perform the ritual over 1 hour, which can be done during a short rest. After the ritual is complete, the magic weapon is absorbed into your body, and appears as a mark on you. The mark's appearance should be something related to your patron. Once complete, your pact natural weapons gain the magical abilities of the magic weapon absorbed. You can only have one magic weapon bonded to you in this fashion. Attempting to bond another weapon absorbs that weapon, and the currently bonded weapon appears at your feet. Weapon abilities limited to a particular type of damage require an appropriate pact natural weapon to activate (i.e. slashing for sharpness or vorpal, blunt for disruption, etc.).

Eldritch Invocations

At 2nd level, a warlock gains the Eldritch Invocations feature. Here are new options for that feature, in addition to the options in the Player's Handbook and Xanthar's Guide to Everything. If an eldritch invocation has a prerequisite, you must meet it to learn the invocation. You can learn the invocation at the same time that you meet its prerequisite. A level prerequisite refers to your level in this class.

Bestial Blitz

Prerequisite: Pact of the Tooth and Claw
If you move at least 20 feet straight toward a target and then hit that target with a gore, ram, or tusk attack on the same turn, that creature takes a extra damage equal to your pact natural weapon die. If the target is a creature that is no more than one size larger than you, it must make a Strength saving throw against your warlock spell save DC or be knocked prone.

Gift of the Beastlands

Preqrequsite: 5th level
The cunning of the Beastlands makes you a consummate tracker. When you encounter a creature’s tracks, you can use an action to cause them to faintly glow. You have advantage on Wisdom (Survival) checks to follow their tracks. You can move at full speed without penalty to the roll, and can discern the creature’s general health and condition at the time the track was made.

This benefit lasts a number of hours equal to your Charisma modifier. Afterwards, you can’t you this feature again until you finish a long rest.

Improved Pact Tooth and Claw

Prerequisite: Pact of the Tooth and Claw
The damage of your natural weapons increases by one die. In addition, your pact natural weapons gain a +1 bonus to attack and damage rolls, unless you are already bonded with a magical weapon that has a bonus to these rolls.

Primal Tailpiece

Prerequisite: 12th level, Pact of the Tooth and Claw
As an action you conjure a bestial tail that takes a form you choose. It remains until dismissed by you (no action required). Choose bludgeoning, piercing, or slashing damage. It deals the chosen type of damage (until dismissed), has a reach of 10 feet, and damage deals equal to your pact natural weapon damage. As a part of an Attack action, you can use one of your attacks to strike with your tail attack. You can also use your reaction to make an opportunity attack against one creature enters or moves out of your reach.

Velocitas Bestiarius

Prerequisite: 5th level, Pact of the Tooth and Claw
You invoke your patron to temporarily grant you the ability to move like a beast. As an action, choose one of the following movement modes. You gain that movement mode for 1 minute.

Movement Type Speed
Burst Double your walking speed
Climb 40 ft.
Fly 30 ft.

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

Virulent Venom

Prerequisite: 7th level, Pact of the Tooth and Claw
As a bonus action, you excrete venom on to your pact natural weapons. Until the start of your next turn, when you hit a creature with your pact natural weapons, the target takes an extra 2d6 poison damage, and must succeed a Constitution saving throw against your warlock spell DC or become poisoned for one hour.

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

Wild Frenzy

Prerequisite: 5th level, Pact of the Tooth and Claw
You can attack twice with your pact natural weapons, instead of once, when you take the Attack action on your turn.

Spells

Warlock

1st Level

Censure

Spell Descriptions

The spells are presented in alphabetical order.

Censure

1st-level enchantment


  • Casting Time: 1 bonus action
  • Range: 90 feet
  • Components: V, S, M (piece of bone from good creature)
  • Duration: Concentration, up to 1 hour.

You condemn a creature that you can see within range. Until the spell ends, you deal an extra 1d6 radiant damage to the target whenever you hit it with an attack. The target also provokes opportunity attacks when it enters your reach. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to condemn a new creature. A remove curse cast on the target ends this spell early.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours

 

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