Wild Hunt Rider
The Wild Hunt is a supernatural horde that, from time to time, tears through the lands at breakneck speed for days or weeks in pursuit of its quarry. The presence of the Wild Hunt is felt most strongly in the Feywild, but it sometimes appears in the natural world. No qualification or ritual is necessary to join the Wild Hunt. A rider might be a member of a hunting tribe in either the Feywild or the natural world, a normal person swept up in the glory of the hunt, or someone who made a deal with an impetuous fey lord. When the Wild Hunt appears, each of its riders suddenly vanishes from the world and becomes a member of the horde wherever it might be. The rider reappears at his or her former location days or weeks later with little memory of what happened—just flashes of rage and hunger, embodying the thrill of the hunt. No one on the hunt ever remembers what was being hunted or why.
Firbolgs, giant-sized hunters from the Feywild, make up much of the rank and file of the hunt. When the firbolgs accept a Wild Hunt rider into their numbers, that individual also becomes an honorary member of the tribe. This is not a choice the firbolgs make; they simply sense that the rider belongs. The hunt is driven by a deeper magic that follows no rules mortals can understand, and those in the hunt know better than to try. Wild Hunt Rider Starting Feature (1st level)
: Your attacks ignore partial concealment, and you gain a +2 bonus to Perception checks when actively searching for a hidden creature. Wild Hunt Rider Level 5 Feature (5th level)
: You gain and master the Phantom Steed ritual. Once per day, you can perform the ritual without expending components. You can use either Arcana or Nature as the ritual’s key skill. Wild Hunt Rider Level 10 Feature (10th level)
: You gain a +2 power bonus to saving throws against effects that immobilize, restrain, or slow you.
Wild Hunt Rider Utility 2Wild Hunt Leap
Like the spear-wielding hunter leaping to strike, you soar through the air with ease to catch your quarry off guard.
Move Action Personal
Effect: You jump up to a number of squares equal to your speed. If you end this jump adjacent to an enemy, you gain combat advantage for the next attack you make against that enemy before the end of your next turn.
Wild Hunt Rider Utility 6Moonfire Aura
Pale white light falls upon you, revealing those who would hide from your wrath.
Daily Aura, Primal
Minor Action Personal
Effect: You activate an aura 1 that lasts until the end of the encounter or until you end it as a minor action. Creatures in the aura cannot benefit from invisibility or any concealment.
Wild Hunt Rider Utility 10Relentless Pursuit
Your prey flees! Instinctually, you manifest a small fragment of the Wild Hunt’s magic and cut off your foe’s escape.
Encounter Primal, Teleportation
Immediate Reaction Personal
Trigger: An enemy that started its turn within 10 squares of you ends its turn farther away.
Effect: You teleport to a square adjacent to the triggering enemy. You don’t need to have line of sight for this teleportation.
Published in Dragon Magazine 405.