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Become a Patron!
### Warlock Patron: The Wild Hunt Your patron is a rider of the Wild Hunt, a procession of spiritual warriors who ride the lands in a neverending pursuit of their quarry. Hunters from all across the planes put aside their differences when they ride with the hunt, and you have ridden alongside Fiends, Celestials, Fey, the sprits of the dead, as well as mortals in your time riding with the hunt. When a powerful rider of the hunt grants a Warlock their patronage, they draw power from the essence of the Wild Hunt rather than the Patron's personal power; this shapes the nature of the powers the Warlock receives. #### Expanded Spell List The Wild Hunt lets you choose from an expanded spell list when you learn a Warlock spell. The following spells are added to the Warlock spell list for you. ##### Wild Hunt Expanded Spells | Spell Level | Spells | |:-:|:-----------:| | 1st | *Hail of Thorns, Ensnaring Strike* | | 2nd | *Pass Without Trace, Locate Object* | | 3rd | *Conjure Barrage, Lightning Arrow* | | 4th | *Locate Creature, Freedom of Movement* | | 5th | *Swift Quiver, Conjure Volley* | #### Hunter's Hex Starting at first level, you learn the *Hunter's Mark* spell. This counts as a Warlock spell for you, and doesn't count against your number of Warlock spells known. This spell also counts as a Warlock feature that curses for the purpose of qualifying for Invocations such as Relentless Hex. #### Hunter's Boon Starting at 1st level, your time riding with the Wild Hunt has given you the skills of a hunter. You gain proficiency with one martial ranged weapon of your choice. If you later take the Pact of the Blade feature, that weapon is also a valid form for your pact weapon. In addition, you gain proficiency in the Survival skill, and when you make a Survival check to follow a creature's tracks or trail, you may add your Charisma modifier to the check. #### Unparalleled Acumen Starting at 6th level, your trained senses allow you to bypass the restrictions of mere sight when stalking your quarry. You ignore half and three-quarters cover against a creature marked with your *Hunter's Mark*. In addition, if the marked creature is within 30 ft. of you, you can sense its location even if it is invisible or heavily obscured, and do not suffer disadvantage of attack rolls against it for those reasons. These benefits does not apply if the target is protected by a *Nondetection* spell or similar magic. \columnbreak #### Hound of the Hunt Starting at 10th level, you forge a bond with one of the hounds of the Wild Hunt, whose spirit you can call on to aid you in battle. As an action, you may summon a hellhound, which appears in any unoccupied square within 10 ft. of you. When the hellhound appears, it gains temporary hit points equal to your warlock level. Roll initiative for the hellhound, which acts on its own turns. It understands and obeys your verbal commands, and gains a special bonus to its attack rolls and ability checks equal to your Charisma modifier (minimum of +0). Furthermore, the hellhound's pack tactics grant it advantage on any creature marked by your *Hunter's Mark*, even if no other allies are within 5 ft. of the creature. The hound disappears after 10 minutes have passed. Once you use this feature, you cannot use it until the end of your next long rest. #### Call of the Wild Hunt Starting at 14th level, your patron grants you the ability to call on the spirits of the Wild Hunt in battle to terrify your enemies. As an action, you may summon the spirits of the Wild Hunt in a 30 ft radius centered on yourself, and which moves with you. When you summon these spirits, you may designate any number of creatures to be unaffected by the spirits. All other creatures who begin their turn inside this radius must make a Charisma saving throw or become Frightened. While frightened, at the end of each of their turns, a creature takes psychic damage equal to your Charisma modifier, as it is hounded and harried by the spectral riders. After taking this damage, it may make a Wisdom check to end the condition. The spectral riders disappear after 1 minute. After using this feature, you may not use it again until you complete a short or long rest. In addition, you have advantage on attack rolls against Frightened creatures. ### Eldritch Invocations The following invocations are unique to Wild Hunt Warlocks. #### Relentless Rider *Prerequisite: the Wild Hunt Patron* Your movement and the movement of any mount you are riding is not slowed by nonmagical difficult terrain. #### Rider of the Hunt *Prerequisite: 5th Level, the Wild Hunt Patron* You may cast the *Find Steed* spell once using a Warlock spell slot. You can't do so again until you finish a short or long rest. #### Relentless Tracker *Prerequisite: 9th Level, the Wild Hunt Patron* You may cast the *Locate Creature* spell as a special ritual, without expending a Warlock spell slot. When cast in this manner, you detect the creature regardless of its distance or of any running water between you and it, unless it is on another plane or is protected by *Nondetection* or similar magic. In addition, the duration of the spell is reduced to 1 round. Once you use this invocation, you cannot do so again until you finish a long rest. ####