Warlock Patron: The Wild Hunt

Your patron is a rider of the Wild Hunt, a procession of spiritual warriors who ride the lands in a neverending pursuit of their quarry. Hunters from all across the planes put aside their differences when they ride with the hunt, and you have ridden alongside Fiends, Celestials, Fey, the sprits of the dead, as well as mortals in your time riding with the hunt. When a powerful rider of the hunt grants a Warlock their patronage, they draw power from the essence of the Wild Hunt rather than the Patron's personal power; this shapes the nature of the powers the Warlock receives.

Expanded Spell List The Wild Hunt lets you choose from an expanded spell list 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 Hail of Thorns, Ensnaring Strike 2nd Pass Without Trace, Locate Object 3rd Conjure Barrage, Lightning Arrow 4th Locate Creature, Freedom of Movement 5th Swift Quiver, Conjure Volley

Hunter's Hex Starting at first level, you learn the Hunter's Mark spell. This counts as a Warlock spell for you, and doesn't count against your number of Warlock spells known. This spell also counts as a Warlock feature that curses for the purpose of qualifying for Invocations such as Relentless Hex.

Hunter's Boon Starting at 1st level, your time riding with the Wild Hunt has given you the skills of a hunter. You gain proficiency with one martial ranged weapon of your choice. If you later take the Pact of the Blade feature, that weapon is also a valid form for your pact weapon. In addition, you gain proficiency in the Survival skill, and when you make a Survival check to follow a creature's tracks or trail, you may add your Charisma modifier to the check.

Unparalleled Acumen Starting at 6th level, your trained senses allow you to bypass the restrictions of mere sight when stalking your quarry. You ignore half and three-quarters cover against a creature marked with your Hunter's Mark. In addition, if the marked creature is within 30 ft. of you, you can sense its location even if it is invisible or heavily obscured, and do not suffer disadvantage of attack rolls against it for those reasons. These benefits does not apply if the target is protected by a Nondetection spell or similar magic.

Hound of the Hunt Starting at 10th level, you forge a bond with one of the hounds of the Wild Hunt, whose spirit you can call on to aid you in battle. As an action, you may summon a hellhound, which appears in any unoccupied square within 10 ft. of you. When the hellhound appears, it gains temporary hit points equal to your warlock level. Roll initiative for the hellhound, which acts on its own turns. It understands and obeys your verbal commands, and gains a special bonus to its attack rolls and ability checks equal to your Charisma modifier (minimum of +0). Furthermore, the hellhound's pack tactics grant it advantage on any creature marked by your Hunter's Mark, even if no other allies are within 5 ft. of the creature. The hound disappears after 10 minutes have passed. Once you use this feature, you cannot use it until the end of your next long rest.