Warlock
Base Class: Warlock

You have made a pact with a very elusive being. Beings of its kind inhabit varied spaces where they enjoy toying with their prey before putting it out of it's misery. These Beings often dont carry a lot of motivations besides seeking the thrill of the hunt but in a few cases bestow lesser creatures with their powers to observe their hunts and in some cases let them grow to become the ultimate prey.

Expanded Spell List

The Deerstalker lets you choose from an expanded list of spells when you learn a warlock spell. The Deerstalker Expanded Spells table shows the Deerstalker spells that are added to the warlock spell list for you.

Spell Level Spells

1st

Entangle, Longstrider

2nd

Pass Without Trace, Web, Acid Arrow

3rd

Bestow Curse, Glyph of Warding

4th

Phantasmal Killer, Locate Creature

5th

Tree Stride, Hallow

Play With Your Food

At 1st level you gain access to magical runes that will aid you in your hunts.  You have a number of these runes equal to your proficiency bonus. You can spend 1 rune to place it where it will remain as long as you stay within 500ft of it or when the creature it is placed on dies, you die or you are incapacitated .

Trappers Rune

You can spend 1 minute to place a Trappers Rune on any object you are touching that is not being worn or carried. This Rune is undetectable by non-magical means.

When a creature steps into the space of the Trappers Rune you become aware of it. At any timewhile a creature is within the space of the Trappers Rune you can use your reaction to trigger the rune causing it to move onto the creature to become a Stalkers Rune and cause the creature have disadvantage on Perception checks while it is affected by one of your runes. 

Stalkers Rune

You can spend 1 action to place a Stalkers Rune  on a creature you can see within 120ft that is unaware of you. This rune requires a DC 15 + CHA Perception check to be discovered.

While a creature is affected by the Stalkers Rune you are aware of the creatures location within a 500ft radius centered on you and you have advantage on stealth checks made to hide from the affected creature. As an action you can cause the hidden rune to burn itsself into the skin of the creature affected by it, turning it into a Hunters Rune and forcing the creature to make a Constitution saving throw against your spell save DC. If failed, it's movement speed is halved. The creature can repeat this save at the end of its subsequent turns to end this effect.

Hunters Rune

You can spend 1 bonus action to place a Hunters Rune on a creature you can see within 60ft. This Rune emits dim light in a 10ft radius

While a creature is affected by the Hunters Rune it has a brightly glowing symbol on it's body making it have disadvantage on Stealth checks and be unable to benefit from being invisible. Additionally when you attack an affected creature you can add a d4 to your attack roll. You can only have one Hunters Rune active at any time.

Superior Anatomy

At 1st level you gain proficiency in one of the following skills: Perception, Investigation, Stealth or Survival

Thrill Of The Hunt

Starting at 6th level you become better at chasing down your prey.

Whenever you have an active Hunters Rune you have advantage on saving throws against effects that decrease your movement speed and your movement speed increases by 10ft as long as you are moving toward the affected creature.

Marked For Death

Starting at 10th Level you become more accustomed to your Runes making them an extension of your body.

While a creature is marked by a rune you are able to target it with spells as if you are able to see them. Every time you do so the creature can make a charisma check against your Spell save DC. If successful the rune on them vanishes.

Additionally touch range spells gain a 30ft range for the purpose of this feature.

Blood Echo

Starting at 14th level, once per day as an action you can channel the powers of your patreon to begin a hunt for 10 minutes. When you do so all Stalkers Runes trigger turning into Hunters Runes as if you had triggered them, dealing 2d10 Radiant damage and forcing them to make a Wisdom saving throw against your spell save DC or become frightened. On subsequent turns while not having line of sight to you, the creature may use its action to repeat this Wisdom saving throw.

All affected creatures percieve it to be night with a full blood moon regardless of time and your body to be clad in dark mists filled with eyes.

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