Warlock
Base Class: Warlock

Your patron is the Lord of the Wild Hunt, an otherworldly host of fey and hounds that blows in upon the howling winter wind, pursuing their unfortunate mortal prey to the ends of the earth and beyond. You crossed paths with the hunting host, but rather than kill or transform you, the Hunt Lord himself took you into his retinue. Perhaps he was impressed by your skill as a hunter, or your determination and drive. Perhaps he simply thought you would make an amusing plaything. Either way, the Hunt Lord has his eye on you, and what he has claimed as his own, he will keep at any cost.

Expanded Spell List

The Lord of the Wild Hunt 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:

1st Level: Hunter's Mark, Ice Knife
2nd Level: Locate Animals or Plants, Invisibility
3rd Level: Blink, Locate Creature
4th Level: Dominate Beast, Greater Invisibility
5th Level: Geas, Tree Stride

Hunter's Knowledge

You impressed the Lord of the Wild Hunt not necessarily with your charm, but with your resourcefulness and knowledge of the hunt. You may use Intelligence as your spellcasting ability instead of Charisma. You also gain proficiency with the longbow, if you do not already have it.

Terror of the Wild

Starting at 1st level, your patron bestows upon you the ability to bolster yourself with your prey's fear. As a bonus action, when you hit a creature with an attack, you can force it to make a Wisdom saving throw. If the saving throw fails, the target is frightened of you until the end of your next turn, and you gain temporary hit points equal to 1d10 + your warlock level.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Call the Hunt

At 6th level, the Lord of the Hunt trusts you enough to lend you some of his hounds in a time of need. You know the spell Mordenkainen's Faithful Hound. It doesn't count against the number of spells you know, and you can cast it without a material component. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.

Fated Quarry

At 10th level, when you damage a creature that you have cast Hunter's Mark upon, you can channel the magic of the Wild Hunt to create a lasting connection to that creature (no action required). You always know the direction to the marked creature as long as it’s on the same plane as you. Further, each time the target deals damage to you or a creature you can see within 5 feet of you, it takes damage equal to your Spellcasting modifier.

Your brand lasts until you dismiss it or until you use this feature to apply a brand to another creature. Your brand can be dispelled with Dispel Magic, and is treated as a spell with a level equal to half your warlock level (maximum 9th level).

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

Otherworldly Mists

Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.

Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.

You must finish a short or long rest before you can use this feature again.

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