From 5e
Jump to: navigation, search

The Wild Hunt


The Wild Hunt

Your patron is the master of the Wild Hunt; a wild exarch of the fey who live his life in pursuit of the hunt. The Wild Hunt heralds plague, famine, and death wherever it goes, but you managed to survive, in exchange for feeding into the ritual.

The Wild Hunt does not collect patrons by purpose; those few who are passed over gain a sliver of power by association, whether it is to join the hunt themself, or to become prey again when they are strong enough to serve as a challenge.

Expanded Spell List

The Wild Hunt lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Wild Hunt Expanded Spells
Spell Level Spells
1st entangle, inflict wounds
2nd blindness/deafness, spike growth
3rd bestow curse, conjure animals
4th conjure woodland beings, wild growth
5th awaken, insect plague

Dread of the Hunt

Starting at 1st level, you are able to channel the sense of growing dread which accompanies the hunt. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all frightened by you until the end of your next turn.

Once you use this feature, you can't use it again until you finish a short or long rest.

Huntman's Crop

Additionally at 1st level, you know the thorn whip cantrip. This counts as a Warlock cantrip for you, and does not count against your limit of cantrips known.

Hound of the Hunt

At 6th level, you gain the ability to call forth a hound of the hunt to harass your foes. As a bonus action, you can summon a hound of the hunt to target one creature you can see:

The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only towards its target by the most direct route, and it can use its action only to attack its target. The hound makes opportunity attacks, but only against its target. Additionally, the target has disadvantage on all saving throws against your spells while the hound is within 5 feet of it. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

Once you have summoned a Hound of the Hunt, you cannot summon another until you finish a short or long rest.

Harbinger of Chaos

By 10th level, the wild hunt begins to work through you to warp reality, preparing the way for the hunt to come forth. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction to roll 1d6 and apply the number rolled as a bonus or penalty (your choice) tot he creature's roll. You can do so after the creature rolls, but before any effects of the roll occur.

Once you have used this ability, you cannot use it again until you have finished a short or long rest.

Into the Wild

When you reach 14th level, you are fully a part of the hunt, whether as predator or prey. Your type is Fey, and you are immune to being charmed or subject to magical sleep. Your movement speed increases by 10 feet, and you can dash as a bonus action.

Furthermore, you may plunge yourself into the Feywilde. As an action, you may transport yourself into the Feywilde as if via a plane shift. You enter the Feywilde in a place that is adjacent to your location in the material plane, rather than choosing your destination. While in the Feywilde, you may return to the material plane in the same way.

Retrieved from ""

Navigation menu