Base Class: Ranger
Venators are a curious lot, rangers who conjure forth spirits in the shape of various flying animals to support them on the hunt and to bolster their physiology to superhuman levels. Should you meet one, be sure to take note of the spirit's form. It will likely be obvious, at least to one who has trained in such things, but the shape of the spirit will tell you something about the venator's favored tactics
Spirit of Prey
Starting when you choose this ranger archetype at 3rd level, you gain the ability to conjure forth a spirit of nature by performing a 10-minute ritual. The spirit appears within 5 feet of you, assumes the shape of a Tiny flying creature, and it always obeys your commands, which you can give telepathically while it is within 100 feet of you. The spirit's hit point maximum increases by an amount equal to your ranger level + your Wisdom modifier (minimum of 1) and it adds your Wisdom modifier to its attack rolls, damage rolls, and saving throws.
In combat, you roll initiative for the spirit and control how it acts. If it is slain by a creature, you can use a reaction to cast the hunter's mark spell, targeting the creature that slew it.
The spirit doesn't require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action.
The spirit vanishes if it dies, or if the two of you are separated by more than 5 miles
When you complete the ritual for the first time, you can choose the shape the spirit comes in from the following options. The spirit will continue to appear in the chosen form whenever you conjure it forth. The chosen form determines the spirit's game statistics, though its type is undead and its Intelligence, Wisdom, and Charisma scores are 10 (+0)
Bat
The spirit assumes the form and game statistics of a bat. As an action, you can magically cause the spirit to become invisible. The effect ends early if you or it makes an attack or if you lose concentration (as if concentrating on a spell).
At 7th level You gain blindsight out to a range of 60 feet unless you are deafened
At 11th level When you hit a creature with a weapon attack while it is affected by your hunter's mark, you can use a bonus action to force the creature to make a Wisdom saving throw. On a failed save, the target becomes frightened of you until the end of your next turn. On a successful save, it becomes immune to this feature for 24 hours.
At 15th level When a hostile creature starts its turn with the spirit in its space, the creature's speed is halved until the start of its next turn
Hawk
The spirit assumes the form and game statistics of a hawk. The spirit makes attack rolls with advantage.
At 7th level Hawk. Your movement speed increases by 10 feet
At 11th level As a bonus action, you can magically teleport to an unoccupied space within 5 feet of a creature affected by your hunter's mark. To do so, you must be able to see the target and must be within 30 feet of it.
At 15th level When a hostile creature starts its turn with the spirit in its space, the first attack the creature makes against you before the end of its turn is made with disadvantage
Owl
The spirit assumes the form and game statistics of an owl. The spirit gains the same benefits as you do from any ranger spells you concentrate on
at 7th level You don't provoke opportunity attacks
at 11th level When a creature affected by your hunter's mark casts a spell, you automatically know which spell and the level of the spell
At 15th level While the spirit is within a hostile creature's space, the creature has disadvantage on saving throws against any spell you cast
Raven
The spirit assumes the form and game statistics of a raven. As an action, you can see through the spirit's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the spirit has. During this time, you are deaf and blind with regard to your own senses.
at 7th level, You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks
at 11th level, As a bonus action, you cause a target affected by your hunter's mark to take psychic damage equal to your Wisdom modifier.
at 15th level, While the spirit is within a hostile creature's space, the creature has disadvantage on Constitution saving throws made to maintain concentration from any damage you deal to it.
Venator's Mark
Also at 3rd level, you learn the hunter's mark spell and it doesn't count against your number of spells known. In addition, you have advantage on saving throws against being charmed or frightened by a creature affected by your hunter's mark, and your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage when attacking a creature affected by your hunter's mark.
Spirit Falconer
Beginning at 7th level, you gain certain bonuses while your spirit of prey is perched on your shoulder. The form of the spirit determines the bonuses you gain. While perched on your shoulder, the spirit can't be targeted by any attack or harmful effect, only you can cast spells on it, it can't take damage, and it is incapacitated.
Bat. You gain blindsight out to a range of 60 feet unless you are deafened
Hawk. Your movement speed increases by 10 feet.
Owl. You don't provoke opportunity attacks.
Raven. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
Spirit Mark
At 11th level, you gain one of the following features of your choice
Mark of the Bat. When you hit a creature with a weapon attack while it is affected by your hunter's mark, you can use a bonus action to force the creature to make a Wisdom saving throw. On a failed save, the target becomes frightened of you until the end of your next turn. On a successful save, it becomes immune to this feature for 24 hours
Mark of the Hawk. As a bonus action, you can magically teleport to an unoccupied space within 5 feet of a creature affected by your hunter's mark. To do so, you must be able to see the target and must be within 30 feet of it.
Mark of the Owl. When a creature affected by your hunter's mark casts a spell, you automatically know which spell and the level of the spell
Mark of the Raven. As a bonus action, you cause a target affected by your hunter's mark to take psychic damage equal to your Wisdom modifier
Shifting Manifestation
Starting at 11th level, when you finish the ritual to conjure forth a spirit of prey, you can choose a new form for the spirit. Once you use this feature, you can't use it again until you finish a long rest.
Harassment
Beginning at 15th level, you can command your spirit of prey to harass your foes. The method by which it harasses your enemies depends on the spirit's form.
Bat. When a hostile creature starts its turn with the spirit in its space, the creature's speed is halved until the start of its next turn
Hawk. When a hostile creature starts its turn with the spirit in its space, the first attack the creature makes against you before the end of its turn is made with disadvantage
Owl. While the spirit is within a hostile creature's space, the creature has disadvantage on saving throws against any spell you cast
Raven. While the spirit is within a hostile creature's space, the creature has disadvantage on Constitution saving throws made to maintain concentration from any damage you deal to it.
Spirit Shape
Also starting at 15th level, while the spirit from your Spirit of Prey feature is perched on your shoulder, you can absorb it into your soul as an action. While the spirit is merged with your soul, you transform into a spirit shape depending on the form of the spirit. You can stay in your spirit shape for 10 minutes. You then revert to your normal form and the spirit reappears perched on your shoulder. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the Wild Shape rules for the druid class apply, as found in the Player's Handbook.
Bat. While in your spirit shape, you gain the statistics of a swarm of bats.
Hawk. While in your spirit shape, you gain the statistics of a blood hawk.
Owl. While in your spirit shape, you gain the statistics of a giant owl.
Raven. While in your spirit shape, you gain the statistics of a swarm of ravens
Once you use this feature, you can't use it again until you finish a short or long rest.
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