The Hunter This class is based off the PHB Ranger, and focuses on making the class more versatile. I say versatile because it wasn't underpowered, or overpowered, or even balanced. It was extremely good at very few things, and extremely bad at everything else. For example, if your favored enemy was Undead, you'd be hella good for the entirety of Curse of Strahd. If your campaign relies on survival elements like slowing down party movement, forcing them to find food, etc, well having 1 ranger in the party negates that for everyone completely. The Hunter class attempts to address this by changing your benefits from being powerful passive abilities that only apply occassionally to being useful, interesting abilities that apply every time you plan ahead and strategize. It encourages scouting, tracking, hunting, and planning out combat. Unique Class Features The new class features are based on mechanics from many games that I thought were clever and unique-- for example, it has the Glory Kill mechanic from DOOM, allowing you to expend hit dice to heal any time you kill an opponent. From Monster Hunter, the properties your weapon has changes the abilities you can use with it (being able to notch 2 arrows in a bow, and heavy weapons can knock enemies prone, for example). From Divinity Original Sin, being able to position yourself above an opponent for a damage bonus based off how much higher than your opponent you are. This should give the class more of a unique feel than it had previously, when many of it's class features were shared with other classes (such as Fighting Style from the Fighter Class). New Spellcasting Style It has spellcasting similar to the warlock-- 2 or 3 spell slots that come back on short rest. You gain flavor-specific cantrips when you pick your subclass. Think of it like this: A warlock has a few powerful spells and relies mostly on their cantrips & invocations; A Hunter has a few powerful spells but relies mostly on their weapons & class features. Subclass Summaries: Pack Hunter: You and your pet kill the biggest thing in the room, rip it's head off, then force it's ghost to fight alongside you during the next battle. Spells : Summons, smites, and buffs.

Guide: You take the bonuses you get and give them to everyone in your party; including being able to share the benefits of a potion you drink with an ally you can see. Spells : illusions, utilities, & heals.

Trapper: Use your spell slots to create traps that can lure enemies in, explode them, and give your party a surprise round. The Ultimate ambush. Gain additional spellslots by disabling other people's traps. Spells: Damaging AOEs and debuffs. Design Notes: On-page Notes like this section will talk about the design decisions.



































































If you like this Class, please check out the entirety of my Homebrew Book:

Pip Fizzlebang's Ode to Eccentricism!

Added new Hunters Arms Features Piercing : When dealing piercing damage with a Melee weapon, you may choose to make an athletics check against the target's Constitution Score. On success, your weapon is lodged into the creature, and they are considered Grappled. You may not make attacks with that weapon or reach weapons; your other attacks have advantage. You may replace one attack a turn to make this check again-- dealing that weapon's damage and maintaining the grapple. If you do not, or the check fails, the grapple ends. Declare the Hunt Removed. Wild Ride added. Declare the Hunt changed to Wild Ride: Rather than simply taking a bonus action to declare a creature as your prey (which kinda negated the whole point of tracking/hunting a creature), you may now grapple creatures larger than yourself to ride them against their will.

Background In nature, dominance is achieved through survival; each creature that dies before you do is another beneath your ranks. Each creature less powerful than you is prey-- each creature stronger than you, your king. In the pursuit of the Hunt, you choose to ascend these ranks, and dethrone every king until you are the only remaining. Class Traits Hit Points Hit Dice: 1d10 per Hunter level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Hunter level after 1st Starting Proficiencies You are proficient with the following items, in addition to any Proficiencies provided by your race or Background.

Armor: Light Armor, Shields

Weapons: Simple Weapons, Martial Weapons

Tools: Woodcarving tools, Fletching Kit.

