The Lodge is an exclusive society of elite hunters based in Meridian. Though any hunters who perform well in Lodge trials at Hunting Grounds are permitted access into the Lodge's headquarters, only 14 hunters can claim to be actual Lodge members. There are always 7 senior members known as Hawks, and 7 junior members known as Thrushes. Hawks each sponsor one hunter to become their Thrush, and Thrushes become Hawks when their sponsor dies or is otherwise removed from their role.
If you meet the strict requirements for entry to the Lodge building then catch the eye of a Hawk who is looking for a Thrush, you might achieve the Lodge hunter prestige. As a Lodge hunter you continue to gain class features as a hunter. However, you also have access to new class features called lodge masteries, which represent elite skills acquired from your Hawk or other Lodge members either through teaching or observation.
Requirements
- You must achieve a minimum of 3 half-sun tokens by taking part in trials at hunting grounds to qualify for entry to Lodge headquarters.
- You must travel to Meridian and gain entry to the Lodge headquarters.
- You must be invited to become a Thrush by one of the Lodge's Hawks. Attaining additional trial tokens and performing great deeds are good ways to attract a Hawk's interest.
Prestige Features
Lodge Masteries
At any level you are able to select a new hunter's prowess, you may instead gain a lodge mastery. See the Prowess/Lodge Masteries Known table.
Level | Prowess/Lodge Masteries Known |
---|---|
1 | 1 |
3 | 2 |
7 | 3 |
9 | 4 |
13 | 5 |
15 | 6 |
17 | 7 |
20 | 8 |
Each time you gain a level in the hunter class, you may choose one prowess you know and replace it with a lodge mastery from this list for which you qualify. Alternatively, you can replace a lodge mastery from this list either with a prowess for which you qualify, or an equivalent and interchangeable feature from another prestige to which you belong.
Big Game Hunter. When a Large or larger creature within 30 feet of you hits or misses you with an attack, you can use your reaction to make a weapon attack against that creature immediately after, provided that you can see the creature.
Exploit Weakness (you must be 7th level or higher to select this prowess, and must already have the Lodge Knowledge mastery). When you hit a creature with a weapon attack, the creature takes an extra 1d8 impact damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
Lodge Knowledge. If you study a machine for an uninterrupted minute you learn all of its components, even if you've never encountered a machine of its type before. As part of this knowledge you learn the names of each component, the damage types that can harm them, and a summary of what can be expected if the component is destroyed. In addition, you learn one of the machine's vulnerabilities and one of its resistances or immunity, if any.
Machine Slayer. You can choose a machine you can see within 90 ft. range as a bonus action, marking it as your quarry for the next hour. For an hour, or until the quarry is dead, you deal an extra 1d6 impact damage to the target whenever you hit it with a weapon attack. While a creature is marked by you, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack. Whenever you make an Acumen (Survival) check to track the marked creature and roll less than 8 before adding your modifiers, treat the roll as though it were an 8. Once you have marked a creature, you can't do so again until you complete a short or long rest.
Slayer's Counter (you must be 15th level or higher to select this prowess, and you must already have the Machine Slayer mastery). If your quarry forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack’s normal effects.
Weapons of the Lodge
By attaining this prestige you become eligible to win Lodge weapons by completing hunting grounds trials. Lodge weapons are equivalent to shadow tier weapons, but are of particularly masterful quality.
Weapon | Cost (Shards) | Cost (Materials) | Damage | Range (Ft.) | Mod Slots | Properties |
---|---|---|---|---|---|---|
Bow, War | non-purchasable | non-purchasable | By arrow type | 80/320 | 3 | ammunition (shock, freeze, and corruption arrows), +1 to attack rolls |
Ropecaster | non-purchasable | non-purchasable | 1d8 impact, 2d10 tear | 40 | 3 | ammunition (heavy tie ropes), loading, +1 to attack rolls |
Sling, Blast | non-purchasable | non-purchasable | By bomb type | 30/90 | 3 | ammunition (blast, proximity, and sticky bombs), loading, +1 to target save DCs |
The Lodge merchant in Meridian awards lodge weapons in exchange for proof of the following trial victories:
Sun Medals | Prize |
---|---|
15 Half Suns | Lodge Blast Sling |
15 Full Suns | Lodge Ropecaster |
15 Blazing Suns | Lodge War Bow |