Ranger
Base Class: Ranger

Similar to the traditions of the Soulknife, the Soul Hunter practices a tradition to shape their mind to manifest weapons of psionic perfection. These rangers immerse themselves into solitude within the wilds to get in touch with forgotten drives and instincts normally rendered useless by civilization. They use their attunement to the weave to combine it into something greater that is unlocked. With an open sense of awareness and connection to wild from their general surroundings, the Soul Hunter is able to channel these into enhancements they are able to rely purely on. 

First, the Soul Hunter learns to disarm themselves and channel mysticism and instinct to turn themselves into a natural weapon and tool for survival. Next, the Soul Hunter learns to channel this energy into a different form that appears like a bow of energy conjured within their hands, and use the other to strip and pull a strand of the energy like a bowstring to release a bolt of psychic energy towards its target. 

Despite the training a Soul Hunter goes through, they typically range wildly in personality. Some can appear and act more feral allowing the solitude and acting on instinct take a more natural course, others can appear calm and charmed by every interaction they experience or they observe. Some may even prefer keeping to themselves, always watching and having a plan to react.

Soul Hunter Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Soul 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.

Spell Level Soul Hunter Spells

3rd

Guiding Bolt, Mage Hand

5th

Magic Weapon

9th

Haste

13th

Phantasmal Killer

17th

Telekinesis

Instinctive Guidance

At the 3rd level, when tracking a quarry or even being the quarry, you're able to tap into a supernatural awareness to perfectly see your surroundings while simultaneously moving through them to better track your target or swiftly evade your target. 

While tracking a target or if you are the quarry of a chase encounter, whenever you roll a Survival, Perception, or Stealth if your roll is 9 or lower, you can treat the result as a 10 instead.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

Psychic Arsenal

At the 3rd level, your focus started with yourself, turning yourself into a weapon using psychic energy and then learning to sculpt that energy into the form of a longbow to fire an arrow of psychic energy at your targets. 

Psychic Strike. Psychic energy animates the appearance of sharp, spectral claws, spikes, or other beastly features overlapping your form. You gain a natural attack that uses your Wisdom Modifier for attack and damage rolls and deals 1d6 psychic damage. If you attack with this natural attack you can make an off-hand attack with your bonus action on the same turn if your other hand is free. This additional attack follows the same rules as two-weapon fighting. At the 11th level, this damage increases to 1d8.

Soulbow. You collect Psychic energy between your hands to craft something the form of a spectral bow that you aim and fire a psychic bolt from. You can use the attack action to make a ranged attack at 150/600 feet that uses your Wisdom Modifier for attack and damage rolls and deals 1d8 psychic damage. Once on each of your turns when you hit a creature with the soulbow, you explode the psychic bolt into a flash of energy that reduces the creature's next attack roll, saving throw, or ability check by 1d4. This weapon takes the appearance similar to a Longbow and is Ranged and Two-handed. At the 11th level, this damage increases to 1d10.

These attacks count as melee or ranged weapons for the purpose of meeting spell requirements.

Cleared Mind

At the 7th level, when you fail to overcome an altering effect against your emotions or a state of fatigue, you're able to reach inward and shake it off with a little more focus.

If you become Charmed, Frightened, or Poisoned, you can use your reaction to make another saving throw against the effect. Once you use this feature, you can't use it again until you finish a short or long rest.

Psychic Signature

At the 11th level, you've learned to enhance your Soul Strike and Soulbow.

Psychic Rending. When you hit with Psychic Strike for both an attack and a bonus action against the same target, deal 2d6 psychic damage to the target.

Phase Arrow. If you attack with the Soulbow against a target within 5 feet of you, the target doesn't impose disadvantage to your attack roll. If you hit, roll damage, and the arrow travels 90ft in a straight path from the target to make another attack roll with the Soulbow against another in the arrow's range.

Psychic Disruption

At the 15th level, you're quick and precise use of channeling psychic energy can be manipulated to strike the weapon your foe to deflect their attack. 

When a creature within 90 feet of you makes an attack against you or an ally, you can use your reaction to attack the target with your soulbow. If you hit, you don't do damage, but you reduce the target's attack roll by the damage you roll with the soulbow.

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