Haunted Hunter Skulker
The Haunted Hunter Skulker is an enigmatic investigator of the dead—an intriguing figure who embodies the duality of being part hunter and part medium. This unique character possesses the remarkable ability to commune with restless spirits, using their insights to track down malevolent forces that linger in the shadows of our world.
Armed with necrotic power that pulses with intensity and an acute spectral awareness, you navigate the thin line between the living and the dead. Your keen intellect allows you to see beyond the veils that separate realms, granting you the insight needed to accomplish tasks that others have failed to complete. With each encounter, you delve deeper into the mysteries of the afterlife, unveiling secrets that can bring peace to tormented souls while ensuring that evil is confronted and eradicated.
Haunted Hunter Skulker Features By Level
You learn the Guidance spell. When you cast Guidance, its range becomes 60 feet and does not count against your spells known.
You can cast it a number of times equal to your Intelligence modifier (minimum once) per long rest without expending a spell slot.
While in the Ethereal Plane, you gain resistance to all damage except force, radiant, and psychic. You can make attacks and cast spells while phased as if you were on the material plane.
When this happens, you can immediately make a ranged spell attack against the creature that reduced you. On a hit, it takes 3d12 + your Intelligence modifier necrotic damage.
You can use this feature a number of times equal to your Intelligence modifier (minimum once) per long rest.
Using this reaction does not provoke opportunity attacks.
You always know its direction and distance while it is marked by your death mark. Your weapon attacks deal an additional 1d6 necrotic damage to marked creatures.
If a marked creature is reduced to 0 hit points by your attack, you regain 1d8 + your Intelligence modifier hit points.
Make an Intelligence saving throw. Reduce the damage taken by the result of the roll. If this would reduce the damage to 0, you ignore the triggering damage and any associated effects.
You can use this feature a number of times equal to your Intelligence modifier per long rest.