Base Class: Ranger
The Magi Hunter archetype means you have witnessed the damage that magic can do when it is placed in the wrong hands. You have committed yourself to protecting both civilization and the wilderness from this rogue magic, and have trained in special techniques to accomplish this goal.
Magi Hunter Magic
Your skills with this art grants you access to certain spells. When you reach certain levels in this class, you gain access to the spells listed for that level in the Magi Hunter Spell table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the ranger spell list, the spell is nonetheless a ranger spell for you.
Magi Hunter Spells
Ranger Level Spell
3rd identify
5th hold person
9th dispel magic
13th counterspell
17th hold monster
Hunting Hounds
These creatures can resemble dogs, wolves, cougars, or any other similar 4-legged creature, and they often have fur that is an unusual color. The hounds are friendly to you and your companions, and they follow your commands. You can communicate with them both telepathically and verbally. In combat, the hounds share your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to attack or to take the Dash, Disengage, or Hide action. If one of your hounds is reduced to 0 hit points, it releases its physical form and returns to the Feywild. At the end of a long rest, you can spend 5 minutes resummoning any hounds that died.
Hunting Hound
Medium fey, chaotic good
- Armor Class 13
- Hit Points Equal to three times your level in this class + your Wisdom modifier
- Speed 30 ft.
STR 12 (+1) DEX 17 (+3) CON 12 (+1)
INT 14 (+2) WIS 13 (+1) CHA 11 (+0)
- Skills Perception +3, Stealth +5
- Senses passive Perception 10, Darkvision 30 ft.
- Languages Can understand any languages that you speak
- Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage
Reactions
Protective Instinct (1/day). If an ally within 5 ft of the hound would be hit by a spell attack, the hound can cast the shield spell on the target ally and on itself. If the ally moves out of range before the start of the hound’s next turn, they lose the effect of the shield.
Spellcaster’s Bane
You gain an additional Favored Enemy: Spellcasters. When you are tracking a group of creatures, you can immediately tell if any of them have the ability to cast spells. You have advantage on Intelligence checks to recall information about spell effects and identify spells in use. You gain proficiency in arcana if you don’t already have it. You do not gain an additional language from this ability like you would normally from a Favored Enemy.
Strengthened Bond
When you reach 11th level, they gain the following effects:
- Your hounds Bite attack now has a +5 to hit, and and the damage from the attack becomes (2d6+4) piercing damage. Their attacks are also considered magical for the purpose of overcoming resistances.
- Your hounds armor class increases to 15, and their Dexterity and Wisdom scores each increase by one.
- Your hounds can now use the Protective Instinct ability twice per day.
Spell Unravel
As a reaction, you can stop a creature that you can see within 30 ft. of you from casting a spell and the spell slot is still consumed. When you do this you can force the target to make a Wisdom saving throw against your spell DC. If they fail, they cannot cast spells until the end of your next turn. You can only use this ability once per long rest.
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