Ranger
Base Class: Ranger

Aberrant Craftsman use their expertise in hunting to collect rare materials from the beasts they slay. They have learned by observation, or passed down wisdom, to find the most valuable and useful parts of the creatures they hunt. They shape the parts into weapons and tools to implement creature abilities into their own arsenal.

Aberrant Craftsman Features

Ranger Level FEATURE
3rd Serpent's Kiss
3rd Hunt & Harvest
7th Wolf in Sheep's Clothing
11th  Living Tools
15th Prized Trophy

Serpent's Kiss

When you take this archetype at 3rd level, you become proficient with the poisoner's kit, and can create poisons from materials found in familiar locations.

As part of a long rest, you can use a poisoner's kit to make a single dose of poison. Subtract half of the gp value of the created poison from the gp value of total raw materials you have. You can purchase raw materials for poison crafting from locations that sell plants and herbs.

While you are in favored terrain, you can collect 25 gp worth of raw poison crafting materials as part of a long rest, or while traveling at a normal pace for eight hours. Your favored enemies have disadvantage on saving throws to resist the effects of poison crafted entirely from materials gathered by you.

Hunt and Harvest

At 3rd level, you can create Monster Weapons, tools created from the harvested parts of the creatures you slay. With these weapons, you can harness the unique abilities of your prey, and add them to your own skill set.

Making a Monster Weapon

With access to the corpse of a creature that has been dead for no more than a day, you may spend one hour making a Monster Weapon from the useful parts of the creature, weaving the flesh with natural magic to preserve it and maintain its function. Only one Monster Weapon can be made from any given creature. Before making the Monster Weapon, work with your dungeon master to select an action from the list of combat actions the creature was capable of taking. The Monster Weapon you create will allow you to use that action as your own. You cannot select reactions, legendary actions, spellcasting, or actions that require wielded weapons (e.g. Sword Attacks), or that encapsulate other actions (e.g. mulitattack). Some creatures can perform actions that would be nonsensical for you to copy with Monster Weapons, so get approval from your Dungeon Master before you create one.

Your magic can maintain a number of Monster Weapons equal to your wisdom modifier (minimum of 1). When the limit is reached, you must choose another monster weapon you are maintaining to be destroyed. If a Monster Weapon you have made is separated from you for more than 8 hours, it decays and is rendered inert.

Attacking with a Monster Weapon

When making an attack roll with a Monster Weapon, your bonus to hit is Strength OR Dexterity + Proficiency Bonus. Use your own ability modifiers for the damage bonus, rather than the creature's. All Monster Weapons have Finesse, though you must use your Dexterity modifier when making a ranged weapon attack. If the attack would be magical for the creature, it is a magical attack for you. If you can take multiple attacks with a single action, attacking with a monster weapon only counts as one attack.

When an enemy rolls a saving throw to resist an effect of your Monster Weapon, the Save DC is equal to your Wisdom Spell Save DC.

Monster Weapons must be regenerated after each use. Once you have used a Monster Weapon's action, it cannot be used again until you have completed a long rest.

An attack with a Monster Weapon made against a Favored Enemy has advantage. Your Favored Enemies have disadvantage on Saving Throws to resist your Monster Weapon effects.

Wolf in Sheep's Clothing

At 7th level, you can turn your prey's defenses into your own, by making an armored mantle from their hide. When you would attempt to create a Monster Weapon from a medium or larger creature, you can instead use the creature's hide, bones, scales, etc. to craft a Beast Mantle to temporarily augment your armor. You can don or doff the mantle as a bonus action, wearing it over any armor you have equipped. A Beast Mantle has hit points equal to two times your ranger level. When you take damage, half of the damage total, rounded up, is instead dealt to the Beast Mantle. While wearing a mantle, you are resistant to any damage types the monster was resistant or immune to. A damaged beast mantle regenerates from a long rest, returning to it's hit point value as if newly crafted. When the mantle is reduced to zero hit points, it will be rendered inert, and provides no effect until restored by a long rest.

