Ranger
Base Class: Ranger

The most important thing for a ranger to know is how to fully utilize the resources around them.

Scavenger Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Scavenger Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Scavenger Spells

Ranger Level Spell

3rd

False Life, Purify Food and Drink

5th Wither and Bloom, Gentle Repose
9th Vampiric Touch, Animate Dead
13th Spirit of Death, Death Ward
17th Danse Macabre, Raise Dead

Picked Up Skills

3rd-level Scavenger feature

You are proficient in Improvised Weapons & a skill proficiency that you spent 10 minutes watching a creature preform. You can swap out the skill by observing anouther skill for 10 minutes.

Stock of your Surrondings

7th level Scavenger feature

You have advantage on all Perception, Investigation, Survival & Tinker checks for finding materials & making tools & traps. You also have proficiency for these skills while in your favorite terrain.

Scavenging Spells

11th level Scavenger feature

You enter a space where a spell was cast from or on & use summon to you the residual magic of the spell in the form of Spell Essence points. You gain a number of Essence points = the level of the spell cast. You use your reaction to regain your used spell slots by using a number of collected Essence points = 5x spell slot level being replenished. You lose all collected Spell points after completing a long rest.

Final Resource

15th level Scavenger feature

You learn the spell Soul Cage as a ranger spell without it counting against your spells known. You may combine ranger spell slot to cast it. The spell gains 2 more features.

Unveiled Sight. You gain all senses of souls for 1 minute (free action). If you share any senses with the soul, their range increase by 50% of the soul's range.

Haunted Chain Link. You send the soul to possess a creature with in 30ft. The targeted creature must succeed 2 WIS saves against a WIS check from both you & the soul or be under your control. You expend all remaining uses of this casting & the target remains possessed for a number of rounds = remaining uses. At the start of each of its turn, the creature makes a contested WIS save against the soul WIS check, ending the possession on a success. The soul is proficient in WIS checks. At the start of your turn, make a contested WIS check against the soul's WIS save. On a failure, you lose control of the soul.

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