Ranger
Base Class: Ranger

In the deep, wild forests, people know of the magic found in the bones of the recently deceased. With enough patience and skill, this magic can be extracted and used by living creatures. Through the art of scrimshaw, a bonecarver can use this magical essence thought lost in death, finding power in the picked bones of abandoned carcasses.

Visage of the Lost

Upon reaching 15th level, you can look into the last living moments of a dead creature. You can conduct a 10-minute ritual to step into the mind of a creature that died within the last 30 days. You must be touching the corpse or bones of the creature for the ritual to be effective.

While doing the ritual, your senses are replaced with those of the creature, and you become blinded and deafened to the world around you as you step into the creature’s mind. You see the last 10 minutes of the creature’s life play out in front of you. You are able to see, hear, smell, and feel whatever the creature did, but you do not gain its memories. For instance, if you find that a person was murdered, you can see the identity of the killer, but you don’t know if the dead person knew the killer or not.

Once you’ve used this feature, you can’t use it again until you’ve finished a long rest.

Bonecarver Magic

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

Scrimshaw

When choosing this archetype at 3rd level, you are able to craft talismans out of different kinds of bone through the art of scrimshaw, also known as bonecarving. Once per long rest, you can spend 1 hour crafting 2 talismans of your choice, granting their wearer special benefits. The talismans remain in effect until they are taken off, until you die, or until you use this feature again. You also gain proficiency with woodcarver’s tools, and you use this toolset when you craft your talismans. You know how to craft all the listed talismans, but you can only craft a certain number at any given time, as detailed by this feature.

Upon reaching 11th level in this class, you can craft 3 talismans in 1 hour, all of which stay in effect. At 15th level, this number increases to 4. You can wear your own talismans and a creature can wear multiple talismans at once, but not two of the same kind. The available talismans are described at the end of this subclass.

Dancing Shadows

Formless shapes draw strange shadows on this piece of bone. The wearer has advantage on Dexterity (Stealth) checks while in dim light, and they have advantage on initiative rolls.

Eyes of Fillei

 A set of small fox eyes adorn this talisman. The wearer has darkvision out to a range of 60 feet, and they have advantage on Wisdom (Perception) checks that rely on sight.

Fangs for Caragar

Various carvings of maws, teeth and paws decorate this talisman. Choose one damage type from acid, cold, fire, and lightning when crafting this talisman. Whenever the wearer makes a successful weapon attack, they deal additional damage of the chosen type equal to your Wisdom modifier (minimum of 1).

Great Ahun

Carved into the talisman is a rugged visage of a large bear at the foot of a mountain. The wearer has advantage on Strength and Dexterity saving throws that would knock them prone or move them against their will, and they count as one size larger when determining their carrying capacity and the weight they can push, drag, or lift, to a maximum of size Large.

Runner's Stance

A humanoid figure stands ready to sprint. The wearer’s movement speed increases by 10 feet, and moving through difficult terrain costs them no extra movement.

Vordin's Gaze

This carving resembles wide eyes with pupils so narrow they are hard to spot. The wearer has blindsight out to a range of 10 feet.

Wicked Grin

Black lips draw a grinning smile onto this piece of bone. Whenever the wearer regains hit points from a spell or magical effect, they regain extra hit points equal to your Wisdom modifier (minimum of 1).

Death Reader

Also at 3rd level, you are able to gather information about the origins of bones. By studying and looking over the corpse or bones of a dead creature over a 10-minute period, you can discern how the creature died, how long ago it died, and what type of creature it was.

Anchor of the Bones

Starting at 7th level, your talismans are imbued with uncanny power, keeping wicked spirits and ill endings at bay. While in possession of a talisman, the wearer has advantage on death saving throws and saving throws against being possessed. The first time the wearer puts on a talisman, they gain temporary hit points equal to twice your Wisdom modifier (minimum of 1). If they put on multiple talismans, the temporary hit points are additive. If the talisman is taken off or the magic of the talisman is lost, so are the temporary hit points.

Bone Breaker

Beginning at 11th level, when you hit a creature with a weapon attack, you can try to shatter one of its bones, assuming it has any. The creature you hit must make a Constitution saving throw against your ranger spell save DC. On a failed save, one of the creature’s limbs breaks. With a broken bone, the creature has disadvantage on the first attack it makes each round, and its movement speed is halved. This lasts until the creature has finished a long rest or until it receives magical healing.

Once you use this feature, you can’t use it again until you’ve finished a short or a long rest.

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