Otherworldly Patron:
The Wild Hunt
The Wild Hunt is a gathering of black hounds the size of horses with glowing red eyes, lead by a stag-horned hunter on a black horse. It usually appears in the autumn or winter and usually with storms and rough weather. There are several figures who can lead the Wild Hunt, none of which very friendly. Extremely dangerous, the Hunt will kill anything and anyone in its path, and there is a rumor that a target can avoid being hunted by joining the Hunt.
Expanded Spell List
Spell Level | Spells |
---|---|
1st | Frost Fingers, Faerie Fire |
2nd | Spiritual Weapon, See Invisibility |
3rd | Conjure Animals, Haste |
4th | Evard's Black Tentacles, Fire Shield |
5th | Destructive Wave, Circle of Power |
Hunter's Ambition
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
Additionally, you learn the Thaumaturgy cantrip. It is a Warlock cantrip for you but does not count against your number of cantrips known.
Hunter's Guise
Also at 1st level, as a Bonus Action, you can don the spectral visage of the Lord of the Hunt. The transformation lasts for one minute, or until you end it as a bonus action. While acting under this visage, you gain the following benefits:
- Your walking speed increases by 10 ft.
- You gain a bonus on damage rolls from melee weapon attacks equal to your proficiency bonus.
- You gain a bonus to AC equal to half your Charisma modifier, rounded down (minimum 1) if you are not using a shield.
- You have advantage on saving throws against being frightened, charmed, and confused.
Once you use this feature, you cannot use it again until you finish a short or long rest.
Enhanced Hunter
Starting at 6th level, when you don the Hunter's Guise, you imbue your weapon with Fae magic. It has a number of charges equal to your proficiency modifier. You can expend a charge to deal an extra 1d6 Cold damage. The target must make a Constitution saving throw against your Spellcasting DC or have its movement halved until the start of your next turn.
Additionally, while Hunter's Guise is active, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can’t be Blinded, Deafened, or Incapacitated.
The Night Ride
Starting at 10th level, you can cast the spell Find Greater Steed once per day without expending a spell slot and a Nightmare is added to the list of available options. If you choose the Nightmare, replace all references of Fire with Cold.
If you activate your Hunter's Guise while mounted, your steed gains the benefits as well.
Subjugated Arcana
At 14th level, you entreat your patron to grant you temporary domain over the arcane. As an action, you can speak your desire to the Hunt, requesting the effect of one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class's spell list, and you don't need to meet the requirements in that spell, including costly components: the spell simply takes effect as part of this action.
Once you use this feature, you can't use it again until you finish 1d4 long rests.