Saving Throws: Wisdom, Dexterity

Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival Starting Equipment You start with the following items, plus anything provided by your Background. (a) Leather Armor

(a) A melee weapon with the Thrown property and a shield or (b) 2 weapons with the Thrown property

An Explorer's Pack

(a) A Longbow and a Quiver of 20 Arrows or (b) a Light Crossbow and 20 bolts Marked As Prey: This replaced Favored Enemy by offering similar bonuses but changing how the mechanic worked. Instead of getting passive bonuses against only one type of enemy, you actively gain bonuses against any type of enemy, so long as they're your prey. This means you're encouraged to act rangerly-- Scout ahead, find tracks, pursue them-- and aren't limited to being only good against one kind of enemy. It's one of the many times I've tried to take a passive feature and make it active.



















Hunter Table Level Class Features Spells Known Spell Slots Slot Level 1 Marked as Prey, Environmental Adaptation, Spellcasting. 2 1 1st 2 Hunter's Arms, Declare the Hunt. 3 2 1st 3 Hide in Plain Sight, Hunter Archetype 4 2 2nd 4 Ability Score Improvement 5 2 2nd 5 Extra Attack 6 2 3rd 6 7 2 3rd 7 Hunter Archetype 8 2 4th 8 Ability Score Improvement, Predator's Pursuit 9 2 4th 9 10 2 5th 10 Primal Awareness 10 2 5th 11 Hunter Archetype 11 3 5th 12 Ability Score Improvement 11 3 5th 13 12 3 5th 14 Instinctive Response 12 3 5th 15 Hunter Archetype 13 3 5th 16 Ability Score Improvement 13 3 5th 17 14 4 5th 18 Feral Senses 14 4 5th 19 Ability Score Improvement 15 4 5th 20 Glory Kill 15 4 5th Marked as Prey Beginning at 1st Level, you have significant experience studying, tracking, and hunting creatures. Make a Wisdom (Survival) check to look for tracks (DC 15-2 per size category above medium). On success, you learn the types of enemies down the trail, and their size categories. For example, you might learn that the tracks were left "by small humanoids and a large dragon." When you do this, you may begin a Hunt. Choose one of the creatures who's tracks you've found, and declare them your Prey. While they are marked as your prey, you are considered familiar with them for the purposes of Divination spells, and know what they look like. You gain advantage on Wisdom (Survival) checks to continue tracking them, and Wisdom (Perception) checks to see or hear them. When you see your Prey, you know which one that you've marked even if two are identical. Attacks against that creature while they are surprised are considered critical hits if they hit. That creature remains your Prey until they die, or you finish a long rest, at which point you may choose a new one.

Environmental Adaptation At first level, You are particularly capable of surviving in the harshest environments, given time to acclimate. When you finish a long rest in a Environmental, you may choose to adapt to it, gaining the bonuses listed on the chart below. You may only be adapted to one Environmental at a time. If you leave that Environmental for more than 3 days, you lose the benefits associated with it. Environmental Bonus Arctic You gain resistance to cold damage, and do not suffer exhaustion from extreme cold. Coastal You gain a swim speed equal to your walking speed, and may hold your breath for up to 10 minutes. Desert You gain resistance to fire damage, and do not suffer exhaustion from extreme heat. Forest You ignore difficult terrain in the forests, and have advantage on perception checks to hear creatures moving in the woods. Grassland You have advantage on checks to spot enemies in tall grass and natural foliage, and ignore difficult terrain. Mountain You gain a climb speed equal to your movement speed and do not suffer exhaustion from altitude. Swamp You ignore difficult terrain of the swamp, and may hide while only lightly obscurred by foliage. The Underdark, Caves, & Dungeons Your darkvision extends 30ft. Environmental Adaptation replaced Natural Explorer. Instead of being god of all environments all the time, this gives you a smaller, more specific bonus, that you get to actively choose. This is the only real "nerf" in the class-- because before, Rangers could effectively eliminate the survival aspect of any campaign. Spellcasting Cantrips You gain cantrips from your selected Subclass, only, Spell Slots The Hunter table shows how many Spell Slots you have. The table also shows what the level of those slots is; all of your Spell Slots are the same level. To cast one of your Hunter Spells of 1st Level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a short or Long Rest. For example, when you are 4th Level, you have two 2nd-level Spell Slots. To cast the 1st-level spell Thunderwave, you must spend one of those slots, and you cast it as a 2nd-level spell. Spells Known of 1st Level and Higher At 1st Level, you know two 1st-level Spells of your choice from the Hunter spell list. You learn a new Hunter spell every time you gain a level from 2 through 9, as well as at level 19. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Hunter spell, which can be 1st, 2nd, or 3rd Level. Additionally, when you gain a level in this class, you can choose one of the Hunter Spells you know and replace it with another spell from the Hunter spell list, which also must be of a level for which you have Spell Slots. Spellcasting Ability Wisdom is your Spellcasting Ability for your Hunter Spells, so you use your Wisdom whenever a spell refers to your Spellcasting Ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Hunter spell you cast and when Making an Attack roll with one. Spell save DC = 8 + Proficiency Bonus + Wisdom modifier Spell Attack modifier = Proficiency bonus + Wisdom modifier Spellcasting Same thing that Warlock gets. Short list of spells, 1-3 spell slots, recharge on a short rest, and your sub-class offers new spells that compliment your class features well. Warlocks get to supplement their limited spell slots with Invocations. You supplement yours with a weapons & class features. Your spells are not heavy-damaging AOEs, but are buffs, smites, summons and utility. You'll still need your bow to finish a fight.

