Ranger
Base Class: Ranger

All life had to spring from a single beginning, a blank canvas from which the gods created infinite forms, and within most living beings there is a vestige of this primordial origin. Dormant. Ready to be tapped into...

A select few are so in tune with their innermost biological architecture that they can reach into the primeval genetic superposition from which they themselves and all living things were formed. These individuals will find that their bodies have become like clay that they will learn to shape over time.

 

Metamorphosis

Starting at 3rd level, you can transform while you rest, encasing yourself in a protective layer while altering your body with new features. Whenever you finish a long rest, you may apply two adaptations of your choice to yourself, from among the adaptations described below. When you reach certain levels in this class, you may apply additional adaptations, as shown in the Adaptations table.

Adaptations
Ranger Level Adaptations
3rd 2
7th 3
11th 4
The following adaptations are available to you when you complete a metamorphosis. If an adaptation has a level requirement, you must be at least that level in this class to apply it. If an adaptation grants a spell or requires a saving throw, it functions as a Ranger spell for you.
 
Acidic Blood

The liquid in your veins sizzles ominously when it comes into contact with other materials.
When you take damage from a creature within 5 feet of you, you may use your reaction to deal 1d6 acid damage to that creature. This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). 

Aquatic

Fins and gills make you completely at home in the water.
You gain a swim speed equal to your walking speed, and the ability to breathe underwater. At 6th level, your swim speed increases to 10 + your walking speed.

Bestial Agility

Dense muscles and digitigrade legs carry you around at breakneck speeds.
Your walking speed increases by 10 feet and your jumping distances are doubled. When you make a dexterity saving throw, you may use your reaction to gain advantage on the roll.

Bioluminescence

Luminous patterns of glowing micro-organisms swirl around your body, and you're able to manipulate them into flashing brighter or sticking to a weapon to mark your foes with them.
You may shed 10 feet of bright light and 10 more feet of dim light at will. In addition, when you use your Favoured Foe feature, every other creature benefits from it as well against the marked target, and the target sheds 10 feet of dim light for the duration.

Climbing Limbs

By unfurling arthropod or cephalopod appendages from your back as the somatic component, you can cast Spider Climb on yourself as a bonus action without expending a spell slot and without verbal or material components. It still requires your concentration however. You may cast Spider Climb this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Electric Touch (5th level or higher)

Electric energy crackles and hums through your body at your command, like the skin of an electric eel.
Whenever you perform the Attack action, you may replace one of your attacks with the Shocking Grasp cantrip.

Hardened Skin

Thick skin, scaly hide or chitinous carapace gives you a natural armour of 13 + your constitution modifier. When an ally ends their turn adjacent to you, you may use your reaction to count as half cover for them until the start of your next turn. At 7th level, this natural armour also gives you Resistance to Slashing damage.

Hivemind (5th level or higher)

Your mind becomes capable of linking to other minds, able to communicate in a way that is at once alien and instantly familliar.
You may speak telepathically with any creature within 60 feet that knows a language, as well as eusocial or hiveminded creatures that don't. They may reply to you in the same way. Furthermore, you know the Find Familiar spell, and your familiar may take the form of a Swarm of Insects.

Keener Senses

Eagle eyes and cat-like hearing hone your ability to perceive your surroundings to an almost distracting sensitivity.
You gain 30 feet of blindsense as well as advantage on Insight (Wisdom) and Perception (Wisdom) checks.

Lashing Tail (5th level or higher)

A long, sinuous tail or dexterous tendril sprouts from your body, moving at your command like an extra limb.
You have advantage on Athletics (Strength) rolls to grapple a creature. Additionally, whenever you perform an attack of opportunity, you may attempt to grapple the target instead. If you succeed, you pull them Prone as well.

Natural Weapons

Some form of natural weaponry grows from your body. This can come in the form of sharp claws and fangs, spines, a pointed tail tip, horns, pincer claws or anything else you can think of.
Your unarmed attack deals 1d6 damage. You may use Strength or Dexterity as your modifer for these attacks. The damage type is chosen by you when you manifest this Adaptation: Slashing, piercing or bludgeoning. Furthermore, when you use the Attack action to attack a creature with your natural weapons, you may use your bonus action to gain one additional attack with your natural weapons. You may use this bonus action a number of times equal to your proficiency modifier, after which you regain all expended uses when you finish a long rest.

Symbiosis

Your ability to shape flesh begins to extend to others as well, and you are able to gain strength from tending to your allies.
You know the Healing Word spell. Whenever you heal someone other than yourself, you may gain temporary hit points equal to 3 + your Ranger level. You may gain these temporary hit points an amount of times equal to your proficiency bonus, and all expended uses are regained when you finish a long rest.

Wings (9th level or higher)

A pair of wings with an appearance of your choice appears on your body.
You gain a flying speed equal to your walking speed. 

Inner Genesis

 At 7th level, you become able to temporarily push your body beyond its limits and manifest a rapid transformation.
On your turn you may spend a bonus action to gain an additional Adaptation of your choice that you have access to. This Adaptation lasts for 1 minute, after which it disappears. You may do this once, after which you must finish a long rest to do so again.

Additionally, when you complete a Metamorphosis, you may determine your new appearance from the ground up as if you used the Change Appearance function of Alter Self.
You also gain an extra Adaptation as shown in the Adaptation Table.

Gigantism

At 11th level, you find it, unassumingly nestled between other genes. The sequence that has spawned giants. It has always been peculier how so many creatures seem to have enormous versions of themselves roaming around for no discernable reason, but now you've found the root cause, and it is yours to manipulate.

You know the Enlarge/Reduce spell. You may cast this spell without expending a spell slot once, after which you regain the ability to do so when you finish a long rest. At 13th level, you also know the Giant Insect spell, which you may cast the same way.
You gain an additional Adaptation as well, as shown in the Adaptations Table.

Biological Apotheosis

At 15th level, your control over your own body becomes nearly absolute. You are your own creator now.
All Adaptation abilities that recharge on long rests now recharge on short rests. Additionally, you may expend your use of Inner Genesis to gain the effects of every single Adaptation at once for 1 minute, after which you take 1 level of exhaustion. When you revert back to 4 Adaptations, you may choose which ones you keep.

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