Subclass - Warlock - Hunter

by Jalfik

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Otherworldly Patron: The Hunter

Your patron might be an unseelie fey, a powerful predator spirit, or even a god devoted to hunting. Regardless of their origin, the Hunter patron calls you to use primal strength to hunt down creatures. While sometimes imagined as lone wolves, warlocks of this patron excel when fighting with a close knit pack of allies. Few creatures can escape a warlock who follows this patron, and the most devoted followers of this patron find renewed vigor in extended hunts.

Hunter Spells
Spell Level Spells
1st Animal Friendship, Beast Bond
2nd Pass without Trace, Summon Beast
3rd Fear, Haste
4th Dominate Beast, Mordenkainen’s Faithful Hound
5th Awaken, Commune with Nature

Art Credit: Daryl Mandryk

Thrill of the Hunt

When you choose this patron at 1st level, you are a master of hunting those you mark as your quarry. You may cast the Hex spell once at the highest spell level you have available without expending a spell slot, and regain the ability to cast it this way when you complete a long rest.

While under the effects of a Hex spell you cast, you always know the direction and distance a creature is from you. Your speed is also increased by 10 feet any time you move toward a creature you have hexed.

Pack Hunt

Also at 3rd level, you know the best way to hunt is with allies. Once per turn, when you damage a creature, the next attack roll made by a friendly creature against the same target gains a bonus 1d4 to hit.

Hunter's Call

At 6th level you are able to release a chilling sound that calls your allies to battle, and strikes fear in your enemies. You, and all friendly creatures within 1 mile of you gain temporary hit points equal to your Proficiency bonus + your Charisma modifier for up to 10 minutes. Any hostile creature within the same mile must make a Wisdom saving throw or become frightened. A frightened creature can repeat the saving throw at the end of each of its turns.

Keen Senses

When you reach 10th level, your patron grants you heightened senses to help you hunt. You gain a +5 bonus to your Passive Perception, and you have advantage on Perception checks that rely on hearing or smell.

You gain darkvision out to a range of 60 feet. If you already have darkvision from your race its range increases by 30 feet.

Bloodlust

At 14th level, your patron’s unending desire for blood pushes you forward despite injury. Once per turn, when you deal damage to a creature, you regain 1d4 hit points. If you are already at your hit point maximum, you may choose to gain 1d4 temporary hit points instead.

This feature ceases to work if during the last round you took radiant damage, or any damage from a silvered weapon.

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