Hunter Magic Image
Prerequisite: Requires the Ranger's Hunter Conclave
 

When you take the Hunter's Conclave at 3rd level, you can also take this additional feature to gain more spells, as to be on par with newer conclaves which often also let you gain additional spells.

Also at 3rd level, you learn the cantrip True Strike if you don't already know it, and its range is now 120 feet. Whenever a creature moves 15 or more feet away from where they were on the start of their turn, you can use your reaction to cast True Strike, targeting that creature.

You learn additional spells when you reach certain levels in the Ranger class, as shown in the Hunter Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know, and to cast one of these spells, you must expend a slot of the spell’s level or higher.

Hunter Spells

Ranger Level Spell
3rd Entangle, Expeditious Retreat
5th Web
9th Phantom Steed
13th Hunter's Smite (Staggering Smite)
17th Blackthorn (Holy Weapon)

 New Spells

Hunter's Smite

LEVEL
4th
CASTING TIME
1 Bonus Action
RANGE/AREA
Self
COMPONENTS
S
DURATION
Concentration 1 Minute
 
SCHOOL
Evocation
ATTACK/SAVE
None
DAMAGE/EFFECT
 Force
 

The next time you hit a creature with a weapon attack during this spell’s duration, arrows of light rain onto the creature's area, and each creature of your choice in a 15-foot cube centered on that creature must make a Dexterity saving throw. On a failed save, a target takes 6d10 force damage and you have advantage on attack rolls you make against them until this spell ends, or half as much damage on a successful one and you do not have advantage on those attack rolls.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the extra damage increases by 1d10 for each slot level above 1st.

Blackthorn

LEVEL
5th
CASTING TIME
1 Bonus Action
RANGE/AREA
Self
COMPONENTS
S
DURATION
Concentration 1 Minute
 
SCHOOL
Evocation
ATTACK/SAVE
None
DAMAGE/EFFECT
 Force (...)
 

You imbue a weapon you touch with chaotic natural power for 1 minute. Until the spell ends, nonmagical plants within 15 feet of the weapon grow rapidly, and weapon attacks made with it deal an extra 2d8 force damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration. As a bonus action on your turn, you can dismiss this spell and cause the weapon to spur the growth of sharp vines. Each creature of your choice that you can see within 30 feet of the weapon must make a Strength saving throw. On a failed save, a creature takes [roll]4d8[/roll] piercing damage, and it is restrained by the roots. On a successful save, a creature takes half as much damage and isn’t restrained.

While restrained by this spell, the target takes 2d8 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

Optional Feature

 At your DM's discretion, you may forgo Hunter's Smite and/or Blackthorn, and learn Staggering Smite at 13th level and/or Holy Weapon at 17th level.

Hunter Magic Image

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