Barbarian
Base Class: Barbarian

The baying of hounds, the thundering of great hoofbeats, the brassy clarion call of the Lord of the Hunt’s horn. The Great Hunt is coming and shows no pity to their prey. The Lord of the Hunt is an enigma among the Fey Lords. He is beholden to no court, and moves throughout the planes as he pleases. His entourage, the Wild Hunt, is a conglomeration of elven huntsmen, hounds, and unfortunate souls swept up in their rabid pursuit.

You were one such soul, and now when you rage you are able to call upon the frenzied hunter’s spirit inside you.

Huntsman’s Quarry

Starting when you choose this path at 3rd level, the Lord of the Hunt’s call overtakes you. When you start your rage choose one creature you can see within 60 feet. That creature becomes your Quarry for as long as you’re raging. If your Quarry drops to 0 hit points before your rage ends you can use a Bonus Action on your turn to designate a new creature within 60 feet of you as your Quarry.

When an ally within 15 feet of you attacks your Quarry, you can use your reaction to give that ally advantage on that attack.

Wild Hunter

At 3rd level, when you hit your Quarry with a ranged attack using Strength or Dexterity while raging, you can add your rage bonus to that attack's damage roll. What’s more you can use your Reckless Attack on ranged attacks using Strength or Dexterity.

Fervor of the Hunt

At 6th level, while you are raging your allies can opt to join you in the Hunt. While raging, your speed increases by 5 feet, you ignore difficult terrain, and whenever a friendly creature begins their turn within 15 feet of you, their speed increases by 10 feet and they ignore difficult terrain until the end of their turn.

Hunter’s Packbond

At 10th level, joining the Wild Hunt can empower your hunting pack. While raging, whenever a friendly creature within 15 feet of you hits your Quarry with an attack, both you and that ally gain temporary hit points equal to your proficiency bonus. Another creature can only benefit from this feature a number of times equal to your Constitution modifier per rage.

Wild Hunt’s Rapture

By 14th level, the Wild Hunt’s frenzy can infect even your opponents. While you are raging you can use your bonus action to attempt to sweep another creature that you can see within 15 feet of you into the Wild Hunt’s frenzy. That creature must succeed a Wisdom Saving throw or be charmed by you until the end of it’s next turn. The DC for this saving throw is 8+your proficiency bonus+your Constitution modifier(minimum one). While charmed, that creature can’t take reactions, must use its movement to approach your Quarry, and must use its action to either Dash towards your Quarry or make a melee attack against your Quarry. If the charmed creature receives any damage, it can repeat it’s saving throw ending the charmed condition on a success. 

You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses after a long rest.

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