A Beast Mantle is maintained in the same manner as a Monster Weapon, and is counted against the maximum you can have at one time.

While you are wearing a Beast Mantle made from a favored enemy, add the creature's constitution modifier (minimum 1) to your base AC. This effect cannot cause your base AC to exceed 20.

Living Tools

At 11th level, your magic can sustain the life within the weapons and armor you craft from your prey. You have additional options available to you when you craft a monster weapon or beast mantle. These options cannot be selected if the creature is nonliving, such as with constructs and undead.

Monster Weapon Modifications

When creating a new monster weapon, you may select one of the following options to modify it's use:

Eyes of the Hunter

You build the senses of the creature into the weapon, granting it a limited ability to guide it's own attacks in combat. Pick one sense that the creature was capable of using to imbue into the weapon. When you make an attack with this monster weapon, you have advantage on the attack roll if the monster weapon can see the creature with the chosen sense. If the use of this monster weapon causes one or more creatures to make a saving throw, you can impose disadvantage on the saving throw of one of the creatures the monster weapon can see. You cannot see with the monster weapon's sense with this ability, nor can it communicate what it sees with you. If the creature you are making this weapon from is a favored enemy, you may select this modification and one additional modification to be added to the weapon.

Preserved Magic

You can preserve the magical essence of a creature into an item made from their body to be utilized later. If the creature has an innate ability to cast a spell (the casting does not require spell slots or material components), you can select one spell the creature was capable of casting and create a monster weapon capable of casting that spell. This is done in place of selecting an action to be copied. You can cast the selected spell without spell slots or material components, expending the monster weapon in the process. The spell is cast at the level that the monster was capable of casting it at. The spell you select must be of a level less than or equal to half of your ranger level, rounded up. Use your wisdom spellcasting ability modifier and save DC, but maintain any limitations on the spell effects that the creature may have had.

Quick Reflexes

You may use the Monster Weapon as a bonus action.

Instinctive Response

You may select a reaction that the creature was capable of taking in place of the usual action. You may copy the reaction under the appropriate circumstance using your own reaction, expending the monster weapon in the process. The chosen reaction may include one of the creatures actions in its description, but not more. Alternatively, you can select an attack action, and use it when making an attack of opportunity.

Beast Mantle Modifications

When creating a Beast Mantle, you may select one of the following options to modify its use:

 Resilient Hide

You gain proficiency in the saving throw that the creature you are making the mantle from had the highest bonus for while wearing the mantle. If two or more bonuses are tied for the highest, you may select the bonus the mantle provides proficiency in. If you would gain proficiency in a saving throw that you are already proficient in from your mantle, you gain expertise in the saving throw instead. If the creature you are making this mantle from is a favored enemy, you may select this modification and one additional modification to be added to the mantle.

Keen Senses

Select one sense that the creature you are making the mantle from was capable of using. You have that sense, out to the range the creature had it, while wearing the mantle.

Swift Stalker

Select one movement speed that the creature you are making the mantle was capable of using. You gain that type of movement speed, at the speed creature had it (maximum 60ft.),  while wearing the mantle.

Bizarre Adaptation

If the creature you are making the mantle from has any of the following, you may select a trait it has from this list. You gain that trait, exactly as the creature had it, while wearing the mantle:

Amphibious, False Appearance, Ice Walk, any one Keen Sense, Magic Resistance, Shadow Stealth, Telepathy, Water Breathing (will instead grant amphibious).

Prized Trophy

At 15th level, you can utilize the full power of the legendary monsters you hunt. When you decide to make a Monster Weapon or Beast Mantle from the corpse of a Favored Legendary Enemy, you may select the new item as your Prized Trophy.

An unexpended Monster Weapon you have selected to be your Prized Trophy can be expended as a reaction when you fail a saving throw to turn it into a success.

When you select a Beast Mantle to be your Prized Trophy, you may select a Legendary Action the creature was capable of taking. You can duplicate the effect of the Legendary Action as a Bonus Action on your turn, so long as you are wearing the intact mantle.

Previous Versions

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