Spirit Seeker

Spirit Seekers are primal champions who scour the wilderness in search of those who would defile it. Versed in hunting techniques handed down through the generations, seekers combine bow techniques with primal evocations. The combination allows Spirit Seekers great range in which to deliver deadly attacks that confound and hamper their enemies. When a Spirit Seeker looses a missile, the primal spirits bound to it through ancient evocations are freed, sometimes as terrifying beasts and sometimes as nature’s raw destructive potential.

As a Spirit Seeker, you are both a hunter and a mystic. You attune yourself to the wilderness you call your home, but you are equally tied to the spirits that dwell in the world around you. With your people’s traditions and whispered advice from the spirits, you navigate the wilds with ease, at home as any beast. If an enemy appears, you have nothing to fear, both because you have mastered your weapons and because the spirits to whom you have bound yourself add their savage might to your attacks.

Spirit Seeker Magic

You learn additional spells when you reach certain levels in this class. These spells counts as Ranger spells for you, but they don't count against the number of Ranger spells you know.

Spirit Seeker Spells Ranger Level Spells 3rd earth tremor, entangle 5th earthbind, melf's acid arrow 9th slow, stinking cloud 13th giant insect, storm sphere 17th cloudkill, insect plague

Spirit Arrow

Beginning at 3rd level, as a bonus action, you can store a Ranger spell that you have learned inside of a piece of ranged ammunition. The spell being stored has no immediate effect, but you must expend the spell slot needed to cast the spell normally. When the arrow lands, hit or miss, the stored spell is cast. If the spell has a target, it targets the creature that the arrow hit. If the spell affects an area, the area is centered on wherever the arrow hits. If the arrow misses and the spell targets a creature, the spell has no effect, but you regain the spell slot that you used to store the spell. If the spell requires concentration, it lasts for the full duration. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.

Elemental Arrow

At 3rd level, whenever you fire an arrow from a shortbow or longbow, you can make its damage type acid, cold, fire, lightning, or thunder for the purpose of overcoming resistance and immunity. The element fades from the arrow immediately after it hits or misses its target.

Inevitable Shot

At 7th level, when you make an attack roll with a spirit arrow and miss, you can reroll the attack against a different target within 60 feet of the original target.

Swarming Shot

Starting at 11th level, when you hit a creature with a ranged weapon attack, all other creatures within 5 feet of the creature must make a Dexterity saving throw. They take half of the attack's damage on a failed save, and no damage on a success.

Disengaging Shot

At 15th level, when a creature misses you with a melee attack, you can use your reaction to make a ranged weapon attack against it. The attack ignores disadvantage caused by being within 5 feet of a hostile creature. If the attack hits, the creature must succeed on a Strength saving throw or be pushed away from you up to 10 feet.

Art Credit

"Seldarine Dedicate" by Howard Lyon