Druid
Base Class: Druid

Circle of the Hunt druids worship at the altar of the God of the Hunt - he who is called upon to track down and punish Evil doers when normal means have been exhausted. He is a god of vengeance who leads a pack of hounds from the afterworld with the sole mission of bringing deadly justice.

In the Celtic pantheon, he is Cernunnos, the Horned Lord, Master of the Hunt, depicted as a large humanoid with the antlers of an ancient buck. A shadowy figure whose name is whispered to keep children in bed at night. In 5e he is a firbolg and an arch fey, not necessarily a god but perhaps on the same level as the Raven Queen. 

As agents of the Lord of the Hunt on the material plane, druids of the Circle of the Hunt are of Lawful Good alignment and are sworn to uphold the law by any means necessary.

It's important to note that vengeance can be an impure motive as much as a pure one. An Evil person can desire revenge. An Evil person calling on the Hunt, however, will have the Hunt instead called on them. That is why the druids of the Hunt must be Lawful Good and able to distinguish pure from impure motive.

Circle of the Hunt spells figure around a druid being able to enforce the will of their god. They are of more of an offensive nature. Additionally, these druids have abilities that can assist them in bringing a guilty person in for deserved justice. Something of a bounty hunter of the gods.

Bonus Proficiencies

Starting at 2nd level, you gain proficiency with medium armor, metal shields, and martial weapons. 

Circle Spells

Your spell list is expanded to include spells unique to the Circle of the Hunt at 3rd, 5th, 7th, and 9th levels. You are also granted the Fire Bolt and Mage Hand cantrips.

CIRCLE SPELLS

Druid Level           Spells 

3rd        Hunter's Mark, Sleep

5th        Detect Thoughts, Web

7th        Lightning Bolt, Slow

9th        Dominate Person, Wall of Force

Locate Quarry

Starting at 6th level, you have the ability to track an individual creature by magical divination. You must have seen the creature at some point even if only in a drawing. You can be psychically alerted when you are within one mile of the creature.

You know the general direction of the creature when it is a mile away. When you get within a quarter mile of the creature, you can tell exactly where it is. When you're within 300 feet of the creature, you know everything about the creature that you would find in a normal stat block. When you're within 100 feet of the creature, you can sense what the condition of the creature is, how many hit points it currently has, if it's under the effect of any spells or conditions, and if it's alert to your presence. 

Hunter's Kit

Starting at 6th level, you have the Lord of the Hunt bestow gifts for the hunter upon you to assist you in your work. You gain a +1 bonus to your Armor Class score, you gain the Alert feat, any weapon attack you make is +1 to hit, and those weapons do an additional 1d6+ your WIS modifier psychic damage on a successful hit. This damage scales to 2d6 + your WIS modifier psychic damage at 12th level, and 3d6 + your WIS modifier psychic damage at 18th level. 

Ghost Hounds

Starting at 10th level, you can unleash a pack of devil hounds on an adversary causing significant psychic damage. 

Using an action, you can summon and send a pack of four spectral hell hounds after a creature who is within a mile of you and within sight. The creature must make a Wisdom saving throw vs your spell save DC at disadvantage or suffer 8d10 psychic damage. On a successful saving throw, this damage is halved. 

If the creature attempts to elude the pack, they have a movement speed of 50 and use pack tactics to bring down their quarry.

This ability can be used once per long rest.

Hunter's Speed

Your movent speed increases by 10 feet per round. 

Elemental Damage Resistance

Starting at 10th level, in order to facilitate your well-being on the Hunt, the Lord has granted you resistance to acid, cold, fire, lightning, and thunder damage. 

Dead or Alive

Starting at 14fh level, you can cast the Finger of Death spell once per long rest. 

Lord of the Hunt's Boon

Your hunting prowess has earned you a special blessing of the Lord of the Hunt himself. You choose either the Lucky, Medium Armor Master, Savage Attacker, or Tough feat as you wish. 

Lucky

You select the Lucky feat. 

Medium Armor Master

You select the Medium Armor Master feat. 

Savage Attacker

You select the Savage Attacker feat. 

Tough

You select the Tough feat. 

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