Hunter's Arms At 2nd Level, you have mastered hunting with weapons of the hunter. When you make an attack with a weapon that has one or more of these properties, you may do one of the following: Reach: When you deal damage with a weapon that has Reach, you may choose to also push your target back to the edge of your reach. You may then move up to 5ft, without provoking attack of opportunity from that creature. Thrown: When you would deal damage with a Thrown weapon, it sticks into your opponent, making it harder to move. It's movement speed is halved. A creature may expend one of it's attacks on a turn to rip it out. Doing so deals the weapon's damage to that creature. Bows: When you would make an attack that has advantage, you may notch an extra arrow for each additional d20 rolled. For this attack, you do not add your Dexterity Modifier to the Attack Rolls. For each d20 rolled, if that would hit your target's AC, deal your weapon's damage, including any rolled bonuses to damage (such as hunter's mark) or flat bonuses (such as from being a +1 weapon). These attacks may crit independently. This consumes additional ammunition. Crossbows: When you deal damage to a creature below you, deal an additional 1d6 piercing damage per 10ft above your target. Heavy: When you deal damage with a Heavy Weapon, they must make a Constitution Save (equal to 10 + damage done). On a failure, you may choose to knock them prone, or knock them back 5ft. Piercing : When dealing piercing damage with a Melee weapon, you may choose to make an athletics check against the target's Constitution Score. On success, your weapon is lodged into the creature, and they are considered Grappled. You may not make attacks with that weapon or reach weapons. You may replace one attack a turn to make this check again-- dealing that weapon's damage and maintaining the grapple. If you do not, or the check fails, the grapple ends. Hunter's Arms replaces Fighting Style to feel more unique to the class. Want to notch a second arrow? You can do that now. Or take Elven Accuracy feat to notch 3! Your heavy weapons will feel chunky, really slamming into foes. Thrown weapons have a unique status to slow down opponents, and penalize them for removing it. Reach allows you to keep enemies at the sweet spot-- where you can hit them and not be hit yourself. Wild Rider Starting at 2nd level, you may grapple creatures of any size, and your attacks against them have advantage. If grappling a creature larger than you normally could, their speed is instead reduced by 10ft. If they move, you are carried with them automatically. This movement does not provoke attacks of opportunity against you. The creature may make a grapple check against you, pulling you off on success. Wild Rider is meant to combo with the Piercing Hunter's Arms Ability. Jump down on a dragon, pierce its hide with a dagger, and continue making attacks against it with your other hand. Hunter Archetype At 3rd Level, you choose an archetype that you strive to emulate, such as the Trapper, Packhunter, or Guide. Your choice grants features at 3rd Level, and again at 7th, 11th, and 15th level. Hide in Plain Sight Starting at 3rd level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, Plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a advantage on Dexterity (Stealth) checks as long as you remain there without moving or taking Actions. Attacking or taking damage destroys this camoflauge. Hide in Plain Sight: Reduced from a level 15 ability to level 3 because level 15 is well beyond the point where players want to hide instead of fight. After all, warlocks can just stand still to become invisible-- so I don't see this as too strong. Ability Score Improvement When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Extra Attack Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn. Predator's Pursuit Starting at 8th level, your pursuit of your Prey is unrelenting. While pursuing a creature you are tracking, your movement speed is increased by 10, your jump height doubles, and you gain a climb speed equal to your movement speed. You ignore nonmagical difficult terrain, and cannot lose track of the trail via nonmagical means unless the trail itself ends (eg: the creature took flight, or swam). Predator's Pursuit rewards you for tracking enemies by making it easier to catch up to your prey, and harder to lose track of them.

