January 29, 2016

The Wild Hunt

Otherworldly Patron
Note from the Palm: This is my preferred attempt at the Arcane Archer, though with a bias towards cold and wintery effects. Also, I was playing a LOT of The Witcher III when I wrote this.

The Wild Hunt

Less a single patron and more a force of nature, the Wild Hunt consists of a menagerie of ghostly warriors and hunters, forever cursed to roam the wintry skies, hunting down those who try to escape the wrath of the gods. While most who eventually join the Hunt are ghosts and/or other forms of spirit who escaped from the law of man in their life, some are mortals who are called by Woden, leader of the Hunt, to aid him in the capture of some fell beast; other still are those who call to the Hunt for aid, bargaining service in exchange for the specters' unmatched tracking skills.

Hunter's Bond
Only those who seek that which cannot be found willingly entreat the Hunt's aid. Choose or roll for a bond from the table below.

1I seek a sibling, parent, or other family member
2I seek a spouse or lost love
3I seek a past or future mentor
4I seek riches beyond your wildest dreams
5I seek unfathomable power
6I seek unmatched fame and/or glory
7I seek a gateway to the afterlife or another plane of existence
8I seek a long lost artifact
9I seek the cure for an unknown disease or plague
10I seek repentance for past crimes

Wild Hunt Warlock Spell list
Spell LevelSpells
1ensnaring strike, ice knife
2find steed, Snilloc's snowball swarm
3lightning arrow, sleet storm
4locate creature, Freedom of Movement
5cone of cold, conjure volley

Huntsman's Bow
At 1st level, you craft or are gifted a special item: a Huntsman's Bow. Your Huntsman's Bow may be any type of bow or crossbow you could normally wield. You are proficient in wielding your Huntsman's Bow. This bow can be used as a normal bow of its type, but it serves a second, more important function: as a unique spellcasting focus. When you cast eldritch blast using your Huntsman's Bow, you can shape your blasts into Eldritch Arrows, affecting the spell in the following ways:
  • Your arrows may deal either magical piercing or cold damage instead of force damage.
  • Your arrows' range is 150/600 feet
  • You may treat Eldritch Arrows fired from your huntsman's bow as either ranged spell attacks(using your spellcasting modifier for attack rolls) or ranged weapon attacks(using your dexterity modifier for attack and damage rolls): you choose which each time you cast the spell.
      Spells or other effects which affect normal arrows fired from your Huntsman's Bow also affect your Eldritch Arrows. Invocations which affect your eldritch blast only affect your Eldritch Arrows if you choose to make them as ranged spell attacks. If you have multiple effects or abilities which would allow you to add your spellcasting modifier to the damage of your Eldritch arrows, these effects do not stack.
      At 6th level, you may cast any warlock spell with a range that is not self through your bow: doing so allows you to use the bow's range for the spell instead of the normal range and allows you to make any spell attacks as ranged weapon attacks. 
      If you lose or break your huntsman's bow, you can replace it. Doing so takes 24 hours and 100 gp worth of ritual materials. If you have taken the Pact of the Blade, you can summon or bind a magical bow or crossbow as your pact weapon, and can use this as your Huntsman's Bow. When summoned in this way, the weapon also brings with it a quiver of 60 arrows or bolts, and any magical effects apply to spells or normal arrows fired from the bow. Blade Pact invocations only affect normal, physical arrows fired from the bow, not your Eldritch Arrows.

