Base Class: Warlock
Hern the Hunter, leader of the wild hunt, welcomes all who enjoy the hunt. Those who form a pact with Hern are granted powers of the hunt to be utilized even outside the annual festival. These hunters call to the instinct of their allies and grant them power to fight and hunt with.
Hunter's Knowledge
When you take this class.
At first level you gain Proficiency in Survival and Nature checks and one martial weapon.
Call Of the Hunt
Channeling the energy of the Wild Hunt PB/ long rest you can infuse Cha Mod +PB creatures with power for 1 minute. While infused all creatures deal an extra 1D4 Psychic damage per one attack each turn. This damage increases to 1D6 at Level 6 and 1D8 at level 10.
Hunters gain Temporary Hit Points equal to 2XPB+#of hunters in the hunt.
Upon releasing this energy enemies within 60ft must make a Wisdom saving throw against your spell DC. Any creature that fails becomes frightened of those empowered by this energy and can not willingly move closer to them. Frightened creatures take 2D4, 6, 8 when attacked.
Extra Attack
At sixth level you gain:
When you take the attack action you can attack twice, this does not stack with the "Thirsty Blade" invocation.
Nimble Hunters
While empowered those who have joined the hunt gain 10ft movement Speed.
Moving does not proc opportunity attacks from frightened foes.
Enhanced Pacts
Energy begins to flow stronger to enhance your pact.
Pact of the Blade- Pact weapons become infused with the mind altering power of the Wild Hunt, Pact weapons deal an extra 1D6 Psychic damage. If you have natural weapons such as claws they can be charged as your pact weapon dealing 1D8+ Cha Mod instead of their regular damage along with the Psychic damage.
Pact of the Tome- You add summon Beast spell to your tome and can cast it 1/long rest without spending a spell slot at your warlock spell level.
Pact of the Chain- When casting Find Familiar through your you can summon any non humanoid creature with the Pack Tactics Skill that is CR 1 or lower
Pact of the Talisman- You can create replica talismans up to Cha Mod that can be worn by allies to use the bonuses granted by it once per long rest.
Hunter's Constitution
At tenth level you gain:
You gain Proficiency in constitution saves and gain 2 hit points for each level in this class.
Pack Tactics
With increasing coordination those who are empowered by the hunt begin to work better together.
While Call of the Hunt is active those in the hunt have pack tactics while attacking.
Greater Pacts
The power granted by your patron continue to grow making your pact stronger.
Pact of the Blade- the extra psychic damage is increased to 1D8.
Pact of the Tome- See invisibility can be cast from the tome PB times per day.
Pact of the Chain- You can use your pact to summon 2 familiars up to CR 2 non humanoids with Pack Tactics.
Pact of the Talisman- Those wearing a talisman gain advantage on wisdom saves.
Hunter's Guile
When you reach fourteenth level:
PB times per long rest you can use your bonus action to move up to your movement speed without provoking opportunity attacks.
Fear of the Hunt
The fear caused by the wild hunt is so great even the strongest creatures feel that primal fear in their bones.
The fear caused by "Call of the Hunt" ignores resistance.
Grand Pacts
The energy of your patron overflows as it further enhances your Pact.
Pact of the Blade- The Thirsty Blade Invocation can now stack with your extra attack.
Pact of the Tome- You can channel your patrons energy to restore 1 of your Arcanums during a short rest
Pact of the Chain- You can use your pact to summon CR 3 non humanoid creatures with Pact Tactics.
Pact of the talisman- Allies can use the Talisman Boons the same as you can.
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