Barbarian
Base Class: Barbarian

The Wild Hunt is a gathering of beasts, warriors, and hunters that hound quarry across a multitude of planes lead by the Erlking, a mysterious and ancient warrior clad in black.

The Path of the Erlking originated among the warriors of the feywilds and shadowfell, the long nights of the Hunt calling to them in revelrous violence. Ghostly hunters who strike terror into their quarry and ride across the Planes atop infernal and fell Nightmares.

Fey Power

When you choose this path, you learn to speak, read, and write Sylvan or one other language of your choice if you already know Sylvan. Additionally, you learn either the druidcraft or prestidigitation cantrip (your choice). Charisma is your spellcasting ability for this spell.

Presence of the Hunt

When you select this path at 3rd level, you emanate fearsome, strange presence of the fey while Raging. You gain the following benefits:

When you hit a creature with your Reckless Attack, you can force it to make a Wisdom saving throw, and if the saving throw fails the target is frightened of you until the end of your next turn. The DC equals 8 + your proficiency bonus + your Constitution modifier.

Additionally, you have advantage against the charmed and frightened conditions.

Fell Huntsman

At 6th level, the masters of the hunt have granted you your own phantasmal steed, you can use the Spectral Steed spell as an Action using only the Verbal component. You can cast this spell even while under the effects of Rage. You can use this ability a number of times equal to your proficiency bonus per long rest.

At 12th level, in addition to the creatures listed in the spell, you can use the Nightmare statblock for your steed.

Additionally, the spiritual nature of the bond to your steed grants you preternatural ability with it. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.

Danu's Charger

At 10th level your bond with your phantasmal steed has grown. It keeps its Incorporeal Movement ability while mounted, confers this feature to its rider, and while mounted you confer the benefits of your Rage to the spectral steed.

Your handling of your steed improves again at 15th level. While mounted you can slip in and out of the Feywild to move in a blink of an eye: you can use Misty Step as an ability, moving yourself and your steed as one. You can do so a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Erlking's Call

At 14th level, you've been granted the Wild Hunt's power to stir restless spirits into the band's revelry. When a Small or larger creature dies within 30 feet of you, a harmless specter springs forth in the dead creature's space and remains there for 1 minute. You can use your reaction to do one of the following:

  • Draw forth its spirit as a newly risen hunter, causing it to rise with 1 hit point. The creature uses the Wraith stat block. It remains animate for 1 hour, after which time it passes on.
    In combat, the wraith's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.
  • Send it into the realm of the Hunt, causing 2d12 psychic damage to creatures within 10 feet of it as its dragged into darkness.

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

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