Hound of the Hunt
At 6th level, you gain a loyal hunting companion. As an action you can summon a Hound of the Hunt, a medium sized spectral wolf, in an unoccupied space you can see within 100 feet. 
     Outside of combat, the hound obeys your commands perfectly, communicating telepathically with you. It can carry out most tasks that an unseen servant can, though not actions that require delicate hand motions. The hound will always match your speed, and stays within 10 feet of you unless instructed to do otherwise or conditions prevent it. It can climb and jump tall objects with ease, but it cannot fly. When you summon your hound, you may designate any number of creatures; when any other creatures of small size or larger approach within 100 feet of the hound, it starts barking and moves to interposed itself between the creature and you.
     During combat, the hound acts on your initiative. At the start of each of your turns, the hound attempts to bite a creature within 5 feet of it that is hostile to you. Its bite has an attack bonus equal to your proficiency bonus + your Charisma modifier, and deals 1d8 piercing and 1d8 cold damage on a hit; at 10th level, this damage increases to 2d8 piercing and 2d8 cold. When the hound hits a creature with its bite, it may attempt to shove that creature to the ground instead of dealing damage. You may use your reaction to allow the hound to make an Opportunity Attack, if a creature provokes one from it. Once per round, you may use your bonus action or your reaction to move the hound up to 30 feet in any direction; it ignores any difficult terrain caused by ice, snow, or storm-like conditions. 
     The hound has an AC equal to 14 + your Charisma modifier, a Strength score equal to your Charisma score, and HP equal to 5 times your level. It uses your Charisma bonus + your proficiency bonus for all saving throws. The hound is immune to cold damage, and is resistant to nonmagical bludgeoning, piercing, and slashing damage.
     Your Hound of the Hunt persists for 8 hours. You may use an action to dismiss the hound, causing it to vanish immediately, and it also disappears if it falls to 0 hp or is ever further than 100 feet from you. 
     Once you use this ability, you must take a long rest before you can do so again. 

Huntsman's Endurance
At 10th level, your connection to the Wild Hunt gives you the vigor to continue your hunt, be it in the heat of summer or the dead of winter. You and any mount you are riding can comfortably survive in temperatures from -100° to 300° Fahrenheit. Additionally, you and your mount gain resistance to both cold damage and fire damage. 

Huntsman's Rain
At level 14, you can summon the Wild Hunt to aid you on a massive volley attack. When you cast eldritch blast through your huntsman's bow, instead of the normal number of blasts you may fire one Eldritch Arrow at every target you can see within the range of your bow. You make a separate attack roll for each target. Once you use this ability, you must take a long rest before you can do so again.

01/30/16: Changed spell list (swapped Faithful Hound for Freedom of Movement), rolled Imbued Arrow into the Huntsman's Bow feature, and added Hound of the Hunt ability.
01/31/16: Added a line limiting the ability to add charisma damage multiple times to your Eldritch arrows.
02/11/16: Removed contradictory wording about point of origin spells from Huntsman's Bow


  1. This immediately makes me think of Witcher 3, and thus I immediately love it

    1. That was, in fact, the intent. I have a change coming that I think will make this more flavorful and fun.

    2. This comment has been removed by the author.

  2. I think that the Pack Hunter - level 6 feature on the post is not included in the pdf.

    1. That feature is not complete, and is a change that is in progress. The PDF will be updated soon.

  3. I love the idea of Hunter's rain, it's pretty cool, but I don't think it's really that good for once per day.
    At most, you're a bladelock with the +cha mod damage on the bow so it's 1d10+10 damage on each hit. If you're fighting an army of orcs or peasants, everything will die, but if you're fighting two or three tough creatures,it's just better to blast them normally.

    1. That is part of the idea. Most 14th level abilities deal with a single large creature; this one let's you deal with a whole army of mooks.

    2. I think his point is at 14th level, it wouldn't work even against an army of mooks. Most mooks at that level would have 50+ HP, and all you'd do is piss them off. Basically as a 1/day 14th level feature it's completely underwhelming, especially considering the WH 'lock gets access to some far more effect AoE spells long before that level (Cone of Cold, Conjure Volley.)

  4. I really like it, Spirit Guardians might be a cool 3rd level spell for this if it wasn't a 15 ft range

  5. It looks cool to play "as intended" but honestly my first thought was that turning Eldritch Blast into Cold damage lets you double dip with Dragon Sorcerer 6. Then again, Undying Light exists anyway to get double Charisma to spells?

    1. Huh, I never thought about that. I don't know that it's game-breaking by itself, but it's certainly very good. I'll look into it.

    2. Frankly, I think that Agonizing Blast should specify that it does not stack with other abilities that allow you to add your charisma bonus to damage, but that's just me.

  6. How would the Huntsman's Bow interact with the feats Sharpshooter and Spellslinger?

    1. Since you can make your eldritch blasts as either Ranged Spell attacks or as Ranged Weapon attacks, you can use both feats, just not at the same time. As well, the Archery Fighting Style would affect your eldritch arrows when making them as ranged weapon attacks, but not when making them as ranged spell attacks.

  7. Quick clarification question. The bows range is 150/600 does getting eldritch spear (make eldritch blast range 300ft) make it 300/600? Also would spell sniper make the range then 600/1200? or not effect the range at all?