Ranger
Base Class: Ranger

The primal instincts of the creatures of nature have returned to your humble self and you use them to hunt down your enemies in any shape imaginable. 

Hunter's Shape

Starting at 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature an amount of times equal to your proficiency bonus. Vou regain expended uses when you finish a short or long rest. Your Ranger level determines the beasts you can transform into. You can turn into any beast with a CR equal to one third of your Ranger Level (rounded down).

Upon reaching 7th Level you can use Hunter's Shape as a bonus action.

If the creature you changed into possesses a flying or swimming speed, the speed is reduced to 0.  Starting at Level 7 the speed isn't reduced anymore.

You can stay in a beast shape for a number of hours equal to a third of your ranger level (rounded up). You'll then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

The following rules apply to you whilst being in beast shape:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality and Intelligence, Wisdom and Charisma scores. You also retain all of your skill and saving throw proficiencies in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. lf the creature has any legendary or lair actions, you can't use them.
  • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you rever as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
  • Vou can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Hunters Mark, that you've already cast.
  • Vou retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense (Cats have a darkvision of 60ft btw).
  • Vou choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Vour equipment doesn't change size or shape to match the new form, and any  equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Primal Instinct

Upon reaching Level 3, you can use your animalistic senses to your advantage to make shure none of your prey can escape you. If you fight a creature you are able transform into through Hunter's Shape into, you gain advantage on weapon attack rolls against the creature and the creature takes an extra 1d4 damage of the damage type of your weapon.

You can use a bonus action on your turn to tell your allies about the weakness to give them the same bonus. You can't use this action when you are unable to talk and it only affects creatures, that are able to hear you.

The damage dice increases to 1d6 on 7th Level, 1d8 on 11th Level and 1d10 on 15th Level.

Mystic Hunt

Upon reaching 7th Level, you are able to hunt down your enemies in an entire new variety of mystical beasts. When you use your Hunter's Shape feature to change into a beast, you can spend a number of spellslots, whose Level has to be equal to the creature's CR to change into a fey or a monstrosity of the same CR instead. If you want to change into a Grinning Cat for example, which is a Fey of CR 2, you'd either have to spend an additional 2 spellslots of 1st Level or one Spellslot of 2nd Level.

The Hunt never ends

At 11th Level, you learned to permanently alter your shape to adapt your bestiality to your situation. You can choose one of the following options after a long rest and it lasts until the completion of your next long rest.

Aspect of the Bear

By choosing this feature after a long rest, you gain some aspects of the durability of a bear.

Bear's Fur. Your Skin is partially covered with fur, which increases your defensive capabilities drastically. You have a resistance against piercing, slashing and bludgeoning damage from non magical attacks.

Bestial Perserverance. Just like a real beast you never back down with a bear's endurance. As a bonus Action you gain back Hit Points equal to 1d10+your Level as a ranger. You can use this feature a number of times equal to your proficency bonus. 

Aspect of the Cat

By choosing this feature after a long rest, you gain some aspects of a cat's reflexes and senses.

Cat Eyes. Your eyes have changed to those of a cat, adapting to the night. You gain a darkvision of 60 ft. If you already have darkvision it'll be increased by 30 ft. This also counts while you are in a beastform with Hunter's Shape. You can use our eyes to track your enemies movement. As a reaction you can increase your AC by your Movement Speed divided by 10. 

Feline Agility. Your reflexes and agility allow you to move with a burst of speed. You gain an additional movement speed of 10ft and a climbing speed equal to your movement speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Aspect of the Spider

By choosing this feature after a long rest, you gain some aspects of a spider's abilities.

Spiderclimb.  Little hooks, that are undetectable by the bare eye grow on your hands. You gain a climbing speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 

Poison Fangs. When you hit a melee attack against a creature, you can use your bonus action to bite the same creature and deal an additional 1d10 poison damage. The creature has to succeed a constitution saving throw against your spell DC. On a fail the creature suffers from the condition paralyzed, but the creature is immune against your poison for the next 1 hour, if it succeeds the saving throw.

Hunting Trophy

After reaching 15th Level, you have also reached the pinnacle of your Shapeshifting.

When you reduce a creature of any type, that isn't a humanoid, undead or construct, to 0 Hit Points, you can use up a Trophy Slot to remember that monster as your Trophy. You gain Trophy Slots equal to your Wisdom Modifier. When you have no Trophy Slots left, but kill a creature you are able to forget one of your Trophies, but remember the new creature instead. 

You have to use up all your remaining uses of Hunter's Shape (minimum of 3) to use Hunter's Shape to turn into a creature, that is registered in a Trophy Slot. When you return to your original shape you gain the status unconscious. 

Upon reaching 20th Level, you can roll a wisdom saving throw against a DC equal to the CR of the creature you have shape shifted into with this feature after you returned to your original shape. If you fail you still become unconscious, but if you succeed you don't become unconscious. 

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