Primal Awareness Beginning at 10th Level, your knowledge of the hunt makes the hair on your neck stand when you find yourself in a kill zone. You cannot be surprised, and add your wisdom modifier to Initiative Checks. Instinctive Response At 14th Level, your reaction time is unparalleled. When a creature enters your reach for the first time on its turn, you may expend your reaction to make an attack of opportunity against it. Instinctive Response and Hunter's Arms makes for a great combo. Enemy runs up on you while you have a heavy weapon out? Knock him down! Reach weapon? Push him back and step away! Feral Senses At 18th level, you gain preternatural Senses that help you fight creatures you can't see. Having hunted so many creatures, you've gained the ability to predict where they will be. You gain 10ft of Blindsight. Feral Senses is a simplified version of the original-- which was worded very confusingly. You could argue this is a buff (BLINDSIGHT? so strong!) but you could also say it's a nerf, since it's only 10ft instead of 30ft. Glory Kill At 20th level, when you kill a creature marked as your Prey, you may expend any number of hit dice to heal, adding your Constitution Modifier as you would during a short rest.

The Guide Guides are hunters that aid their party in times of need-- specializing in healing and avoiding combat when possible. Stealth, Illusions, Healing and Buffs are their weapons of choice... and failing that, their trusty old Hunter's Arms still work. Expanded spell list & Cantrips Guides choose from an expanded list of spells when you learn a Hunter spell. The following spells are added to the Hunter spell list for you. Additionally, you gain the Cantrips listed on the table below. Spell Level Spells Cantrips Minor Illusion, Druidcraft, Message 1 Healing Word, Sanctuary, Feather Fall 2 Aid, Invisibility, Warding Bond 3 Create Food and Water, Fast Friends, Leomund's Tiny Hut. 4 Death Ward, Fabricate, Arcane Eye. 5 Reincarnate, Scrying, Seeming Medically Trained Hunter At 3rd, when you would track a creature, you learn if it is Bloodied (about or below half health), Poisoned, or Diseased. This does not work on Undead or Constructs. Additionally, you may track your own allies. When you do so, you learn of any nonmagical effects on them, can tell if they are Bloodied, Poisoned, or Diseased, and can find your way back to them. Emergency Rescue At 3rd level, You gain a rescue kit with a maximum of 5 charges. When you spend a long rest in an environment you're Adapted to, you restore a number of charges equal to your Wisdom Modifier. As an action, you can spend one use of a rescue's kit to tend to a creature and restore 1d6 + your Wisdom Modifer. You may choose to expend 2 charges to end the effect of a poison or disease. Lead the Ambush At 7th level, you may also camoflauge others, as per your Hide in Plain Sight ability. Additionally, when you remain undetected, you may signal to other party members to follow your motions-- if they do, they gain a bonus to their stealth checks equal to your Wisdom Modifier. Share the Rations Starting at 11th level, you've mastered the art of magically sharing rations. When you consume a potion or food, you may also extend it's effects to a willing creature that you can see within 30ft of you. Nature's Guide At 15th Level, your ability to guide others through nature is as unparalleled. When you are adapted to a climate, you may share your bonuses gained in that environment with a number of creatures equal to your Wisdom Modifier. They stay adapted so long as you are.



