The Hunt Lord (5e Subclass)
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Variant Archfey - Lord of the Hunt
Lord of the Hunt is a variant archfey patron for the Warlock class. This subclass is for Archfey Warlocks looking to immerse into the most dangerous game, enjoy the savage beauty of the hunt and revel in fear that only the darkest fey can inspire.
Lord of the Hunt is a renowned master of the Wild Hunt: a ferocious hunting party of fey hunters that soars in the skies in the darker and wilder sides of both Feywild and Material Realm. While he is neither as refined nor astonishingly beautiful as most other fey lords, he is still an archfey – that is, a being of terrifying power and cunning that other archfey rightfully respect. Lord of the Hunt is a force of nature, a living incarnation of hunt that revels in its primal, bloody beauty. His are the fey jaegers and hounds whose braying howls chase you through the night while your lungs bleed from strain and mind numbs from terror. If met during the Wild Hunt, you either accept his order to hunt alongside him – as jaeger or hound – or you become his quarry. But Lord of the Hunt is not a being entirely devoid of emotions, such as respect or benevolence. Those few that show their cunning and tenacity, or who accepts his challenge and successfully stalks and slays a mighty beast he can bestow with gift of magical prowess. Those few mortals that gave him a worthwhile, enticing chase are equally blessed by Lord of the Hunt, for he honors his pacts. In turn he demands his servants to hunt the most enticing prey and summons them to his side as jaegers during another Wild Hunt.
|1st||hunter’s mark, ensnaring strike|
|2nd||beast sense, pass without trace|
|4th||conjure woodland beings, dominate beast|
|5th||tree stride, dominate person|
- Jaegers Eye
Starting at 1st level you gain proficiencies in Survival and Animal Handling; if you were already proficient in any of them, you gain proficiency with Leatherworker’s tools instead. Furthermore, if you spend a minute or more observing a creature, then your Proficiency Bonus is doubled for all attempts to track it until your next long rest.
- The Lords’ Benevolence
Starting at 1st level your patron trains you to be effective in battles and hunts alike. You gain proficiency with shields, and martial weapons. If you later gain the Pact of the Blade feature, your Pact weapon can take forms of ranged weapons, such as bows, crossbows and etc. Also Lord of the Hunt bestows you with inhuman grace of his fellow fey-jaegers: you now can use your Charisma modifier in place of your Dexterity modifier for initiative checks.
- Misty Escape
Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. Once you use this feature, you can't use it again until you finish a short or long rest.
- Hounds of Terror
Starting at 10th level, Lord of the Hunt trains you to overcome your fear and how to inspire terror in others. You become immune to being frightened and gain proficiency in Intimidation; if you were already proficient in it, you double your Proficiency Bonus for checks using this ability.
In addition, Lord of the Hunt gives you permission to summon forth his Hounds from otherworldly kennels. After you spend an action, the Hounds appear in unoccupied spaces that you can see within 30 ft. range in numbers equal to half your Proficiency Bonus. They disappear into dark mist when they drop to 0 Hit Points. The Hounds are friendly to you and your companions. Roll Initiative for them as a group, which have their own turns. The Hounds obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves and you from hostile creatures, but otherwise take no actions. Use the statistics of the Alpha Shadow Mastiffs but with following exceptions:
- The Hounds are considered Fey instead of Monstrosities. They can look like shadow mastiffs, or like dog-shaped forms made of black mist.
- Hounds understand Sylvan and any languages you know but cannot speak.
- Hounds add your Charisma modifier to their passive Perception and Wisdom (Perception) checks that rely on hearing or smell.
- Hounds add your Charisma modifier as a bonus to their attack and damage rolls.
- Hounds add temporary Hit Points to their total Hit Points equal to half your warlock level.
- Hounds have advantage on saving throws against spells and effects that would function on only a single target, such as poison spray, if at least one of its allies is within 5 ft. and the ally isn't incapacitated. This ability does not work for spells and effects that would apply to all the space they occupy.
- Hounds have advantage on melee attacks against a creature if at least one of its allies is engaged in combat with the creature, or if the creature is frightened.
You can dismiss your Hounds away at any moment as a free action. The Hounds persist for an hour, until they leave farther than 100 ft. from you, until the end of your short rest, until your next long rest, whichever starts first. You must finish a short or long rest before you can use this feature again.
- Dark Delirium
Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion. You must finish a short or long rest before you can use this feature again.