Base Class: Warlock
You have made a pact with something of the hunt, the everchase, blood, the hunger that follows; you start to feel the hunger, the need. You feel the need to hunt, for that release of that kill, but more importantly the chase, that chase, that tracking and hunting. Blood.
The everchase, a fear of being hunted or prey, but also the hunter and the desperate need for blood and the hunt. Perhaps you were hunting and felt the infectious pull, and from there, you felt the deeper need, the deeper love of it. You need it.
Entities of the hunt that might empower your warlock could be an entity completely made of that fear, weird shark-like vampires, ancient monstrous beasts, of the ever-changing hunt, an ancient fey hunter that feeds off of the blood of the unfortunate adventurers that find themselves on its path,
Expanded Spell List
You have clawed a Hunt out of the ancient fears and creatures that bring it forth; they gift you with an expanded list of spells. The following spells are added to the warlock spell list for you.
The Hunt Expanded Spells
| SPELL LEVEL | SPELLS |
|---|---|
|
1st |
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2nd |
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3rd |
Vampiric Touch, Spirit Guardians (As a pack to hunt with) |
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4th |
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5th |
Sharp Instincts
Starting at 1st level, you seem sharper than expected, just at the edges of perception. With your pact, you have a deep connection to the everchase, this unending hunt, the chase, the blood; You gain many instincts, things that bolster your ability to chase, to hunt. You are immune to Exhaustion and gain 15 feet of movement. If you deal the final blow to a creature that would either be brought back to its original plane upon death or could reanimate, it is destroyed.
At the dawn of every day, you can spend an hour and a gallon of blood to designate a concentration spell to be considered non-concentration for you; if you cast it, it lasts simply as long as it possibly could or until you go unconscious, stunned, or paralyzed.
Beastial Pounce
Starting at 6th level, you can summon the speed and ability of your patron's never-ending wishes; when you cast a cantrip on your turn, you can make a single attack as a bonus action and, if wanted, move up to 15 ft without subtracting from your normal movement speed.
The Making of the Pack
Starting at 10th level, shadows grow and shrink around you, following and enshrouding; you are the entity that hunts and chases; it exudes off of you, it can seep into others and bring them into your infectious hunt. Whenever you kill something, it dies and cannot be reanimated. You can curse up to 5 creatures within 30 ft; if it fails its Charisma Saving Throw, they feel the hunt, or they feel like prey, and they are either Frightened for 10 minutes or Charmed by you as long as you are in combat or hunting something together with a max duration of 10 days, and will attack whatever you attack if there Is nothing to attack, they will attack the next closet target (including yourself and any other charmed pack members)
Once you have used this feature, you cannot use it until you take a long rest.
The Lust of the Chase
Starting at 14th level, you feel the need to chase, to hunt, you are uncomfortable in your skin, and forever, you are going to be lusting for that sweet adrenaline of the chase, to hunt, to serve the Everchase. Your senses are intense and razor-sharp, you can hear a needle in a haystack, you can smell a drop of human blood in the deep forest, and you can always find those who try to hide. You have advantage on Wisdom (perception) checks, and you can add +10 to Wisdom (perception) checks when tracking down an undead, beast, fey, fiend, humanoid, or monstrosity.
Additionally, you can use a bonus action to track a target, requiring a Wisdom (perception) check; if successful, you gain advantage on attack rolls on the target, and they are at disadvantage on saving throws against your spells. In order to succeed on your tracking check, you must succeed against a Save DC determined by the number of feet they are away, divided by two, and subtracted by ten, with a minimum of ten. ((Distance/5)-10), with a minimum DC of 10)
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