Base Class: Ranger
At level 3 choosing this option will allow you to summon different spirits, either as companions in exploration or powerfull allies in combat.
Summoner's call
At 3rd level, you can choose one of the following spirits as a follower and gain diffferent traits depending on your choice.However, you primary weapon must use ammunition. New choices will be presented at 7th and then at 11th level. You can perform a 2 hour ritual to change your chosen spirit whenever you want. The spirits' power also grand you a choice between the shield spell or the find familiar spell.
Spirits are pale white, transparent and only visible to you. They are unable to take damage or deal damage, they only give you buffs.
Bear spirit
The fearfull aura and keen senses of a bear are given to you as a gift. You gain +4 to you iniative bonus and you can no longer be suprised attacked. In adittion you can use your fearful aura to strike fear into your enemies hearts. As a reaction to an attack that would damage you, you can activate said aura to completly stop the attacker. The attacker then must succeed on a constitution saving throw or be feared for 10 minutes. This ability can be used twice before a long rest but only once every fight. It also fails if the monster is of challenge rating 17 and higher.
Cat spirit
The nimbleness and dexterity of a cat are given to you as a gift. The first time an anemy fails an attack against you you gain an additional 10ft of walking speed for 10 minutes. Once this trait is activated you can choose one of the following effects to activate for the same duration:
Every ranged physical and magical attack is made with a disandvantage against you.
You gain advantage on saving throws against aoe spells.
You can take the disengage action as a bonus action.
Once this effect is activated, it can be used again after a short rest.
Dragon spirit
The power of a dragon is given to you as a gift. Once every fight you can call upon two dragon spirits to follow the tragectory of your ranged attack. Make an aoe magical attack in a straight line in front of you (15ft wide x 100ft long). Any creature inside the area of effect must succeed on a dexterity saving throw or suffer 6d10 force damage (or half as much if they succeed). If the enemy is a dragon they automatically fail the saving htrow. This trait can be used once every long rest.
Owl Spirit
The eyes and wisdom of an owl are given to you as a gift. You gain profficiency with the insight skill. As a bonus action you can see through your enemy's deffenses. Make an isight check against that creature with DC 10 (+ the enemy's challenge rating level). On a succes your enemy's AC is revealed to you and and you next attack against them is made with an advantage. If the attack hits it is also treated as a critical. On a fail, nothing happens. This trait can be uses twice before a short rest.
Shark spirit
The bloodlust and excellent swimming technique of a shark are given to you as a gift. Each time you kill an enemy you are given an extra attack on your next turn (for example you have 1 action at your first turn and manage to kill an enemy, on your next turn you can take 2 actions but on your 3rd turn if you havent killed another enemy on your 2nd turn you will only have 1 action again, if more than one enemies are killed on the same turn the actions wont stack). This trait has no cooldown and can stack with any other traits of the ranger class that can give an additional action. In addition to this your ranged attacks have no dissandvantage underwater and will travel the normal distance, this also includes any attacks that pass through the wall of water spell.
Turtle spirit
The sturdiness and slowness of a turtle are given to you as a gift. Your AC is increased by 1. Once per fight as a reaction to a succesfull attack against you, you can harden your skin and gain a +4 to you AC for 1 minute. Also for the same duration critical hits have no effect against you, meaning that a nat20 on the dice wont guarantee a hit or double damage. However you walking speed drops to 10ft for the same duration. This ability can be used twice before a short rest.
One with the spirits
At 7th level, you gain the ability to transform youself in a spirit for an hour. While in this form you are unable to take any form of damage exept psychic but resisted and you cannot deal any damage. You are also able to pass through walls 10ft wide. And while in this state you have a +10 in any stealth check that would make you camouflage. In a fight you can activate this form using an action but if you have taken damage the turn before you it fails. This trait refreshes every short rest. You are also able to choose between three spells witch one you want to learn. This spell doesnt count as a known spell and is casted as a ranger spell.
Spiritual attacks
At 11th level, you gain one of the following features of your choice.
Bee spirit attack
You can use your bonus action to turn your ammunition into a hoard of angry bee spirits. Make an aoe magical attack in a cone infront of you (20ft long and 15ft wide). Any enemy inside the area of effect must succeed on a constitusion saving throw or become paralyzed for 1 minute and suffer 4d4 of poison damage. On a success they instead suffer half the damage and are not effected by paralysis.
Kraken's Grasp
You can use your bonus action to fire a single projectile in a location up to 60ft from you. Once the projectile hits the ground, tenticles emmit from the ground grabbing any enemy inside a 20feet radius circle and bringing them together. Every enemy must succeed on a strenght saving throw with or be pulled toward the arrow and take 2d8 bludgeoniung dammage (any enemies pulled towards together wont take any additional damage). On a save they only suffer half the damage and are not pulled. This ability can be used once before a short rest.
Domain from beyond
At 15th level, you gain the ability create a spiritual domain ,as an action, to aid yourself or your allies.The domain is a pale white spere like creation with see-through walls, and its architecture resembles the one of ancient Greece.The domain grows outwards from your location reaching 60ft in diameter and 60 ft in height and anyone is able to enter or exit it from any direction. The air inside it is filled with white glowing particles and is always warm and dry regarding the outside weather. Also, bright ligh is shed inside the domain regardless the time of day.
Any ally (including yourself) finishing their turn inside the domain will be healed for 1d8 amount of hitpoints and any enemy finishing their turn inside the domain will suffer 2d8 radiant dammage. Additionaly, after successfully being damaged, any enemy inside the domain must succeed on a constitution saving throw or be blinded for 1 minute, on a success the enemy is immune to this blinded effect for the rest of the fight. Any undead finishing their turn inside the domain will automatically fail the saving throw.
This domain will be active for 10 minutes or untill a bonus action is used to end the effect early. This trait can be used once every long rest.
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