Warlock
Base Class: Warlock

Your patron is a creature of the hunt, whether they are the spirit of a professional hunter, or an undead predator from before your time. They are trackers of the arcane, with magical powers to find and kill any prey in the wild. They often will make pacts with people who have the potential, or the passion, but lack the power to become a powerful hunter, granting them with the abilities they need to reach their dreams. This makes them often honorable, and require you to follow a code similar to a Paladin's, along with requiring a cost in the form of portions of your game, to show your iron will. Live long, and hunt well.

Ancient Arts of Archery

Starting at 1st level, your patron grants you with innate skill in ranged combat. You gain proficiency with light crossbows, hand crossbows, heavy crossbows, shortbows, longbows, blowguns, and slings. Additionally, your magical powers allow you to create an endless supply of nonmagical ammunition.

Ethereal Companion

Starting at 6th level, you can summon the spirit of an animal to assist you with hunting your game. As an action, you can summon a beast of CR 2 or lower, with a speed of 30 ft., health equal to your hit dice, and an AC of 10+your Dexterity modifier. At higher levels, you can summon beasts of higher CR. You can command the beast during your turns to do any of the following commands:

  • You can use your movement to command the beast to move instead.
  • As an action, you can command the beast to use one of its attacks.
  • As a bonus action or reaction, you can command the beast to do the Help Action.
  • As an action, you can choose to see through the beast's eyes, and hear what it hears. This lasts until you use an action to return to your normal senses.
  • As a bonus action, you can choose to ride atop the beast if it is of large size or larger, in which attacks targeting your beast target you instead, and your speed is equal to the total of you and your beast.

The beast will stay for up to 10 minutes, or until you use a bonus action or reaction to dispel the spirit, causing it to return to where it came from. You can summon a beast once per long rest.

Seeking Spirit

Starting at 10th level, your archery prowess has improved to the point of being inhuman. The range of ranged weapon and spell attacks is increased by 10 ft. When you roll to make a ranged weapon or spell attack, or your spirit beast rolls to make an attack, you can choose to give yourself advantage for the roll. You can use this feature two times. You regain all expended uses of it when you finish a long or short rest.

Point of Interest

Starting at 14th level, you can see the weaknesses inherit to your targets, and adapt to situations accordingly. When you make a ranged weapon attack, you can choose to change the damage type to any of your choice. Additionally, when you attack a creature with a damage type they are weak to, you deal an extra 1d6 damage of that damage type.

As an action, you can make a Wisdom (Perception) check to identify one weakness of a creature you can see. The DC of this check is equal to the target's AC. You can use this feature three times. You regain all expended uses of it when you finish a long rest.

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