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  Otherworldly Patrons 
  The beings that serve as patrons for warlocks are mighty 
  inhabitants of other planes of existence—not gods, but almost 
  godlike in their power. Various patrons give their warlocks access 
  to different powers and invocations, and expect significant favors 
  in return. Some patrons collect warlocks, doling out mystic 
  knowledge relatively freely or boasting of their ability to bind 
  mortals to their will. Other patrons bestow their power only 
  grudgingly, and might make a pact with only one warlock. 
  Warlocks who serve the same patron might view each other as 
  allies, siblings, or rivals. 
  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. 
  d10 
  Bond 
  1 
  I seek sibling, parent, or other family member 
  2 
  I seek spouse or lost love 
  3 
  I seek past or future mentor 
  4 
  I seek riches beyond your wildest dreams 
  5 
  I seek unfathomable power 
  6 
  I seek unmatched fame and/or glory 
  7 
  I seek a gateway to the afterlife or another plane of 
  existence 
  8 
  I seek a long lost artifact 
  9 
  I seek the cure for an unknown disease or plague 
  10 
  I seek repentance for past crimes 
  Wild Hunt Spells 
  Spell Level 
  Spells 
  1st 
  ensnaring strike, ice knife 
  2nd 
  find steed, Snilloc's snowball swarm 
  3rd 
  lightning arrow, sleet storm 
  4th 
  locate creature, freedom of movement 
  5th 
  cone 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 use your bow as a focus for a spell with a range 
  greater than self, that spell gains the following benefits: 
  • The spell's range is replaced with the range of the bow. 
  • Ranged spell attacks required by the spell can be made 
  as ranged weapon attacks instead, though you do not 
  add your Dexterity modifier to the damage of these 
  attacks.  
  • You may choose to deal either magical piercing 
  damage or cold damage instead of the spells normal 
  damage type.  
       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. 
  Hound of the Hunt 
  At 6th level, you gain a loyal hunting companion. 
  Following a long rest, you may summon a Hound of the 
  Hunt, a fey creature which takes the shape of a frost-
  
   
  covered wolf. You forge a bond with this hound, and will 
  always summon this hound when you use this ability. 
       Your hound is in most ways identical to a normal wolf, 
  though its bond with you and its fey heritage grant it some 
  special properties. Your hound has abilities and game 
  statistics determined in part by your level: it uses your 
  proficiency bonus rather than its own, and n addition to the 
  areas where it normally uses its proficiency bonus your 
  hound also adds your proficiency bonus to its AC and to its 
  damage rolls. Your hound gains proficiency in two skills of 
  your choice and becomes proficient with all saving throws. 
       For each level you gain after 6th, your hound gains an 
  additional hit die and increases its hit points accordingly. 
  Whenever you gain the Ability Score Improvement class 
  feature, your hound’s abilities also improve. Your hound 
  can increase one ability score of your choice by 2, or it can 
  increase two ability scores of your choice by 1. As normal, 
  your hound can’t increase an ability score above 20 using 
  this feature unless its description specifies otherwise. 
       Your hound obeys your commands as best it can, and 
  communicates with you telepathically. It rolls for initiative 
  like any other creature, but you determine its actions, 
  decisions, attitudes, and so on. If you are incapacitated or 
  absent, your companion acts on its own. 
       Your Hound of the Hunt is resistant to cold damage, and 
  when it would deal damage to a creature with its bite 
  attack, you may have it deal cold damage instead of 
  piercing damage. If your hound damages a creature that is 
  currently under the effects of a hex spell that you cast on it, 
  the creature takes additional damage from the spell as if 
  you had damaged it. 
       Should your hound be reduced to 0 hp, it is immediately 
  banished back to its home plane. You may not summon 
  your hound back to your plane for 24 hours. 
  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 blast 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 short or long rest before you can do so again. 
  New Invocations  
  These invocations are available to warlocks of the Wild 
  Hunt.  
  Bow of the Wild Lord 
  Prerequisite: Pact of the Blade feature 
  You can create a longbow using your Pact of the Blade 
  feature, which functions as your Huntsman's Bow. When 
  you draw back its string and fire, it creates an arrow of 
  blackened wood with a sharp, icy head, which vanishes 
  after 1 minute. When you take the Attack action and hit a 
  creature with this bow, you can expend a spell slot to deal 
  an additional 2d8 piercing damage to the target per spell 
  level. Ranged attacks made with your bow have advantage 
  against beasts. 
  Huntsman's Prowess 
  Prerequisite: 7th level 
  When you take the Attack action on your turn using your 
  Huntsman's Bow, you gain the benefits of the Archery 
  fighting style. You cannot gain the benefits of a fighting 
  style more than once. 
       Additionally, you gain proficiency in the Animal 
  Handling and Survival skills.  
  Arrows of the Pursuer 
  When you hit a creature with a ranged 
  weapon attack from your Huntsman's 
  Bow, that creature's speed is 
  reduced by 10 feet until the 
  start of your next turn. 
  This effect stacks 
  with itself, reducing 
  a creature’s 
  movement to a 
  minimum of 0 
  feet. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/The Wild Hunt.pdf