ASchmidt
2015-02-12, 01:40 PM
Circle of the Wild Hunt
They say some men need to be put down... like an animal. The thing is animals won't do the sick and twisted things that some men will do. An animal won't burn down a forest. An animal won't worship nightmarish horrors and bring them into our world to slake their hunger. Animals aren’t messed up like that.
That's what me and the ones like me are for... to hunt down diseased men and put them down. I am the hunter and these are my prey.
Bonus Proficiencies
When you choose this circle at 2nd level, you gain proficiency with nets, shortbows, and longbows. You also have advantage when making a Wisdom (Survival) check while tracking a creature.
Bonus Spells
Your dedication to the hunt infuses you with the ability to cast certain spells. At 2nd, 3rd, 5th, 7th, and 9th level you gain access to circle spells that empower your hunt for those that have defiled nature.
Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
2nd level - Find Familiar, Lesser Conjure Animals*
3rd level - Find Steed, Pass without Trace
5th level - Conjure Animals, Fear
7th level - Conjure Woodland Beings, Locate Creature
9th level - Conjure the Wild Hunt*, Scrying
* - New spells provided below
Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Focused Conjuration
Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage.
Durable Summons
Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.
Lesser Conjure Animals
1st-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
• One beast of challenge rating 1/2 or lower
• Two beasts of challenge rating 1/4 or lower
• Four beasts of challenge rating 1/8 or lower
Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The DM has the creatures’ statistics.
Conjure the Wild Hunt
5th-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
• Two Hell Hounds or Winter Wolves
• Four Displacer Beasts, Perytons, Phase Spiders, or Werewolves
• Six Death Dogs, Dire Wolves, or Giant Hyenas
• Eight Worgs
Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The DM has the creatures’ statistics.
At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 7th-level slot and three times as many with a 9th-level slot.
They say some men need to be put down... like an animal. The thing is animals won't do the sick and twisted things that some men will do. An animal won't burn down a forest. An animal won't worship nightmarish horrors and bring them into our world to slake their hunger. Animals aren’t messed up like that.
That's what me and the ones like me are for... to hunt down diseased men and put them down. I am the hunter and these are my prey.
Bonus Proficiencies
When you choose this circle at 2nd level, you gain proficiency with nets, shortbows, and longbows. You also have advantage when making a Wisdom (Survival) check while tracking a creature.
Bonus Spells
Your dedication to the hunt infuses you with the ability to cast certain spells. At 2nd, 3rd, 5th, 7th, and 9th level you gain access to circle spells that empower your hunt for those that have defiled nature.
Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
2nd level - Find Familiar, Lesser Conjure Animals*
3rd level - Find Steed, Pass without Trace
5th level - Conjure Animals, Fear
7th level - Conjure Woodland Beings, Locate Creature
9th level - Conjure the Wild Hunt*, Scrying
* - New spells provided below
Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Focused Conjuration
Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage.
Durable Summons
Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.
Lesser Conjure Animals
1st-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
• One beast of challenge rating 1/2 or lower
• Two beasts of challenge rating 1/4 or lower
• Four beasts of challenge rating 1/8 or lower
Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The DM has the creatures’ statistics.
Conjure the Wild Hunt
5th-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
• Two Hell Hounds or Winter Wolves
• Four Displacer Beasts, Perytons, Phase Spiders, or Werewolves
• Six Death Dogs, Dire Wolves, or Giant Hyenas
• Eight Worgs
Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The DM has the creatures’ statistics.
At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 7th-level slot and three times as many with a 9th-level slot.