This subclass is all about leadership. You can sneak your whole party into an area, set up an illusionary ambush, finish the encounter quick, and patch up party members who took damage. As well, you make an excellent Scout, but since you make your party faster & stealthier, you don't have to scout alone. A party does not simply walk into Mordor, but a Guide could get them there safely.

The Trapper Every adventurer knows the danger a trap presents. These Hunters are not only capable of setting up such traps, they'll be there with weapon in hand when the trigger fires. Thorn Whip + Lay The Trap is particularly fun. Stick the trap to the ceiling then watch the creature get jerked 10ft into the air! Or set your glyph of Create Bonfire next to some Oil.... Expanded spell list & Cantrips Guides choose from an expanded list of spells when you learn a Hunter spell. The following spells are added to the Hunter spell list for you. Additionally, you gain the Cantrips listed on the table below. Spell Level Spells Cantrips Create Bonfire, Mage Hand, Thorn Whip 1 Catapult, Grease, Chromatic Orb 2 Pyrotechnics, Web, Scorching Ray 3 Erupting Earth, Stinking Cloud, Bestow Curse 4 Evard's Black Tentacles, Vitriolic Sphere, Wall of Fire 5 Contagion, Insect Plague, Immolation Trapper's Tracks At 3rd level, while following tracks, you can see the path your Prey took to avoid traps. When you're following tracks, you may add your Wisdom Modifier on checks to find traps and Dexterity Saves against them. Lay the Trap At 3rd level, you have the ability to create arcane traps. Doing so takes a casting time of 1 minute, or the casting time of the spell, whichever is longer. When you cast a spell in this way, you inscribe a glyph that stores your spell, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place, if the object is moved more than 10 feet from where you cast this spell, the glyph is broken and the spell ends without being triggered. The trap requires Concentration until triggered. If the spell requires Concentration, it lasts until the end of its full Duration once triggered. You store a prepared spell in a glyph by casting it as part of creating the glyph, expending a spell slot as necessary. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it Targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons Hostile creatures or creates harmful Objects or traps, they appear as close as possible to the intruder and Attack it. The glyph is nearly Invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most Common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once triggered, the glyph is dispelled. You can further refine the trigger so the spell activates only under certain circumstances or according to Physical Characteristics (such as height or weight), creature kind (for example, the ward could be set to affect Aberrations or drow), or Alignment. You can also set Conditions for creatures that don't trigger the glyph, such as those who say a certain password. Set the Bait At 7th Level, you've learned to make your traps more attractive. As an action, you may cause your trap to make a sound, visual effect, or otherwise harmless sensory effect. Each creature you choose within 15ft of the trap who percieved this effect must make a Wisdom saving throw against your spell save DC or become Charmed. While charmed in this way, the creature spends it's turn investigating (and likely setting off) whatever made that effect happen. If the creature sees another creature it would be hostile to, or takes damage from any means, the charm automatically ends. A creature that succeeds on this save is immune to lures to this trap for 24 hours. Jump Scare & Ambush At 11th Level, when your trap triggers before combat begins, each creature unaware of the trap must make a Wisdom Save against your Spell Save DC or be Surprised for the first turn of combat. Additionally, you have advantage on attacks against Surprised Creatures. Reverse Engineering At 15th level, you've gotten so good at trapmaking that you can disassemble many traps for their parts. When you would roll a check to disable a trap, you regain 1 Spell Slot on success.

