Base Class: Ranger
Spirit Hunters are rangers that have learned how to combine their attacks with the power of summoned animal spirits. Some of these warriors can be found among groups of druids and barbarians, acting as scouts and archers. Others can be found living on their own, or living for hire, as specialists at dealing with certain foes, such as orcs or giants. In any case, you'll find these warriors to be strong and reliable fighters, if you're on their side. If you're one of their enemies, you may not notice them until you suddenly see a wolf-headed arrow flying towards your face.
Spirit Hunter Magic
3rd-level Spirit Hunter feature
You learn an additional spell when you reach certain levels in this class, as shown in the Spirit Hunter Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Spirit Hunter Spells
| Ranger Level | Spells |
|---|---|
| 3rd | guiding bolt |
| 5th | spiritual weapon (appears as the spirit of a beast of a form you choose) |
| 9th | spirit guardians |
| 13th | guardian of faith (appears as the spirit of a beast of a form you choose) |
| 17th | commune |
Spirit Guides
3rd-level Spirit Hunter feature
You have a strong connection with animal spirits. This energy is represented by your Spirit dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various Spirit Guides you have, which are detailed below. There are some Spirit Guides that force a target to make a saving throw. The save DC for these Spirit Guides is equal to your Ranger Spell save DC.
You can expend a Spirit die to use a guide when the conditions for using that guide are met, and can only use one Spirit guide to modify an attack. You regain all your expended Spirit dice when you finish a long rest. In addition, as a bonus action, you can expend a spell slot to regain a number of expended Spirit die equal to the level of the spell slot expended. You can’t do so again until you complete a short or long rest.
You know 3 Spirit Guides. When you reach certain levels in this class, you learn more Spirit Guides and the size of your Spirit dice increases at 7th level (5 and d8), 11th level (6 and d10), and 15th level (7 and d12). The guides below use your Spirit dice.
Bear
When you hit a creature with a weapon attack, you can spend a Spirit die to call on the spirit of the bear to protect you. Roll the Spirit die and add it to the damage roll, and you gain temporary hit points equal to the number rolled on the Spirit die.
If the target was a favored enemy, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.
Eagle
Prerequisite: 11th level
When you hit a creature with a weapon attack, you can expend a Spirit die and add it to the damage roll. The target must succeed on a Charisma saving throw or be teleported to an unoccupied space on the ground that you can see within 30 feet of you.
Elk
As a bonus action on your turn, you can spend a Spirit die to call on the spirit of the elk to help guide you and your companions to safety. You don't provoke attacks of opportunity until the end of your current turn. Additionally, each creature of your choice within 10 feet of you can use its reaction to move up to its movement speed without provoking attacks of opportunity.
Hawk
As a bonus action, you can expend a Spirit die to cast the find familiar. The familiar that appears takes the form of a spectral hawk that uses its stat block. This familiar lasts for 1 hour or until you dismiss it as a bonus action.
Octopus
Prerequisite: 7th level
When you hit a creature with a weapon attack, you can expend a Spirit die to entangle them. Add the Spirit die to the attack's damage roll, and the target must make a Strength saving throw or be restrained for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Panther
When you hit a creature with a weapon attack, you can spend a Spirit die to call on the spirit of the panther to hide you from your foe. Roll the Spirit die and add it to the damage roll. You can then use your bonus action to take the hide action.
If the target was a favored enemy, you become heavily obscured to that creature until the beginning of your next turn.
Ram
When you hit a creature with a weapon attack, you can spend a Spirit die to summon the spirit of the ram to pummel your foes. Roll the Spirit die and add it to the attack's damage roll, and the target must succeed on a Strength saving throw or be pushed up to 20 feet in a straight line directly away from you.
If the target is a favored enemy, they are also knocked prone if they fail the Strength saving throw.
Shark
Prerequisite: 11th level
When you hit a creature that doesn't have all its hit points with a weapon attack you can expend a Spirit Die to expose their weakness further. Add the Spirit die to the weapon attack's damage roll, and the creature must make a Constitution saving throw or take additional damage equal to your Wisdom modifier each time they take damage before the beginning of your next turn.
Snake
When you hit a creature with a weapon attack you can expend a Spirit die to cause the spirit of the snake to poison them. Add the Spirit die to the attack's damage roll, and the target must succeed on a Constitution saving throw or be poisoned for 1 minute. The target can repeat this save at the end of each of its turns, ending the effect on a success.
If the target is a favored enemy, each time they fail the saving throw to end the effect, you can roll a Spirit die and deal additional poison damage to them equal to the number rolled.
Wolf
Prerequisite: 7th level
When you take the Attack action, you can expend a Spirit die to gain advantage on attack rolls against each creature that is within 5 feet of a creature you are allied with until the beginning of your next turn.
Empowered Attacks
7th-level Spirit Hunter feature
The power of the animal spirits that you summon to your aid now becomes more potent. Any weapon attack you make that you modify using a Spirit Guide can be treated as being magical for the purpose of overcoming resistances.
Primal Conduit
11th-level Spirit Hunter feature
Your connection to the animal spirits grows stronger, manifesting in well-adapted senses and abilities for any terrain. You gain one of the following benefits of your choice. You can choose which ability you gain again at the end of a long rest.
Land
You gain a climbing speed equal to your walking speed, and you ignore difficult terrain created by any land hazards.
Sea
Your connection to the deep watery places of the earth give you the ability to maneuver in such places freely. You gain a swim speed equal to your walking speed, can breathe underwater, and suffer no penalty when making a ranged weapon attack against a target due to being underwater.
Sky
Your connection to the sky manifests in brilliant spectral wings that aid your movement. As a bonus action on your turn you can grant yourself a magical flying speed equal to your walking speed until the end of your current turn. You can use this feature a number of times equal to your proficiency bonus per long rest.
Seance Warrior
15th-level Spirit Hunter feature
You have learned to direct the spirits you are bonded with to aid your companions in battle. When a creature other than you within 60 feet hits with a weapon attack, you can use your reaction to use a Spirit Guide that applies an additional effect to that attack.
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