Warlock
Base Class: Warlock

Your patron is less defined by what it is, and more by what it urges you to do: to hunt, to relentlessly chase your prey, to become a predator, to not stop for a second until your quarry is dead. Warlocks under the influence of the Hunt tend to be twisted and warped over time, becoming more animalistic than most humanoids, like they are satiated by the monsters they kill.

Being prey to an eldritch hunter has been described to be one of the most terrifying experiences to be felt and be aware of: knowing that something is following you, that something is tracking you, and it will not stop until you are dead. As they wield weapons more often than other warlocks, victims of those chosen by the Hunt can’t even look forward to a simple painless magical death, they can only wait, as they know that sooner or later, a hunter’s sword will slash them dry even worse than a monster’s teeth would.

Perhaps your patron is a celestial being, urging you to hunt demons and devils, or maybe, it’s the spirit of a dead loved one, instructing you to take revenge upon their killers. Or, it is an ancient nature spirit, the primal avatar of the wolf, or perhaps, there’s something darker and deeper that you aren’t aware of, dangling satisfaction in front of you every time there’s something to kill and hunt.

Expanded Spell List

The 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.

The Hunt Expanded Spells

Spell Level

Spells

1st

bane, command

2nd

blindness/deafness, web

3rd

bestow curse, slow

4th

confusion, phantasmal killer

5th

hold monster, legend lore

Hunter's Quarry

Beginning when you first choose this patron at 1st level, you gain the ability to place a mark on someone, targeting them as your prey. As a bonus action, choose one creature you can see within 30 feet of you. The target is marked for 1 minute. The mark ends early if the target dies, you die, or you are incapacitated. Until the mark ends, you gain the following benefits:

  • Any attack against the target deals an additional d8 of damage.
  • Any attack roll you make against the marked target is a critical hit on a roll of 19 or 20 on the d20.

This feature counts as a curse for the purposes of Eldritch Invocations and other Warlock features, and once you use it, you can’t use this feature again until you finish a short or long rest.

Eldritch Hunter

Also at 1st level, you become a relentless pursuer of your prey. Whenever you activate a warlock feature or spell that curses or marks a target, or as a bonus action after it’s been activated, you may choose to forgo any benefits or bonuses it provides. If you do, its duration instead becomes 8 hours, or it’s multiplied by 10, whichever is higher.

For those 8 or more hours, you have advantage on Wisdom(Survival) and Intelligence(Investigation) checks made to find and track the creature, and you add your Charisma modifier to checks made this way.

Reveal and Stalk

Starting at 6th level, you can use the magic you command to find out the weaknesses of those you hunt, or reach to them as means of intimidation. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest or by expending a Warlock spell slot if you have no more uses remaining, and you may use it to perform either of the following features:

  • Reveal. Whenever a creature takes damage or becomes affected by one of your Warlock spells or your Hunter’s Quarry feature, you may reach to your patron and peer into its mind. You immediately learn all of its damage vulnerabilities, damage resistances, damage immunities, and condition immunities.
  • Stalk. You may use an action and cast the Sending spell without expending a spell slot, as long as the target is being affected by your Eldritch Hunter feature. When you cast the spell this way, you have advantage on any Charisma (Intimidation) checks made through the spell.

Hunter's Resolve

At 10th level, your connection to the Hunt grows more powerful. You gain the following benefits:

  • Whenever you roll a critical hit or reduce a creature to 0 hit points, you gain temporary hit points equal to half your Warlock level + your Charisma modifier.
  • You are immune to being frightened.

The Everchase

By the time you’ve reached 14th level, you’ve learnt that the thrill of the hunt is not its end: it’s the chase, the pursuit, not the capturing of your quarry. Whenever you reduce a creature to 0 hit points, if that creature was affected by your Hunter’s Quarry, you can apply the mark to another creature you can see within range (no action required).

Once you apply it to another creature this way, the first attack you hit against them each turn  deals additional damage equal to a number of d10s equal to the number of creatures that have been reduced to 0 hit points while marked by your Hunter’s Quarry feature since the end of your last short rest. For example, if you reapply the mark to a third creature after reducing two creatures to 0 hit points, the first attack that hits against the third creature, deals an additional 2d10 damage.

Previous Versions

Name Date Modified Views Adds Version Actions
11/14/2022 9:13:29 PM
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6
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2/16/2023 8:38:06 PM
33
1
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2/16/2023 8:46:57 PM
36
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