Ranger
Base Class: Ranger

You have an instinctive connection to earth and the creatures that roam the world that allows you to visualize and manifest them together, creating new life by shaping it in your hands. 

Sculptor Magic

Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown in the Sculptor Spells table. These spells counts as ranger spells for you, but don't count against the number of ranger spells you know. 

Sculptor Spells

Ranger Level SPELL

3rd

Find Familiar

5th

Dust Devil

9th

Animate Dead

13th

Fabricate

17th

Awaken, Conjure Elemental, Creation

Salt of the Earth

At 3rd level, your knowledge of the land grants you the tools you need to perform your ventures. You learn the Mold Earth cantrip, and can cast it as a bonus action. You also gain proficiency with the Mason's Tools, and gain them for free, if you did not already have them. 

Sculpture Sentience

Starting at 3rd level, your natural connection to earth and clay allows you to tap into the spark of magic lingering inside of dormant sculptures. As an action, you can imbue a large or smaller sculpture you touch with limited sentience and animation, giving it the ability to communicate with you and follow your simple commands. The sculpture is able to uproot itself and move about, however, if it moves more than 30 feet away from you, it reverts to its unanimated form. You can question the sculpture about events in the area within the past day, gaining information about creatures that have passed, weather, and other circumstances. A sculpture might be able to perform other tasks on your behalf, at the DM's discretion. 

You can only have one sculpture animated by this ability at a time, the effect lasts up to 10 minutes or until you choose to end it as a free action. 

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a short or long rest. 

Replication

At 7th level, you have harnessed a fraction of the earth's ability grant life. You can cast the Conjure Animals or Conjure Minor Elementals spells at their lowest level without expending a spell slot as an action. To cast one of the spells this way, you must choose, or create a number of constructs with the likenesses of the creatures you are trying to Replicate, (i.e. if you wish to conjure eight Giant Frogs, you must choose eight frog sculptures, figurines, or effigies to awaken, or create a likeness for each frog out of clay or earth). A creature created by this spell reverts to its unanimated form when it drops to 0 hit points or when the spell ends. 

Additionally, as an action, you can see through one of your Replica's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the Replica has. During this time, you are deaf and blind with regard to your own senses. 

Finally, when you cast a spell with a range of touch, one of your Replicas can deliver the spell as if they had cast it. Your Replica must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. 

You can cast each spell this way once, then you are unable to do so again until you finish a long rest. 

Blood, Sweat, and Tears

Starting at 11th level, the labor you pour into each of your creations tethers them to you. As a reaction, when a spell targets you, and you have a familiar or a creature made from your Replication ability within 100 feet of you, you can choose to allow one of them to to be the recipient of the spells effects and/or damage instead of yourself. This ability does not work if the spell targeting you has an area of effect. 

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar, or a Replica to make one attack with its reaction. 

Fine Detail

At 15th level, you've learned new techniques to mold your creations, giving them features they otherwise might not have. When you use your Replication feature, choose one of the following benefits to grant to all the creatures you create for the duration of the spell: 

  • Darkvision. Grants darkvision out to a range of 90 feet, and the ability to see invisible creatures and objects within 30 feet. 
  • Wings. Gives a flying speed equal to half the creatures movement speed, only being able to fly above solid ground. 
  • Gills. Grants a swimming speed of 30 feet, and the ability to breathe air and water. 
  • Durability. Increases the duration you can concentrate on the spell to 3 hours. 
  • Natural Armor. Provides 5d4 temporary hit points on top of a creatures normal health, roll the 5d4 once then apply that amount to each creatures health. 

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