Base Class: Ranger
The Essence Hunter ranger archetype comes from the War of the Phoenix series. A massive homebrew project that offers more adventures, subclasses, magic items, and spells to bring to the table. If you enjoy this free supplement, be sure to check out the War of the Phoenix Series, or follow us at TOL Games for the latest releases.
The Essence Hunter has been crafted to work in any fantasy world or adventure. It has been carefully balanced to maintain integrity with the other core subclasses of 5th Edition.
You do not need to purchase any special books or resources in order to play the Essence Hunter Archetype. You only need this book and the Ranger SRD rules.
Level 3: Essence Magic
As an Essence Hunter, you learn an additional spell when you reach certain levels in this class, as shown in the Essence 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.
Essence Hunter Spells
| Ranger Level | Seplls |
|---|---|
| 3rd | Essence Weapon |
| 5th | Harvest |
| 9th | Essence Purge |
| 13th | Lifehunt |
| 17th | Reaping |
Level 3: Soul Mark
As an Essence Hunter, you may cast Soul Mark twice per long rest as a bonus action without using a spell slot.
You choose a creature you can see within range and mark their soul. Making it flare like a beacon in your eyes. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with a weapon attack, additionally, attacks made against a Soul Marked enemy now crit on a 19 and 20.
You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before the spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature without expending an additional use.
Level 3: Essence Thief
Your attachment to Essence allows you to fortify yourself when defeating a soul marked enemy. If a creature marked with Soul Mark dies within 30-Feet of you, gain temporary hit points equal to your proficiency bonus.
Level 7: Essence Imbument
You’ve become adept at flowing essence magic to guide your strikes. Whenever you cast a spell using a bonus action, your next attack action gains advantage.
Level 11: Spirit Sever
You’re able to see and pick apart the strands of essence tied to your targets souls. On a critial attack, you sunder your target’s abilities, reducing their Armor Class equal to your Proficiency until a long rest. These effects do not stack.
Level 15: Essence Simulacrum
Your mastery over essence and the soul allows you to rip a fragment from your target, creating a physical manifestation of the targets essence in a location of your choice. Once per long rest, you may use cast Essence Simulacrum.
Essence Simulacrum
- Casting Time:
- Range:
- Components:
- Duration:
Reach out and rip the essence from a target you can see, or have soul marked, within range. Choose an empty space within range to create an essence copy of the target. The target must make a Wisdom saving throw.
On a failed save, the Essence Simulacrum has an AC of 1 and disadvantage on all saving throws. All damage dealt to the Essence Simulacrum is stored until the end of the ability’s duration. At the end of the duration, the Essence Simulacrum returns to the original target, dealing force damage equal to the amount of damage taken.
On a successful save, the Essence Simulacrum has the original AC of the target, reduced by your proficiency bonus and normal saving throws. At the end of the duration, the Essence Simulacrum returns to the original target, dealing half the damage it’s taken as Force damage.







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