Ranger
Base Class: Ranger

Blood Rangers are a rare and elite class of rangers who have adapted to life on the outskirts of civilisation. Often facing a range of different creatures, Blood Rangers have learned to absorb the abilities of the creatures they kill. Cultivating knowledge of these abilities takes time but eventually, Blood Rangers become masters of their magic and can transform into an amalgam with a range of abilities. Blood Ranger Necromancy involves two main components, Flesh Sacrifices which grant them some of the abilities of a certain creature, and Binding Tattoos which permanently bond a Blood Ranger with the abilities of this creature. 

Flesh Sacrifice

You begin to explore the Blood Rangers' branch of necromancy and learn to absorb the abilities of the creatures you kill. To do this you must salvage a piece of the carcass of a dead creature of one of the creature types listed. You must attune to this item over a long rest. After this, you may take one action to use necrotic magic to gain one of the abilities listed below dependent of the creature type. The creature's flesh is consumed through the spell and the ability lasts for one hour.

  • Aberration: Telepathic communication with a radius of 120ft.
  • Beast: Increased muscle mass or agility; Strength or Dexterity ability score increase of 2.
  • Celestial: Wings; Flying speed of 25ft.
  • Construct: Hardened metal skin; Constitution ability score increase of 2.
  • Dragon: Element breath; you may use one action to make a ranged spell attack with Wisdom as your spellcasting ability to fire a 1d12 bolt of the same damage type as the dragon you slayed.
  • Elemental: Element resistance; Gain resistance to the element of the elemental you killed.
  • Fey: Fey magic; add sleep to your spells.
  • Fiend: Flame body; when another creature makes a close range melee attack against you, they take 1d6 fire damage.
  • Giant: Gargantuan hands; Strength ability score increase of 1 and +4 for unarmed strike attack roll and damage.
  • Monstrosity: Biological armour; +1d12 Temporary hit points.
  • Ooze: Poison body; when another creature makes a close range melee attack against you, they gain the poisoned condition.
  • Undead: Reanimation; Gain advantage on death saving throws.
  • Other Humanoid: All rounder; Ability point increase of 2 of your choice.

Binding Tattoo

When you perform a flesh sacrifice you may choose to brand yourself with a tattoo that binds you to the sacrificed creature. This will allow you to have access to the ability permanently. You may brand yourself with up to five tattoos binding you to up to five abilities. Each ability can be activated twice per dawn for one hour as a bonus action. Only one ability may be active at one time. Activating a new ability cuts short the use of the previous ability. Once you have been branded with a binding tattoo, it cannot be reversed, however you may still perform flesh sacrifices to access other abilities normally after this.

Advanced Binding Tattoo Knowledge

You gain deeper knowledge of the subtleties of binding tattoos. When you perform a flesh sacrifice you may choose to brand yourself with a tattoo that binds you to the sacrificed creature. This will allow you to have access to its ability permanently. You may brand yourself with up to six tattoos binding you to up to six abilities. You can now activate your binding tattoo abilities whenever you like for however long you like. Multiple abilities can be active at the same time and you may activate/deactivate each of them as a bonus action. Flesh Sacrifices are still active for only one hour.

Amalgam Transformation

You have mastered Blood Ranger Necromancy and can now fully unleash the powers of the creatures you have absorbed and transform into an amalgamation of said creatures. This transformation causes the abilities to increase in power and for your size to increase by one level eg. medium to large. All active flesh sacrifice abilities are incorporated into the transformation including both binding tattoo abilities and other flesh sacrifice abilities for the entirety of the transformation's duration. For example, if you have an Aberration binding tattoo active and have just activated the Beast ability through a standard flesh sacrifice, both of these abilities are upgraded for the entire duration of your amalgam transformation. You can transform into the amalgam once per dawn for one hour with ease. You can attempt to extend the duration of your transformation, but you must succeed on a CON 15 saving throw each turn to maintain it. All upgraded abilities are as follows:

  • Aberration: Telepathic communication with a radius of 120ft. You may deal 1d10 psychic damage to anyone in this range.
  • Beast: Increased muscle mass and agility; Strength and Dexterity ability score increase of 2.
  • Celestial: Wings; Flying speed of 25ft. When another creature makes a close range melee attack against you, they take 1d6 radiant damage.
  • Construct: Hardened metal skin; Constitution ability score increase of 4.
  • Dragon: Element breath; you may use one bonus action to make a ranged spell attack with Wisdom as your spellcasting ability to fire a 2d12 bolt of the same damage type as the dragon you slayed.
  • Elemental: Element immunity; Gain immunity to the element of the elemental you killed.
  • Fey: Fey magic; add sleep to your spells as a cantrip.
  • Fiend: Flame body; when another creature makes a close range melee attack against you, they take 1d12 fire damage.
  • Giant: Gargantuan hands; Strength ability score increase of 2 and +6 for unarmed strike attack roll and damage.
  • Monstrosity: Biological armour; +2d12 Temporary hit points.
  • Ooze: Poison body; when another creature makes a close range melee attack against you, they gain the poisoned condition and take 1d6 poison damage.
  • Undead: Reanimation; Gain advantage on death saving throws and add 1 to your armour class.
  • Other Humanoid: All rounder; Ability point increase of 4 of your choice.

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