The Wild Huntsman
Expanded Spell List
The Wild Huntsman 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 Huntsman Expanded Spells
Spell Level Spells
1st hunter’s mark, hunter’s pace*
2nd pass without trace, wolfbane trap*
3rd frozen lance*, haste
4th dominate beast, locate creature
5th cone of cold, nemesis*
Huntsman’s Disciple
At 1st level, you gain proficiency in the Survival skill. When
you encounter the tracks of a creature, you can summon a
spiritual hound to lead you, granting you advantage on checks
to track your quarry. It can track targets over water and by
scent. The spiritual hound disappears if you roll initiative.
Black Ice
Also at 1st level, you can call on your connection to the cold
winds of the blizzard to carry you to your prey, closing off
their escape. As a bonus action, you can move up to 30 feet
toward a hostile creature you can see. If you’re mounted, your
mount can move instead of you. If you make an attack roll
targeting the creature before the end of this turn, polished
ice forms in a 5-foot radius centered on the creature, creating
difficult terrain that lasts until the start of your next turn. You
ignore difficult terrain created by this effect.
Pale Rider
Starting at 6th level, you learn to summon a loyal steed
from the Huntsman’s stable. You can cast find steed without
expending a spell slot. When cast in this way, its casting time
is one action, and you can choose to have the steed appear
underneath you, moving you instantly to the saddle.
While you are mounted on the steed, you can choose to
redirect any damage that it would take to yourself.
Your steed does not recover hit points whenever you cast
the spell again, but does recover all lost hit points whenever
you finish a short or long rest.
The Black-hearted Killer
The Wild Huntsman is a primal thing, dressed in the trappings
of a man. It speaks with a voice that sounds like the cracking
of ice and soft footfalls upon the snow, demanding a display of
strength and prowess from those that come before it. Anyone
who impresses the Huntsman is allowed to live, regardless
of their former station. Those who fail are killed, with rare
exception. The survivors are tasked with aiding the Huntsman
in his pursuit, and are gifted a weapon and a quarry, often far
beyond any reasonable request. A single hunter armed with
naught but a knife is asked to kill a bear, while a party of three
might be instructed to hunt down a deadly winter hydra.
The Huntsman demands to see the dominance of mortal
races over the beasts that lurk within the darkness, and is as
merciless as the blizzard at its back.
The Horn in the Night
For those who manage to kill their quarry, often through
wit or guile, the Huntsman is generous in its gifts, granting
beasts to command and weapons to wield. Those who manage
to triumph through strength of arms or physical might are
lauded with an invitation to the Huntsman’s private lodge,
accessible through any snowbound glade or windswept peak.
There the hunters gather and feast, reveling in their prowess
and remarking upon the trophies they have gathered. There
is a price to such joy, however, and it is one paid in a grim toll
upon the mind. Those who travel to the Huntsman’s domain
and call upon this dark elemental as a host find themselves
growing ever colder in both body and spirit, becoming as cruel
and callous as the lord of the manor itself. Those who retain
compassion and benevolence best are those who distance
themselves from the Huntsman and seek the company of
other mortals. This matters little to the Huntsman, as it cares
not for the activities of its riders so long as they come when
called, responding to the summons of the Wild Hunt when it
rides across the night sky.
Humanity or Death
Those who go willingly to the Huntsman, seeking it so that
they can make a deal or bargain, face the same test as those
who are forced into his game. These souls are known as frozen
riders, for they inherit a fraction of the Huntsman’s control
over ice and snow, while also claiming his hounds and steeds
as their own. The eldritch power they wield is as wicked as
the weapons they favor and often twists their bodies into
mockeries of their former selves. Others, however, are cursed
by the Huntsman, having slain a creature that the ambitious
master had sought as his own prey. These individuals have
their souls torn asunder and the wild creature’s spirit forced
inside, making them fight to retain their sanity and control.
Bring forth the Huntsman
The Wild Huntsman is rarely bound by the planar laws,
appearing wherever there is a good hunt to be found, so it
is fully compatible with almost any world or setting. When
introducing the Huntsman, decide when it arrived, how many
are aware of its presence and its deeds, and what creature or
task it has arrived to slay or accomplish. How do the people of
the world react? How does the landscape change in accordance
to its wishes? Does it desire a blizzard to bring devastation,
or is there merely a light chill in the air, so that the hunt can
occur as nature intended?
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If your steed has been reduced to 0 hit points, it cannot be
summoned again using this feature until you finish a long
rest. At 14th level, you can re-summon a fallen steed after you
finish a short rest.
Hounds of the Hunt
At 10th level, you learn to call to the Huntsman’s favored
servants. You gain resistance to cold damage, and are not
subject to exhaustion gained from cold environments or high
altitudes.
As an action, you can summon a pack of the Huntsman’s
hounds to an empty space within 30 feet of you. These hounds
use the statistics adjacent to this feature.
These hounds understand your commands and obey you
without hesitation. The hounds act on your initiative count.
They also gain additional maximum hit points equal to your
warlock level. Whenever your pack is reduced to 0 hit points,
they vanish into frozen mist. You can also dismiss your
hounds at any time as an action, causing them to disappear.
If your pack has been reduced to 0 hit points, it cannot be
summoned again until you finish a long rest. The hounds
recover all lost hit points whenever you finish a long rest.
Fimbulwinter
At 14th level, the cold winds of the boreal forests come at your
call. You, your steed, and your hounds ignore difficult terrain
while in cold regions, and your hounds and steed also gain
resistance to cold damage. While you are in a cold region, you
and creatures you control emit a magical aura that creates icy
difficult terrain in a 10-foot radius.
Whenever you finish a long rest, you can choose to perform
a ritual that will gradually change the climate in a 10-mile
radius to become cold and snowbound by an unnatural
blizzard for 24 hours. This needs to be performed only once
in mountainous or cold environments, twice in temperate
regions, or three times in warm, tropical lands to take effect.
Creatures not native to the cold have disadvantage on
Survival and Perception checks while within the area of your
Fimbulwinter once it reaches full effect. Creatures of your
choosing are immune to this effect and to any exhaustion
from being exposed to a cold environment.
If you fail to perform this ritual again before the effect fades,
the blizzard will cease one hour later, and the snow and ice
will melt as normal.
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