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Order of Wild Hunters

By October 23, 2022October 31st, 2022Channeler

Planar Order

Order of Wild Hunters

 

Across the multiverse, the Order of Wild Hunters pursue all manner of quarry, from infernal creatures of the lower planes, to renegade fey, to celestials, and other creatures of light. Many wild hunters chase quarry for clients, but many more simply do it for the challenge and thrill of the hunt itself. Only wild hunters know the secret for shrinking a spell onto an arrow’s point, but this skill alone marks them among the most dangerous warriors in existence. Truly, there is no covering your tracks or escaping anywhere in the planes from a wild hunter.

Portal Key: Quiver

At 1st level, your portal key is a quiver which produces an endless supply of nonmagical ammunition. Whenever a piece of ammunition is taken from the quiver, it is instantly replaced by a similar piece of ammunition. A piece of ammunition removed from the quiver disintegrates after 1 minute.
     Starting at 2nd level, you can use ammunition taken from this quiver to channel spells at range. When you make a ranged spell attack against a creature, you can use your bonus action to substitute the spell attack with a ranged weapon attack using ammunition taken from your portal key quiver. On a hit, the attack deals the weapon’s normal damage die, but not its ability score modifier, in addition to the effects of the spell.
     When your spell channeling improves at higher levels, you can similarly use your quiver to channel spells at range.

Cantrips

At 1st level, you learn three cantrips of your choice from the following list: chill touch, fire bolt, light, mage hand, mending, minor illusion, prestidigitation, produce flame, ray of frost, and resistance. Intelligence is your spellcasting ability for these spells.
     At 8th level, you learn a fourth cantrip from this list.

Bonus Focus

At 7th level, you gain the following Planar Focus option:
     Asphodel. When you miss with a ranged weapon attack on your turn, you can spend an arcana point to repeat the attack against the same target. You can use this ability once per turn.

Fey Arrowhead

By 10th level, you’ve mastered a trick known to fey hunters for moving swiftly through the underbrush. Once per turn, when you make a ranged attack using your portal key quiver, you can spend 2 arcana points to replace the attack with a Fey Arrowhead. You teleport to where the projectile lands, or to the nearest unoccupied space.

Arrow Downpour

At 15th level, you can single-handedly deliver a rain of arrows upon your foes. As an action, you can fire the ammunition from your quiver in a high arc, affecting a 100-foot long, 15-foot wide line. Each creature in the area must make a Dexterity saving throw against your spell save DC. A creature with cover from above has advantage on this saving throw. On a failed save, a creature takes 8d6 + 10 piercing damage, or half as much on a successful save.
     Once you use this ability, you can’t use it again until you finish a long rest.

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