Sorcerer
Base Class: Sorcerer

Fey Pact: A character might have willingly forged a pact with a powerful fey creature or entity. This pact granted them access to magical abilities associated with the Wildhunt, transforming them into a wild Fey Soul Sorcerer - Wildhunt Remnant. The character's loyalty and dedication to the fey cause and their connection to the Wildhunt are rewarded with the unique powers and traits of the subclass.

Wild Hunt Initiation: In rare cases, an individual may be chosen by the Wildhunt itself. They catch the attention of the fey hunters and are subjected to a ritual or trial that proves their worthiness. Through this initiation, they become bound to the Wildhunt, gaining access to the fey powers and abilities of the Fey Soul Sorcerer - Wildhunt Remnant - Wildhunt Remnant subclass. The character becomes a vessel for the Wildhunt's relentless pursuit and primal magic.

Wildhunt's Pursuit

Your connection to the Wild Hunt grants you enhanced tracking and pursuit abilities, reminiscent of the relentless nature of the hunt.

You gain proficiency in the Survival skill, representing your innate tracking instincts and ability to navigate the wilderness.
You have advantage on Wisdom (Perception) and Wisdom (Survival) checks made to track creatures, as well as on Wisdom (Perception) checks made to detect hidden or obscured creatures.
Additionally, when you cast a spell that deals damage to a creature, you can invoke the spirit of the Wild Hunt to mark that creature with fey energy. The marked creature has disadvantage on all Wisdom (Perception) and Dexterity (Stealth) checks made to hide or remain unseen from you, as well as on any saving throws against spells or abilities you cast that impose the Frightened condition. The mark lasts until the end of your next turn.

You establish a mystical connection with a Fey spirit, granting you a unique bond. Choose one of the following Fey spirits: Pixie, Sprite, or Nymph. This Fey spirit becomes bound to your soul, providing you with certain benefits.

Feyboon

your connection to the fey wild hunt has granted you a boon from the hunt itself when you reaching level 6
you get one of the following boons

Feyhunter's Resilience: You have advantage on saving throws against being charmed or frightened, and you gain resistance to necrotic damage.
Feyhunter's Fury: When you deal damage with a spell, you can reroll a number of damage dice equal to your Charisma modifier (minimum of one) and use the new rolls.
Feyhunter's Evasion: When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Feyhunter's Evasion

When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail

Feyhunter's Fury

 When you deal damage with a spell, you can reroll a number of damage dice equal to your Charisma modifier (minimum of one) and use the new rolls.

Feyhunter's Resilience: You have advantage on saving throws against being charmed or frightened, and you gain resistance to necrotic damage.

You have advantage on saving throws against being charmed or frightened, and you gain resistance to necrotic damage. 

Wildhunt's Beast

At 14th level, you gain the ability to tap into the primal energy of the Wild Hunt and transform into a fearsome Wildhunter Beast. As an action, you can spend a number of sorcery points to initiate the transformation, which lasts for 1 hour. The number of sorcery points you spend determines the power of your transformation. You can spend up to half your sorcerer level (rounded down) in sorcery points.
While transformed, you gain the following benefits:

Wildhunter's Form: Your body undergoes a dramatic transformation, taking on the appearance of a majestic and otherworldly creature. You gain a flying speed equal to your walking speed, as well as a climbing speed equal to half your walking speed. Additionally, your movement speed increases by 10 feet.
Multiattack: You can make two claw attacks and one bite attack as part of the Attack action.
Claw Attack: Melee Weapon Attack, reach 5 ft., one target. Hit: 2d8 + your Charisma modifier slashing damage.
Bite Attack: Melee Weapon Attack, reach 5 ft., one target. Hit: 1d10 + your Charisma modifier piercing damage.
These attacks are considered magical for the purpose of overcoming resistances and immunities.
Primal Resilience: While in your Wildhunter Beast form, you gain resistance to bludgeoning, piercing, and slashing damage from non-iron attacks.
Aura of the Wildhunt: Your presence exudes an aura of primal energy, causing enemies within 10 feet of you to have disadvantage on saving throws against being frightened. Additionally, any creature that starts its turn within 10 feet of you takes 1d6 psychic damage.

 

Fey's Veil

At 18th level, your connection to the fey realm grants you the ability to cloak yourself and your allies in an ephemeral veil of Fey magic. As an action, you can activate Fey's Veil, which lasts for 1 minute. While Fey's Veil is active, you and any willing creatures of your choice within 30 feet of you gain the following benefits:

You and your allies have advantage on Dexterity (Stealth) checks made to hide or move silently.
You and your allies have resistance to damage from non-magical weapons.
Whenever you or an ally within the range of Fey's Veil takes damage, you can use your reaction to teleport them up to 30 feet to an unoccupied space you can see. This movement does not provoke opportunity attacks.
Once you use this feature, you must finish a long rest before using it again.

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