Eldritch Hunter, Ranger Variant (5e Subclass)
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Eldritch Hunter, Ranger (Variant)
Eldritch Hunters are rangers that tap into the Eldritch energies that rest in the natural world to enhance their abilities. Some mistake them for common spellslingers, but they're far off with that assumption. Many Eldritch Hunters have spent time studying the Eldritch arts. Most would say they are much more akin to a Warlock.
At the 3rd level, you learn the Booming Blade, Green Flame Blade, and Thunderous Strike cantrips, these can be cast with your Eldritch bow.
At the 3rd level, you can use your action to create an Eldritch Bow in your empty hand. This bow counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, the bow gains a +1 bonus to its attack and damage rolls, unless it is a magic bow that already has a bonus to those rolls. Your Eldritch Bow disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic bow into your Eldritch Bow by performing a special ritual while you hold the bow. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the bow, shunting it into an extradimensional space, and it appears whenever you create your Eldritch Bow thereafter. You can't affect an artifact or a sentient weapon in this way. The bow ceases being your Eldritch Bow if you die, if you perform the 1-hour ritual on a different bow, or if you use a 1-hour ritual to break your bond to it. The bow appears at your feet if it is in the extradimensional space when the bond breaks.
At the 3rd level, you learn one eldritch invocations of your choice from the warlock class. If an invocation has prerequisites, you must meet them to learn it. Also if the invocation specifies that you must use a warlock spell slot you may use a ranger spell slot instead
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.
At 11th level, your connection to your Eldritch Bow, and through it the Domain of Eldritch Powers, allows you to use a bonus action to cast cantrip when you take the attack action.
At 15th level you have attained near total mastery of your eldritch domain, allowing you access to: an additional warlock cantrip, eldritch invocation, and eldritch blessing