Base Class: Ranger
Change, alteration, mutation or evolution. Regardless of the morphological outcome, those haunted, forsaken and wicked subjects must still bear the weight of their new life. This is the structure of an Abnormality. The world around us is extraordinary, but so too are the bodies we inhabit.
Abnormality Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Abnormality Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Abnormality Spells
Ranger Level | Spell |
---|---|
3rd | false life |
5th | enlarge/reduce |
9th | vampiric touch |
13th | polymorph |
17th | antilife shell |
Mutated Form
At 3rd level, you gain the ability to mutate into an intensely different form. As a bonus action, you transform and gain the following benefits:
- A melee weapon you wield attaches to you, becoming a natural weapon, and can’t be removed against your will.
- Natural weapons become magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
- Whenever you make a Strength check or saving throw, you gain a bonus to the roll equal to your Wisdom modifier (minimum of +1).
- You gain an amount of temporary Hit Points equal to your ranger level + your Wisdom modifier.
- You have resistance to acid, necrotic, or poison damage (your choice).
This form lasts for 1 minute and ends if you are knocked unconscious or drop to 0 hit points. You can use this feature twice and regain expended uses when you finish a short or long rest.
Lasting Effects
At 3rd level, effects from your abnormal body stick around afterwards. For an amount of hours equal to your proficiency bonus, after you exit your mutated form, you gain one of the following benefits:
- A melee weapon you wield attaches to you, becoming a natural weapon, and can’t be removed against your will.
- Whenever you make a Strength check or saving throw, you gain a bonus to the roll equal to your Wisdom modifier (minimum of +1).
- You have resistance to acid, necrotic, or poison damage (your choice).
Deflective Blight
At 7th level, you learn to command your mutated energy to harm another. As a reaction, when a creature you can see hits you with a melee attack, you can force the attacker to make a Constitution saving throw against your spell save DC. On a failed save the creature takes an amount of necrotic damage equal to, either; half your ranger level, rounded down, or half the damage you were dealt (whichever is higher).
You can use this feature an amount of times equal to half your proficiency bonus, rounded down, and you regain all uses when you finish a short or long rest.
Absorbed Protection
At 11th level, your equipped weaponry gains a new purpose. While you are in your mutated form, you can have up to a maximum of 3 pieces of equipment, such as any armor, any weapons that your are proficient with, or magical items that your are attuned to, attach to you, and can’t be removed against your will.
Additionally, you gain a bonus to your Armor Class equal to the amount of items you have absorbed.
Intensified Metamorphosis
At 15th level, your mutated form becomes more powerful. While in your mutated form you gain the following properties, in addition to its original benefits:
- You gain resistance to all acid, necrotic, and poison damage.
- Your natural weapon attacks now deal acid, necrotic, or poison damage (your choice).
- Your walking speed increases by 10 feet.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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6/29/2022 10:22:51 PM
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9
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3
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1.2.0
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Coming Soon
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