Circle of the Hunt

Members of the Circle of the Hunt celebrate the primal struggle between predator and prey, understanding that only in embracing the brutal aspects of nature can one truly see its beauty. They gather in small groups on moonlit nights to chase the most ferocious of beasts, and in large conclaves to feast and celebrate their many victories and pursuits. Their worship is one of doing, not speaking – their prayers are whispered with each arrow, their creeds heard in the dying breath of their prey.

Path of the Hunter

When you choose this circle at second level, you learn the tools and techniques of the hunter. You know the Hunter's Mark spell, and it counts as a Druid spell for you. You also gain proficiency in three martial weapons of your choice.

Soul of the Wild

Starting at 2nd level, you can unshackle the savagery in your heart and channel it into a fighting technique known as the Soul of the Wild, which grants you enhanced strength, reflexes, and durability. You can use a bonus action to trigger this form, which lasts for one minute. It ends early if you are incapacitated or if you don armor made of metal. You can also choose to end it at any time (no action required).

While in this form, you gain the following benefits:

• You gain temporary hit points equal to twice your Druid level + your Wisdom modifier.

• Your walking speed increases by 10 feet.

• You have advantage on Strength (Athletics) checks.

• You have a bonus to any Constitution saving throw you make to maintain concentration on a spell. The bonus equals your Wisdom modifier (minimum of 1).

You can use this feature twice. You regain all expended uses when you finish a short or long rest.

Extra Attack

Starting at 6th level, you can attack twice, rather than once, when you take the attack action on your turn.

Thrill of the Chase

Starting at 10th level, you move swiftly and deftly through the wild in pursuit of your prey, using the hidden pathways of the fey to cut off their escape. On your turn, you can teleport up to 30 feet to a spot you can see. Each foot of this teleportation costs 1 foot of your movement. You can also use this feature to teleport someone else. As an action, you can teleport a willing ally you touch up to 30 feet to a point you can see. You can use this feature three times. You regain all expended uses when you finish a short or long rest.

Predation in Form and Function

Starting at 14th level, you can channel your magic into your strikes to debilitate your prey. When you hit a creature with a melee attack roll, you may expend a spell slot of first level of higher. If you do so, the target must succeed on a Constitution saving throw or be stunned for a number of rounds equal to the level of the expended spell. If you expend a spell slot of fifth leel or higher, the target has disadvantage on this saving throw. At the end of each of its turns, the target can make a Constitution saving throw. If it succeeds, the effect ends.

Image Credits
  • Shadowmoor Elf Warrior Token by William O'Connor