dauntless/content/Classes/Warlock/Subclasses/Pact of the Hunter in Darkness.md
2026-03-09 21:40:09 -06:00

5.1 KiB
Raw Blame History

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Old Margreve

A manifestation of the primal dynamic present in every animal, the Hunter in Darkness is an entity that sees all creatures as prey—and it enjoys instilling fear in its prey. It prefers intelligent prey over mere beasts, as their fear tastes so much sweeter. Hunters who display impressive prowess for hunting pique its interest. The Hunter in Darkness often bestows its power on such individuals to spread fear farther than the Hunter can by itself. 

Though your patron isnt mindless, it cares only for the thrill of the hunt and the spreading of fear. It cares not what you do with the power it grants you beyond that. Your connection with the Hunter can sometimes cause changes in your worldview. You might view every creature you meet as either predator or prey, or you might face problems with a “kill or be killed” attitude.

Hunter in Darkness Progression
Warlock Level Features
3rd Hunter in Darkness Pact Spells, Expanded Pact Boons, Expanded Talent List, Savage Hunter
7th Step into Shadow
11th Strike from the Dark
15th Avatar of Fear

Hunter in Darkness Pact Spells

3rd-Level Hunter in Darkness Feature 

You gain origin spells at the warlock levels listed in the Hunter in Darkness Pact Spells table. See the Warlock Subclass class feature for how these spells work.

Hunter in Darkness Pact Spells
Warlock Level Spells
3rd agonizing mark*, illuminate spoor*
5th mark prey*, nip at the heels*
9th blood offering*, tracer*
13th harry*, heart-seeking arrow*
17th harrying hounds*, legend lore

*indicates a spell found in this Document

Expanded Pact Boons 

3rd-Level Hunter in Darkness Feature 

Your patrons influence subtly changes your Pact Boon. 

  • Pact of the Blade. Your pact weapon can be a longbow or shortbow in addition to a melee weapon. You must provide arrows for the weapon. 
  • Pact of the Chain. Your familiar can be a hunting hound that uses the statistics of a wolf or one of the other options normally available to you. 
  • Pact of the Tome. Your tome contains descriptions of tracks made by a multitude of creatures. If you consult your tome for 1 minute while inspecting tracks, you can identify the kind of creature that left the tracks (such as a winter wolf), though not the creatures name or specific appearance. 

Expanded Talent List

3rd-Level Hunter in Darkness Feature 

When you gain a new talent, you can select it from the magic or martial talents list.

Savage Hunter

3rd-Level Hunter in Darkness Feature 

When you reduce a hostile creature to 0 HP, its nearest ally within 30 feet of you and that can see you must succeed on a WIS save against your spell save DC or be frightened of you until the end of its next turn. 

Step into Shadow

7th-Level Hunter in Darkness Feature 

While in dim light or darkness, you can use a bonus action to teleport to an unoccupied space you can see that is in dim light or darkness and within 5 feet of a creature within 30 feet of you. If that creature is frightened and you attack it, you have advantage on the attack roll. When you teleport in this way, you disappear and reappear in a puff of inky smoke. You can use this feature a number of times equal to your PB, and you regain all expended uses when you finish a long rest.

Strike from the Dark

11th-Level Hunter in Darkness Feature 

Your patrons constant hunger for fear inures you to it. You are immune to being frightened. In addition, when you are in dim light or darkness and you hit a creature with a weapon attack, it must succeed on a WIS save against your spell save DC or be frightened of you for 1 minute or until it takes any damage. 

Avatar of the Wood

15th-Level Elder Wood Feature 

When you reduce a hostile creature to 0 HP, you can use a bonus action to force each ally of that creature within 30 feet of it and that can see you to make a WIS save against your spell save DC. On a failure, a creature is frightened of you for 1 minute or until it takes any damage. If a creature is immune to being frightened, it is instead stunned until the end of its next turn. Once you use this feature, you cant use it again until you finish a short or long rest.