Warlock
Base Class: Warlock

Your patron is a spirit of the moon, an entity that embodies grace and command over nature. These spirits seek to protect the natural world under the night sky while keeping profane powers that stalk the darkness at bay and task their warlocks with the same, granting them command over the powers of the moon and its creatures.

Hex Warrior

  • When you attack with your Huntsmans Edge, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest.

Verdant Shroud

Nature seems to conform to your steps, aiding you ability to quickly dissapear from sight. When you are in any form of natural terrain, you can take the Hide Action as a bonus action.

Huntsman

At 1st level, The influence of your patron also allows you to mystically channel your will through steady aim. You gain proficiency with martial weapons, and whenever you finish a long rest, you can touch one weapon that you are proficient with and turn it into your Huntsmans Edge.

  • When you attack with your Huntsmans Edge, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest.
  • While your Hunstman's Edge is on your person, you are proficient with the Survival and Nature Skills

If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature

Hound of the Hunt

At the 6th level, you gain a loyal hunting companion. Following a long rest, you may summon a Hound of the Hunt, a celestial creature that takes the shape of a frost-covered wolf. You forge a bond with this hound, and will always summon this hound when you use this ability.
Your hound is in most ways identical to a normal wolf, though its bond with you and its celestial heritage grant it some special properties. Your hound has abilities and game statistics determined in part by your level:

  • it uses your proficiency bonus rather than its own and in addition to the areas where it normally uses its proficiency bonus your hound also adds your proficiency bonus to its AC and to its damage rolls.
  • The hound has hit points equal to 5 times your warlock level and gains proficiency in two skills and two saving throws of your choice
  • Your hound obeys your commands as best it can, and communicates with you telepathically. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.
  • Your Hound of the Hunt is resistant to cold damage, and when it would deal damage to a creature with its bite attack, you may have it deal cold damage instead of piercing damage.  If your hound damages a creature that is currently under the effects of a hex spell that you cast on it, the creature takes additional damage from the spell as if you had damaged it.
  • Should your hound be reduced to 0 hit points, it is immediately banished back to its home plane. You may dismiss your hound back to its home plane as an action.
  • At level 10 your bond increases in power as the wolf takes the form of a Dire Wolf
  • At level 14 your bond to your Hound reaches the pinnacle of its power as it takes the form of a Winter Wolf.

Lunar Restoration

At the 10th level, you learn the spell Lesser Restoration. It counts as a warlock spell for you, but it doesn’t count against the number of spells you know. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest. 

Whenever you cast this spell it takes the form of luminescent moonlight radiating from your hands, the target regains hit points equal to one-third of their hitpoint maximum.

 

Arboreal Strike

Starting at 14th level when you hit a creature with a ranged weapon attack, you can use this feature to instantly transport the target through the Plane of Arborea. The creature disappears and hurtles through the emotional Glades of Arborea.

At the end of your next turn, the target returns to the space it previously occupied or the nearest unoccupied space. If the target is not a Celestial, it takes 8d12 Radiant damage as it is shunted from the upper planes

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

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