3rd-level Aberration Hunter feature
Aberration Hunters are rangers dedicated to tracking and destroying creatures from beyond the Veil. They study the unnatural biology of aberrations, learn to predict their behavior, and strike with precision honed through countless hunts. Many serve with the Lantern Order, but just as many work independently, wandering from Domain to Domain wherever aberrations threaten.
Aberration Hunter Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Aberration 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.
| Ranger Level | Spell |
|---|---|
| 3rd | detect evil and good |
| 5th | see invisibility |
| 9th | magic circle |
| 13th | banishment |
| 17th | dispel evil and good |
Unnatural Prey
At 3rd level, aberrations are your favored enemy, regardless of what other favored enemies you might have. You have advantage on Wisdom (Survival) checks to track aberrations, as well as on Intelligence checks to recall information about them.
Additionally, when you hit an aberration with a weapon attack, it takes an extra 1d6 damage. This increases to 2d6 at 11th level.
Veil Sense
At 3rd level, you've developed an instinct for detecting aberrations and Veil corruption. As an action, you can sense the presence of aberrations or active Veil anomalies within 60 feet of you. You can't pinpoint exact locations, but you know the general direction.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Iron Mind
At 7th level, your experience fighting mind-bending horrors has fortified your psyche. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Additionally, you have advantage on saving throws against being frightened or charmed by aberrations.
Slayer's Strike
At 11th level, you've learned to exploit aberrations' unnatural anatomy. Once per turn, when you hit an aberration with a weapon attack, you can force it to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the aberration is stunned until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Legendary Hunter
At 15th level, you've become a terror to aberrations. You gain the following benefits:
- You have resistance to psychic damage.
- When an aberration you can see targets you with an attack, you can use your reaction to impose disadvantage on the attack roll.
- Your attacks ignore any damage resistance that aberrations have.
- You have advantage on saving throws against spells and abilities used by aberrations.