TEXT: 1
  
  Guide of the Hunted
  D
  eath do not spare anyone, even souls of animals
  suffer because of acts of violence and injustice.
  Souls of animals slain, enslaved or tortured roam
  in their natural habitats tormented by their death
  or because they failed to protect their own kind
  or habitat. For many druids and sages these
  spirits are protectors of the wilds, a gift and
  uncontrollable manifestation of nature but for a psychopomp
  they are souls to be released. 
  You are a guide of the hunted, your bond with one of these
  spirits gave you powers to better understand nature beyond
  the material meaning. Your spirit communicates with you
  transmitting sensations and emotions that you can
  understand thanks to your strong harmony with nature,
  animals and death.
  Guide of the Hunte Spells
  You gain guide spells at the psychopomp levels listed in the
  Guide of the Hunted Spells table.
  Hunted Spells Table
  Psychopomp level
  Spell
  1st
  animal friendship
  3rd
  locate animals or plants
  5th
  conjure animals
  7th
  conjure woodland beigns
  9th
  commune with nature
  Bonus Cantrips
  At 1st when you chose this archetype, you learn the
  infestation and primal savagery cantrips.
  Call of the Wilds
  Also at 1st level, the connection with animals and spirits
  allows you to take on various spiritual aspects that enhance
  your skills. As a bonus action you take the aspect of an animal
  listed below. 
  Spirit of the Owl. You gain 10 feet of extra movement and
  your movement do not provoke any opportunity attack. 
  Spirit of the Wolf. When you attack with a weapon or
  spell that requires a hit roll, it inflicts 1d4 extra damage of
  the same type of your weapon or spell on hit. 
  Spirit of the Bear. You gain temporary hit points equal to
  your Wisdom modifier and a +1 bonus to your AC. 
  An aspect lasts for 1 minute, ends early if you die, you are
  incapacitated. If you use again this feature the previously
  aspect vanishes. You can use this trait a number of times
  equal to your Wisdom modifier per long rest.
  Spirit Protector
  At 6th level your otherworldly manifestation allows you to best
  understand animals and in battle plays a fundamental part.
  Your otherworldly manifestation can cast the primal savagery
  cantrip using your spell attack modifier to attack, and while it
  is summoned you have advantage on any ability check made
  to interact with animals and spirits of animals.
  Gifts of the Wilds
  At 10th when you use call of the wild, benefits of an aspect are
  doubled and your allies can gain the same benefits. As a
  bonus action, choose an ally under the effect of your soul bind
  feature and it gets the benefits of an aspect of your choice. You
  can have more than one aspect active at the same time, but
  still one per creature. An aspect used on an ally ends early if
  one of you two die, is incapacitated or the soul bind feature
  ends.
  Wild Spirit
  At 14th your connection with nature and wild spirits grows
  stronger. As an action and for 10 minutes your otherworldly
  manifestation gets temporary hit points equal to your
  psychopomp level and a +2 bonus to hit and damage rolls.
  Thus, you obtain benefits of each aspect for the duration of
  this trait. Once you use this trait can't be used again until you
  finish a long rest.
  2
  
  Hunted Ghost
  H
  unted ghosts are ethereal animals that wander
  the wilds. They are not always hostile,
  depending on their death if a hunted ghost
  was slain by humans, it will be hostile against
  humans. Even if it was a predator, hunted
  ghost protects other animals because their
  connection with animals and nature.
  Hunted Ghost
  Medium undead, neutral
  Armor Class 12
  Hit Points 49 (11d8)
  Speed 40ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2)
  14 (+2)
  10 (0)
  3 (-4)
  14 (+2)
  8 (-1)
  Damage Resistances Acid, Fire, Lightning, Thunder;
  Bludgeoning, Piercing, and Slashing From
  Nonmagical Attacks
  Damage Immunities Cold, Necrotic, Poison
  Condition Immunities Charmed, Exhaustion,
  Frightened, Grappled, Paralyzed, Petrified,
  Poisoned, Prone, Restrained
  Senses Darkvision 60 ft., passive Perception 12
  Challenge 5 (1,800 XP)
  Ethereal Sight. The hunted ghost can see 60 ft. into
  the Ethereal Plane when it is on the Material Plane,
  and vice versa.
  Incorporeal Movement. The hunted ghost can move
  through other creatures and objects as if they were
  difficult terrain. It takes 5 (1d10) force damage if it
  ends its turn inside an object.
  Actions
  Otherworldly Savagery. Melee Spell Attack: +5 to hit,
  reach 5 ft., one target. Hit: (2d10 + 2) force damage.
  Etherealness. The hunted ghost enters the Ethereal
  Plane from the Material Plane, or vice versa. It is
  visible on the Material Plane while it is in the Border
  Ethereal, and vice versa, yet it can't affect or be
  affected by anything on the other plane.
  Summoning Howl (1/Day). The hunted ghost cast the
  conjure animals spell that do not requires
  concentration. The aspect of these animals is
  ethereal and they are considered undead.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Guide_of_the_Hunted.pdf