Base Class: Ranger
Some rangers have delved into places that no mortal was meant to go or researched knowledge that was best left unknown. These rangers are Eldritch Hunters, learning the arcane secrets of their enemies in order for them to best combat them.
Eldritch Hunter Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Eldritch 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.
Eldritch Hunter Spells
RANGER LEVEL | SPELL |
---|---|
3rd | protection from evil and good |
5th | moonbeam |
9th | magic circle |
13th | banishment |
17th | dispel evil and good |
Spectral Weapon
Beginning at 3rd level, your training allows you to create arms from your vitality to combat your foes. As a bonus action you may create a weapon you are proficient with. It deals elemental damage of a type of your choice and gains a bonus to damage rolls equal to your proficiency bonus. If it is a ranged weapon it creates its own ammunition. If you throw the weapon as part of an Attack action, it create copies for each attack you make, but you must spend your Reaction afterwards to recall them or the weapon fades.
When you activate this feature, you take hit point damage equal to half your class levels (minimum 1). Your maximum hit point total is reduced by the same amount until the weapon fades. The weapon also fades away when you finish a short or long rest. You may create two separate weapons or a double weapon when you use this feature, but the hp cost and your maximum hit points are reduced by twice the amount instead.
Because of the weapon's eldritch nature, you may use your Wisdom modifier, instead of your Strength or Dexterity modifier, for attack and damage rolls with the weapon.
Elemental Damage Types: Acid, Cold, Fire, Lightning, Thunder
Eldritch Blessing
Upon reaching 7th level, you can channel a fraction of the otherworldly powers that you hunt. Choose one of the following blessings. When you invoke the blessing, you may choose to enhance it by spending a spell slot. If you do, it gains an additional effect as detailed in its description. Once you invoke a blessing, you can't again until you finish a short or long rest.
Blessing of the Benevolent
As a bonus action you can heal your allies. You and a number of additional creatures equal to your Wisdom modifier (minimum 1) within 30 feet regain 1d6 hit points.
Enhance: by expending a spell slot when you invoke this blessing, the healing increases by 1d6 per spell slot level.
Blessing of the Ethereal
As a bonus action you can shift part of your body onto the ethereal plane. Until the end of your next turn creatures have disadvantage on attack rolls against you.
Enhance: by expending a spell slot when you invoke this blessing, it lasts for a number of additional rounds equal to the spell slot's level.
Blessing of the Mighty
As a bonus action you can empower you weapons. One weapon you are holding of your choice gains a +1 bonus to attack rolls and deals an extra 1d6 damage for a number of rounds equal to your Wisdom modifier (minimum 1).
Enhance: by expending a spell slot when you invoke this blessing, it lasts for a number of additional rounds equal to twice the spell slot's level.
Blessing of the Watcher
As a bonus action you can see through to the true nature of things. For one minute you have truesight 60 feet.
Enhance: by expending a spell slot when you invoke this blessing, it lasts for a number of additional minutes equal to the spell slot's level.
Improved Spectral Weapon
When you reach 11th level, your spectral weapons grow in power. Any spectral weapons you create score critical hits on a 19-20. In addition, when you create them you can choose an exotic damage type instead.
Exotic Damage Types: Force, Necrotic, Poison, Psychic, Radiant
True Eldritch Slayer
At 15th level your spectral weapons can strike through the ethereal to hit your foes. The first attack you make on your turn with one of your spectral weapons has advantage.
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