The Packhunter Being the King of the Jungle means you have an army, and you don't Hunt alone. Want to summon animal spirits of things you've hunted to take down even bigger Prey? Pick this class. Summons, divinination, and AOE buffs that will help your minions and your party! Expanded spell list & Cantrips The following spells are added to the Hunter spell list for you. Additionally, you gain the Cantrips listed on the table below. Spell Level Spells Cantrips Primal Savagery, Shillelagh, Druidcraft 1 Command, Searing Smite, Wrathful Smite 2 Alter Self, Find Steed, Warding Bond 3 Leomund's Tiny Hut, Haste, Crusader's Mantle 4 Dominate beast, Find Greater Steed, Mordekainen's Faithful Hound 5 Scrying, Awaken, Hold Monster Pack's Trail At the 3rd level, you are used to creatures that travel in packs. When tracking, you can tell the exact number of each type of enemy you're tracking. Additionally, when you choose a creature as your Prey, you may choose a number of creatures of the same type as that creature, up to your Wisdom Modifier. They are all your Prey. Ghost Beast At the 3rd level, your prowess of the hunt has earned you the respect of nature. You gain the service of a ghostly Beast that will hunt alongside you, obeying your vocal commands. It is intangible, has a darkvision of 60ft, and has no language. It has a movement speed of 40ft. You may summon a different Ghost Beast type at the end of a long rest, but may only have 1 at a time. Wolf: This fierce creature can grapple foes, stopping them from running from you. As a bonus action on your turn, you may move your spirit up to it's movement speed and make a Melee Spell Attack (using your ability scores and proficiency). On a hit, the creature takes 1d6 + Your Wisdom Modifier psyhic damage and is considered Grappled; if the creature was already Grappled, it is instead knocked prone. To escape, the creature must make an Athletics or Acrobatics check against your Spell Save DC. Eagle: This noble raptor has eyes sharper than an arrow's tip. As a bonus action on your turn, target a creature that the Eagle can see. It makes a Dexterity save against your spell save DC to hide from view. If it fails the save, the target creature loses all bonuses from cover until the start of your next turn, and your next attack has advantage. Additionally, the Eagle has a fly speed of 40ft. Tree Frog: Though deceptively harmless looking, this tree frog produces a terrible poison. As a bonus action, you may coat your weapon in it. The next time that weapon lands an attack, or the next time that ammunition hits its target, the creature must make a constitution saving throw against your spell save DC or take 1d6 poison damage and be Poisoned until the end of your next turn. Boar: This sturdy beast is capable of destroying enemy formations. As a bonus action, the creature charges its full movement speed of 30ft in a straight line. Each creature in that line must make a Dexterity Save against your spell save DC or be knocked prone. Pack Tactics At 7th Level, you have gained an aptitude for hunting in packs. You may use the Help action as a reaction. Additionally, when you make an attack against a creature, you gain +1 to the attack and damage for each ally adjacent to that creature, up to your Wisdom Modifier. Trophy Kill At 11th Level, you have learned how to incite fear in your prey. When you would kill your Prey, you may choose to take a Trophy from it's corpse-- the head, claws, tail, etc. You may only have one Trophy; when a new one is created, the old rots instantly. As an action, you may reveal your trophy and intimidate creatures of the same type as your Trophy. For example, a trophy from an Imp would effect all Fiends. They must make a Wisdom Saving Throw against your Spell Save DC or become Frightened until the start of their next turn. If the Trophy is from a creature who's CR is higher than the target's CR, they have disadvantage on this saving throw; otherwise, if the Trophy is half of the CR of the target or less, they have advantage on the saving throw. They may make additional saving throws at the end of their turns to end the effect. The Dead Hunt At 15th level, you've gained dominion over those you've hunted-- so long as you show strength. As an action, you may summon the ghost of your Trophied Prey. The creature may speak to you, but their responses are limited similarly to the Speak with Dead Spell. It has all the stats it had in life, except that it is undead, and cannot cast spells or use special abilities (such as a fire breath). It does not have the equipment it had in life, if any. In combat, it takes its turn immediately after you, and may attack with any natural weapons it had in life (such as claw attacks, fists, bites, stings, etc). The damage done is Necrotic. The ghost lasts until you're incapacitated, are no longer in an encounter, or release it as an action. When it returns to the afterlife, it finds peace and cannot be summoned again in this way. The Trophy is reduced to ash, and is unable to be used again.