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The Path of Ullr

Ullr, God of the Hunt is the stepson of Thor and son of Sif. He is the god of Hunters, of Traps, Bears, Skis, Archery and Axes.   Wathes who walk this path are guided by Ullr and believe that the hunt is more important than the game, for the hunt is all. They are most familiar to the Astari, who often hire them as trackers or man-hunters in exchange for bounties.

Hunter’s Trap

Starting at 3rd level, you gain the Hunter's Trap feature. By making a Dexterity (Stealth) check, you secretly mark an area of 10 ft. squares with the Hunter's Trap. A mishap befalls a hostile creature passing through the area, who fails its Dexterity saving against your Wathe Spell DC. Even if the creature is aware of your trap, it still makes this saving throw but with Advantage.   The creature that has failed its saving throw takes 2D8 slashing, piercing, or bludgeoning damage, according to your choosing when you set the trap. It also becomes stunned for 1 round on a failed Constitution saving throw made against your spell save DC.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all your expended uses after you finish a Short Rest.   The damage the Hunter's Trap increases to 3D8 at 7th Level, 4D8 at 11th and 5d8 at 15th.

Slayer's Prey

Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.   This benefit lasts until you finish a long rest. It ends early if you designate a different creature.

Ear to the Ground

Beginning at 3rd level, when you complete a long rest in a settlement, you have advantage on ability checks to gather information on its contacts, factions, or underworld. You can also identify, read, and communicate in Thieves' Cant.

Path Spells

You learn certain spells at the Wathe levels noted in the table below. These spells count as Wathe spells for you, but they don't count against your total number of Spells Known.
3rd Level: Snare
5th Level: Pass Without Trace
9th Level: Conjure Barrage
13th Level: Locate Creature
17th Level: Conjure Volley

Hunter's Sense

At 7th level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

Mark of the Hunt

Starting at 7th Level, you can mark a creature that is within 150 ft of you with the Mark of the Hunt. As an action, you can pray to Ullr to bless your hunt. The creature is then marked for 1 hour. In that time, you inflict an additional 2d8 damage of your weapon's damage type, on a successful attack, once per turn. Your Hunter's Trap also inflicts an additional 2d8 damage to the marked creature. Once used, you cannot use this feature again until you finish a Long Rest.

Dead or Alive

Beginning at 7th level, when you make a Strength (Athletics) check to grapple or shove a creature prone, you gain a bonus to your roll equal to your Wisdom modifier (minimum of +1).

Lure to Prey

Starting at 11th Level, you gain the ability to Lure your Marked Prey in accordance with your wishes. By using your reaction, you can do one of the following:
  • You can cause the creature to becomes frightened of you, or of another creature that is friendly to you, on a failed Wisdom saving throw against your Wathe spell DC. This effect lasts for 1d4 rounds. The creature can only be frightened from one creature as the result of this feature.
  • You cause a Disadvantage on an attack roll, saving throw, or ability check the creature makes.
  • You decrease the speed of the creature to half of its normal or related speed (such as swim or fly).
  • You decrease the AC of the creature by 1d4 against an attack from a friendly creature.
  • You have advantage on your next attack roll against the creature.
  • You can use this feature a number of times equal to your modifier (minimum once). You regain all expended uses after you finish a Short Rest.

    Hunter's Preparation

    At 15th level, you can study an area of 150 square feet using your movement and action for that turn. Afterwards, by using your bonus action within that area, you can gain one of the following benefits:
  • You can change your Strength (Athletics) checks to Dexterity (Stealth), Wisdom (Perception) or Wisdom (Survival) check with advantage.
  • By using the terrain to your advantage, you can slow yourself down during a fall and take only half the damage.
  • You can use your surroundings to your advantage and your AC gains +2 until the start of your next turn.
  • You can make an additional attack to the creature that has your Mark of the Hunt if it is within this area.
  • If you can see a creature in this area, your next successful hit will be a critical strike.
  • Once you study an area, it stays in your memory for one hour. Once you use this feature, you cannot use this feature again until you have finished a Short Rest.

     
     

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