
Wildheart — Path of the Moonbound Hunt
Distance is not absence. Distance is the shape the hunt has taken.

Lore Overview
Some Wildhearts explode outward when instinct rises. Moonbound hunters narrow.
The world becomes quieter. Footprints become sentences. Breath becomes rhythm. The motion of a single chosen quarry begins to matter more than the chaos surrounding it. Those who walk the Moonbound Hunt cultivate anticipation until pursuit itself becomes a form of Ferocity.
Rhaziel’s temples preserve many versions of the tradition, though the Hunt is older than any single faith. Rangers of isolated valleys, Beastkin outriders, caravan guardians and ceremonial runners all practice related forms. In ritual contexts, the role of quarry is chosen knowingly; the sacred chase has meaning because pursuit has boundaries.
For these Wildhearts, Arousal represents anticipation and closing distance. Libido represents the endurance necessary to continue when the quarry should have escaped. Climax is the instant anticipation becomes certainty: the hunter closes the gap.
Path of the Moonbound Hunt Features
| Wildheart Level | Feature |
|---|---|
| 3rd | Moonbound Quarry |
| 6th | Unbroken Pursuit |
| 10th | Stalker’s Pulse |
| 14th | The Hunt Concludes |
Moonbound Quarry
3rd-Level Path of the Moonbound Hunt Feature
You learn to give your instinct a single direction. When you enter Rage, you may designate one creature you can see within 60 feet as your Quarry. You may also designate a creature as your Quarry after spending at least 1 minute examining its tracks, scent, discarded possessions or other physical signs of its passage. You can have only one Quarry at a time. Your designation lasts until you finish a Long Rest, designate another creature or the creature dies. While raging and pursuing your Quarry:
- Your Speed increases by 10 feet while moving toward it.
- Difficult terrain does not cost you additional movement while you move closer to it.
- You have Advantage on Wisdom (Survival) checks made to track it.
- Once on each of your turns, when you move at least 10 feet closer to your Quarry and then hit it with a melee weapon attack, its Speed is reduced by 10 feet until the start of your next turn.
If your Quarry is reduced to 0 hit points, you may designate another creature you can see within 60 feet as your Quarry using a Bonus Action.
Veiled Play. The first time each round your Quarry willingly moves at least 10 feet farther away from you while you can see it, you may gain 1 Arousal.
Unveiled Play. Once on each of your turns, when you move at least 10 feet closer to your Quarry and hit it with a melee weapon attack, you may force it to make an EROS Save against a DC equal to 8 + your Proficiency Bonus + your Constitution modifier.
On a failed save, the Quarry gains 1 Arousal.
Unbroken Pursuit
6th-Level Path of the Moonbound Hunt Feature
A quarry that runs has not escaped. It has merely told you where to go next. While raging, opportunity attacks made against you have Disadvantage while you are moving toward your Quarry. In addition, when your Quarry willingly moves at least 10 feet and ends that movement farther away from you, you may use your Reaction to move up to half your Speed toward it. This movement does not provoke opportunity attacks. You may expend 1 Ferocity when you use this Reaction to move up to your full Speed instead.
Veiled Play. Whenever you use Unbroken Pursuit, you may gain 1 Arousal.
Unveiled Play. When you would expend Ferocity to move your full Speed with Unbroken Pursuit, you may spend 1 Libido instead.
If you do, you ignore difficult terrain during that movement. If you end the movement within your melee reach of the Quarry, you may make one melee weapon attack against it as part of the same Reaction.
Stalker’s Pulse
10th-Level Path of the Moonbound Hunt Feature
You no longer follow only prints in mud or motion through grass. Your instinct learns the rhythm of the creature itself. While your Quarry is on the same plane of existence and within 1 mile of you, you know the direction in which it lies. While it is within 60 feet of you, you know its location even if it is Invisible or Hidden, provided it is not behind total cover. This knowledge does not allow you to see an Invisible creature and does not remove Disadvantage or other effects caused by invisibility.
In addition, when you expend Ferocity and use Predator’s Awareness against your Quarry, you may choose two Predator’s Awareness benefits instead of one. You may do so once on each of your turns.
Veiled Play. Whenever you Climax while raging, you may immediately move up to your Speed toward your Quarry without provoking opportunity attacks.
Unveiled Play. If the movement granted by your Climax ends with your Quarry within your melee reach, you may immediately make one melee weapon attack against it.
On a hit, you may force the Quarry to make an EROS Save against your Wildheart EROS Save DC. On a failed save, it gains 1 Arousal.
The Hunt Concludes
14th-Level Path of the Moonbound Hunt Feature
The greatest hunters know that pursuit cannot remain pursuit forever. A chase must reach a conclusion, change its meaning or begin anew. Your Unbroken Pursuit improves in the following ways:
- The Reaction movement granted by Unbroken Pursuit may now be up to your full Speed without expending Ferocity.
- Once on each of your turns, when you move at least 10 feet closer to your Quarry and hit it with a melee weapon attack, it must succeed on a Strength saving throw against a DC equal to 8 + your Proficiency Bonus + your Strength modifier or its Speed becomes 0 until the start of your next turn.
- When your Quarry is reduced to 0 hit points, becomes Incapacitated or voluntarily yields and leaves the conflict, you regain up to 2 expended Ferocity and may immediately designate another creature you can see within 60 feet as your Quarry. You can regain Ferocity in this way only once per turn.
Veiled Play. When you designate a new Quarry through The Hunt Concludes, you may either gain or reduce your Arousal by 1.
Unveiled Play. When your Quarry Climaxes within 60 feet of you, you may decide whether that release concludes the current Hunt.
If you conclude it, regain 1 expended Ferocity and immediately designate another eligible Quarry without using an action. If you continue the Hunt, you may instead move up to 10 feet toward the same Quarry without provoking opportunity attacks. The choice belongs to you; Climax never automatically ends your pursuit.
Deity Alignment
The Moonbound Hunt most strongly resonates with Rhaziel, whose faith regards pursuit as directed desire rather than entitlement. Ulvexa appeals to hunters who understand the chase through bodily instinct, while Delavira attracts those who savor distance, anticipation and the charged space between approach and contact. These resonances do not require divine allegiance.

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