Warlock
Base Class: Warlock

You made your pact on the brink of death, promising your undying servitude to your patron in exchange for a last grasp at life. Perhaps as an act of pity, cruelty, or pure entertainment, your patron saved you from an untimely demise and imbued you with a fraction of their forbidden power, forever transforming your mortal form into a vessel fit to be their champion. Although you survived death, you are now compelled to fulfill the mission granted to you by your patron, lest they revoke the contract you have made.
Source: Keyan (Homebrew)

Pact of the Dread Hunter

Pact of the Dread Hunter

At 1st level, your Patron imbues your soul with a fragment of their ancient power, granting you unnatural life in exchange for your contracted servitude. Should you break your contract, you will need another patron to grant you a contract or the magic binding your soul to the mortal realm will fade.

While your pact holds true, you receive the following boons:

 - You automatically succeed on your first Death saving throw each day.

 - You do not hunger, thirst, or age, but you must breathe and sleep.

 - You have a pool of additional Hit Die equal to your Proficiency bonus that you can spend when you take a short rest. You recover these Hit Dice at the end of a long rest.

Patron's Mark

Patron’s Mark

Starting at 6th level, your Patron recognizes your service as their champion and grants you preternatural hunting ability.

As an action, you choose a creature that you can see and declare it an enemy of your patron for 1 hour. If you fail to slay the mark within 1 hour of declaring it, you cannot declare another until you finish a long rest. If you succeed in slaying your mark before the hour is up, you may declare another mark.

While marked, your patron grants you supernatural awareness of the creature’s location so long as it is within 1 mile of you. You have advantage on Wisdom (Perception) and Wisdom (Survival) checks to find it, and the creature does not benefit from cover against your attacks.

When your Patron’s Mark is slain, your Patron accepts the creature’s soul as an offering and grants you reprieve from the hunt in return. At the moment of death you recover from 1 point of Fatigue, after which you may spend a number of Hit Dice up to your Proficiency bonus.

Vigilance

Vigilance

At 10th level, your Patron grants you additional degrees of unnatural awareness.

You cannot become frightened or surprised while you are conscious.

When you deal damage of any type to your Patron’s Mark, you deal additional force damage equal to your Proficiency bonus. You can only deal this bonus damage once per round.

Relentless

Relentless

Beginning at 14th level, your Patron transforms your Mark into a powerful curse.

When you declare a creature as your Patron's Mark, you may have that creature make a Wisdom saving throw against your save DC. On a failure, you and the creature are drawn into the ethereal plane for 5 rounds, during which time only you and the creature can engage in combat or dialogue.

As you enter the ethereal plane, a new initiative is rolled for you and the creature.

At the end of 5 rounds, or if you choose to end the effect early, you and the creature return from the ethereal plane as close to your current positions as possible.

If you slay your Patron's Mark while you are both within the ethereal plane, you recover all missing Hit Dice in your pool of bonus Hit Dice at the moment of death, after which you may spend Hit Dice normally as per the effect of Patron’s Mark.

At the DM’s discretion, a portion of the creature’s stats may be transferred to you as a reward from your patron. These bonus stats last until your next long rest, and while you benefit from them you are unable to declare a creature as your Patron’s Mark.

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