Ranger
Base Class: Ranger

You are one of the few who penetrate pockets of untamed wilderness, utilizing all it has to offer to resist the encroachment of civilization. Though you cut a fearsome figure, you only wear the trappings of savage monsters to utilize their power for yourself and others. Some Totemists are champions of the downtrodden, protecting those who brave the edge of the wilds. Others just enjoy killing things, and they have turned their talents to the most dangerous game.

Totemic Trappings

At 3rd level, you have learned to carve totems from defeated enemies and affix them to your weapons, granting you power in combat. You may only have one totem attached to a single weapon at any time, though you can attach totems to as many different weapons as you desire.

At 7th level, you can attach a second totem to your weapons. At 14th level you can attach a third totem to your weapons. The benefits of totems affixed to your weapons only apply when that weapon is wielded and is not broken.

Aberrant Totem

Taken from an aberration, these totems may be tentacles entwined along the handle of your weapon or petrified eyes where others place gems. When an aberrant totem is affixed to your weapon, it deals an additional 1d6 psychic damage.

Dragon Totem

Taken from a dragon, these totems are often claws or fangs of the dread beast, giving the weapon a savage appearance. When a dragon totem is affixed to your weapon, it gains the deadly property.

Weapons with the deadly property ignore resistance if it is resistant to that weapon's damage type, or deals damage as if the enemy struck is vulnerable.

Fey Totem

Whether a monstrosity found in the dark forests, or the twisted remnant of an ancient civilization, fey totems are often grisly in nature. When a fey totem is affixed to your weapon, whenever you successfully hit a creature with that weapon, you may use your bonus action to force the target to make a DC11 Wisdom saving throw or be frightened until the end of their next turn.

Giant Totem

Totems from these enormous foes often take the form of hair, ears, or teeth. When a giant totem is affixed to your weapon, it grants the wielder advantage on Strength checks.

Monstrosity Totem

As monstrosities vary wildly in appearance, so too can their totems. When a monstrosity totem is affixed to your weapon, whenever you successfully hit a creature with that weapon, you may use your bonus action to force the target to make a DC 11 Wisdom saving throw or suffer disadvantage on their attack rolls against you until the end of their next turn.

Undead Totem

Undead totems are inevitably macabre; dried flesh, fangs, or twisted pieces of bone. When a monstrosity totem is affixed to your weapon, it deals an additional 1d6 necrotic damage.

Armor of My Enemy

Starting at 7th level you have learned to augment your armor with the totems you carve from defeated enemies. You may only have one totem attached to your armor.

At 16th level, you can attach a second totem to your armor. The benefits of totems affixed to your armor only apply when that armor is worn and is not broken.

Aberrant Totem

When an aberrant totem is affixed to your armor, you can spend your reaction to negate a critical hit, turning it into a normal hit. Once you use this feature, you cannot use it again until you take a short or long rest.

Dragon Totem

When a dragon totem is affixed to your armor, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical sources.

Fey Totem

When a fey totem is affixed to your armor, you gain advantage on saving throws against being charmed and magic cannot put you to sleep.

Giant Totem

When a giant totem is affixed to your armor, you are proficient in Constitution saving throws. If you are already proficient in Constitution saving throws, you double your proficiency bonus when making a Constitution saving throw.

Monstrosity Totem

When a monstrosity totem is affixed to your armor, whenever you are hit by a melee attack within reach, you may spend your reaction to make an opportunity attack against the creature that hit you. Once you use this ability, you cannot use it again until you take a short or long rest.

Undead Totem

When an undead totem is affixed to your armor, you gain resistance to necrotic damage.

Banner of Light

Starting at 11th level, you can construct a Banner utilizing one of your totems to herald your prowess, hearten your allies, or strike fear into the hearts of your foes. You may only have one banner constructed at any one time. Constructing a banner requires you to use a totem and spend at least an hour weaving it into a proper symbol. The benefits of your banner only apply when that banner is openly displayed by being held aloft in one hand.

Aberrant Banner

Aberrant Banners are as unsettling as the creatures from which they are constructed. Enemies within 20 feet of the banner treat all terrain as difficult terrain.

Dragon Banner

Dragon Banners strike fear into the hearts of your enemies. Each creature of your choice that is within 30 feet of the banner and aware of it, must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the banner's effects for the next 24 hours.

Fey Banner

Fey Banners imbue your allies with the courage of the lords of twilight. All allies within 30 feet of the banner gain advantage on saving throws against being frightened.

Giant Banner

Giant Banners lend the toughness of titans to your allies. Allies within 30 feet of the banner gain 5 temporary hit points at the beginning of their turn.

Monstrosity Banner

Monstrosity Banners stir your allies to fight with renewed savagery. When an ally within 30 feet of the banner scores a critical hit with a melee weapon attack, they can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Undead Banner

Undead banners infuse your allies with the tenacity of the undead. When an ally within 30 feet of the banner is reduced to 0 hit points, they must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, they drop to 1 hit point instead.

Grim Visage

Starting at 15th level, you can construct a visage, which acts as a magical helmet, hat, or mask out of a totem. This item can only be used by you, and is nonmagical in the hands of anyone else. You are attuned to the visage, but it does not count toward your limit of attuned items. You can only have one grim visage crafted at any one time, and if your visage is ever destroyed, you can create a new one out of a totem during a long rest.

Aberrant Visage

When wearing an aberrant visage, you can cast charm person as a 1st level spell 3 times per day. As a bonus action, you can deal 3d6 psychic damage to a creature you have charmed and you regain hit points equal to the damage dealt.

Draconic Visage

When wearing a draconic visage, you gain a breath weapon. As an action, you can breathe a 30 foot cone of fire. When you use your breath weapon, each creature in the area of exhalation must make a Dexterity saving throw (DC 8 + your proficiency bonus + your constitution modifier). A creature takes 12d6 fire damage on a failed save, or half as much damage on a successful one. You can use this feature twice. You regain expended uses when you finish a long rest.

Fey Visage

When wearing a Fey Visage you can cast the polymorph spell as a 4th level spell. The saving throw DC for this spells is (8 + your proficiency bonus + your constitution modifier.) You can use this ability once per short or long rest.

Giant Visage

Giant visages lend you great strength to carry large burdens. Your strength is considered a 20 for the purposes of what you can lift or carry. If your Strength is already a 20, then your strength is increased by 4 for the purposes of what you can lift or carry. Additionally, you can throw large rocks as a ranged weapon attack with a range of 30/120 that deal 4d12 + your strength modifier bludgeoning damage.

Monstrous Visage

When you don a monstrous visage, hardened scales grow all over your body. While you aren't wearing armor, your AC equals 16 + your dexterity modifier.

Additionally, you gain the Roar ability: As an action, each creature within 500 feet must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or become frightened of you for 1 minute.

A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Undead Visage

When wearing an undead visage, you no longer require air, food, drink, or sleep to survive, and are immune to poison damage. Additionally, you gain dark vision out to 60 feet. If you already had dark vision, its range increases to 120 feet.

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