Base Class: Ranger
this is the first draft of this subclass, there will be more iterations just in case this one isn't balanced, making for a friend but will also use for a campaign
Monster Tounge
At 3rd level, your ability to harness the souls of monsters allows you to understand and communicate with them. You can communicate simple ideas with any monstrosity or aberration, even if you do not share a language.
Soul Jar
At 3rd level, you gain the ability to capture or release souls into a magical jar. After you or an ally within 60 feet defeats a monstrosity or aberration creature whose CR is equal to or less than your ranger level, you may use your reaction to collect the soul of the creature, binding it to your jar until released. As an action, you may summon a creature from your jar into an unoccupied space within 60 feet.
The released creature retains its original game Statistics, though the hit points of the summoned creature are replaced by a total equal to your ranger level times your wisdom modifier, and has a number of hit dice equal to your ranger level.
In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.
If you are incapacitated or absent, the creature acts on its own, focusing on protecting you and itself.
You can only ever have one creature summoned at a time, however, you are able to capture and store a number of souls equal to your proficiency bonus. A summoned creature remains until it or the jar is destroyed, you use an action to recall the creature back into the jar, or if you die.
You can summon a creature from your jar a number of times equal to your proficiency bonus, and once all uses of this feature are used you can’t do so again until you finish a long rest.
The jar has an AC equal to your spell save DC. Its hit points equal your ranger level plus your proficiency bonus, and it is immune to all damage besides force, bludgeoning, piercing, or slashing.
If the jar is destroyed or you lose it, you can perform a 1-hour ceremony to create a replacement. This ceremony can be performed during a short or long rest, and the previous jar is destroyed if it still exists. The jar magically shatters when you die.
The Monster Within
Beginning at 7th level, you begin to gain the features of the different monsters of your level, granting you a bit of their power. your options include:
Salad Regeneration - You regain a number of hit points equal to your wisdom modifier, granted you have at least one hit point remaining.
Umber Hulk Burrow - You gain a burrow speed of 30 feet, additionally, you can burrow through solid rock at half your burrowing speed.
Remorhaz Body - A creature that hits you with a melee attack while within 5 feet of it takes 2d4 fire damage.
Drider Climb - You gain a climb speed of 30 feet, additionally, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Drider Climb
Your limbs become long and lanky, and your grip seems more secure, You gain a climb speed of 30 feet, additionally, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Remorhaz Body
Your skin becomes hot to the touch, A creature that hits you with a melee attack while within 5 feet of it takes 2d4 fire damage.
Slaad Regeneration
Your skin becomes sickly and rough as you begin to gain the appearance of a toad, at the start of your turn you regain a number of hit points equal to your wisdom modifier, granted you have at least 1 hit point.
Umber Hulk Burrow
Your hands and arms grow a hardened exoskeleton, giving you a burrow speed of 30 feet, additionally, you can burrow through solid rock at half your burrowing speed.
Soul Sacrifice
Starting at 11th level, As an action, you can choose to sacrifice one creature you have stored in your jar, if you do so, the creature is destroyed and you gain a number of temporary hit points equal to the CR of the sacrificed creature (minimum of +1), additionally, you may choose one action from the sacrificed creature to be able to perform yourself the following turn.
The DC of any saving throw used with this ability is equal to your spell save DC, additionally, any attacks made with this ability use your spell attack modifier.
Once you use this feature, you can’t do so again until you finish a short or long rest.
Monster Master
Beginning at 15th level, the attacks of all creatures released from your jar count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
In addition, when you roll initiative and have no uses of your Soul Jar feature left, you regain one use of that feature.
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