Ranger
Base Class: Ranger

Embrace the Untamed, Master the Unnatural

Rangers who become totem wardens wander the wild places where creation itself runs feral — deep caverns where light has never touched, mountain crags ruled by flying beasts, and cursed ruins where the line between mortal and monster blurs. Through ritual, meditation, and raw endurance, they forge totems carved in the likeness of monstrosities, symbols of communion rather than domination.

By attuning themselves to the essence of monstrosities, these rangers learn to channel their instincts and resilience. Each totem represents a fragment of nature’s primal will — the fury of the owlbear, the cunning of the medusa, the endurance of the hydra. The Totem of the Monstrous teaches that to truly protect the wild, one must understand that monstrosity itself is a form of balance — a necessary chaos that keeps the world alive.

Level 3: Monstrous Form

At 3rd level, you are no longer merely a hunter, but a vessel for primal essence. You learn to channel the essence of a monster currently bound to your totem, briefly taking on their form as an action. This transformation is a primal manifestation of your bond with nature’s most fearsome creations and is not considered a spell.

When you use this feature, the following rules apply:

  • Duration: The transformation lasts for 10 minutes, until you are reduced to 0 hit points, or until you choose to end it (no action required).
  • Uses: You can use this feature once per long rest.
  • Form: You transform into one of the monstrosities you’ve chosen through your Monster Totem features. You gain the creature’s physical ability scores, size, movement types, AC, actions, and special senses (such as darkvision or blindsight) unless otherwise stated.
  • Temporary Vitality: You retain your current hit points, and gain temporary hit points equal to twice the creature’s Challenge Rating.
  • Mind and Personality: You retain your alignment, personality, and mental ability scores (Intelligence, Wisdom, and Charisma).
  • Limitations: While transformed, you can’t cast spells, speak, or use weapons, equipment, or any other class features.

Level 3: Monstrous Totem

At 3rd level, you forge your first monstrous totem, binding the spirit of a monster to your totem. Choose one of the following monsters and gain a feature based on your choice: Death Dog, Giant Vulture, Harpy, or Hippogriff

You can replace your chosen monster whenever you finish a long rest.

Death Dog

Twin Fang Reflexes: When you take the Attack action on your turn, you can make one additional weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier per long rest.

Giant Vulture

Scavenger’s Vision: You gain advantage on Wisdom (Perception) and Wisdom (Survival) checks relying on sight or smell. Additionally, creatures within 30 feet of you that are at or below half their maximum hit points have disadvantage on attack rolls against you.

Harpy

Siren’s Call: As a bonus action, you can emit a haunting melody. One creature of your choice within 30 feet must succeed on a Wisdom saving throw against your Ranger spell save DC or be charmed by you for one minute. the Charm ends early if the creature is attacked by you or your allies or someone spends an action to snap them out of it. You can use this feature a number of times equal to your Wisdom modifier per long rest.

Hippogriff

Skybound Stride: Your jump distance is doubled. If you jump out of an enemy's reach your movement doesn't provoke Opportunity Attacks. When you fall, you can use your reaction to reduce any fall damage you take by five times your Ranger level.

Level 7: Totem Empowerment

At 7th level, your bond with monstrous spirits deepens, their power courses through your veins. Your senses sharpen under the influence of your bound spirits. You can’t be surprised while conscious, you gain advantage on initiative rolls, and whenever you make a Wisdom (Perception) or Dexterity (Stealth) check in natural terrain, you can treat a roll of 9 or lower as a 10.

Additionally you can empower your monstrous totem further by binding the spirit of a second monster to your totem. Choose one of the following monsters and gain a feature based on your choice: Doppelganger, Manticore, Owlbear, or Phase Spider

You can replace your chosen monster whenever you finish a long rest.

Doppleganger

Mirror Flesh: As an action, choose one creature you can see within 30 feet. You transform into an exact duplicate of that creature’s physical form (size, appearance, physical ability scores) for 1 minute. As a bonus action while transformed, you can probe the creature’s mind to learn surface-level details about its life, as if using detect thoughts, regardless of distance. You retain your own mental ability scores, alignment, and personality. You cannot cast spells or use other class features while transformed. This feature can be used a number of times equal to your wisdom modifier per long rest.

Manticore

Tail Barrage: When you take the Attack action, you can replace one attack with a barrage of spikes, forcing all creatures in a 15-foot cone to make a Dexterity saving throw against your spell save DC. On a fail, they take 2d8 piercing damage; half as much on success. This feature can be used a number of times equal to your wisdom modifier per long rest.

Owlbear

Savage Pounce: When you hit a creature with a melee attack, you can attempt to knock it prone. It must succeed on a Strength saving throw against your spell save DC or fall prone. If it’s already prone, you can instead deal an extra 1d8 damage. This feature can be used a number of times equal to your wisdom modifier per long rest.

Phase Spider

Ethereal Step: As a bonus action, you can partially step into the Ethereal Plane. Until the start of your next turn, attacks against you have disadvantage, and you can move through creatures and objects as if they were difficult terrain. You can use this feature a number of times equal to your wisdom modifier per long rest.

Level 11: Totemic Mastery

At 11th level, the monstrous spirits within your totem grow restless, their energy intertwining with your own. Your presence hums with primal resonance that unsettles lesser beings. You can now communicate with monstrosities as though under the effects of Speak with Animals.

Additionally, you may bind the spirit of a third monster to your totem. Choose one of the following monsters and gain a feature based on your choice: Bulette, Chimera, Drider, or Medusa

You can replace your chosen monster whenever you finish a long rest.

Bulette

Earthbreaker’s Rush:When you take the Dash action, you can move through earth, stone, or the ground as if it were difficult terrain, leaving the surface undisturbed. When you re-emerge, all creatures within 15 feet must make a Dexterity saving throw against your spell save DC or take 3d8 bludgeoning damage and fall prone, taking only half damage and not falling prone on a success.

You can use this feature once per short or long rest, or expend a spell slot to use it again.

Chimera

Trifold Fury: As a bonus action, you unleash the wrath of your totem’s many heads. You can use this feature once per short or long rest, or expend a spell slot to use it again. Choose one of the following effects each time you use this feature:

  • Fire Breath: Each creature in a 15-foot cone must make a Dexterity saving throw against your spell save DC, taking 3d8 fire damage on a failed save or half as much on a success.
  • Ram’s Charge: You can immediately move up to 10 feet and make a melee attack. On a hit, you deal an extra 1d8 bludgeoning damage and push the target up to 10 feet away.
  • Lion’s Roar: All creatures of your choice within 30 feet of you, including yourself, gain advantage on their next attack roll made before the start of your next turn.

Drider

Web Snare: You can spend an action to choose an area you can see no larger than 200 square feet and fill it with magical webs. The chosen area can be any shape you want. Each hostile creature that starts its turn in the web or moves on a surface covered in the web must succeed on a Strength saving throw against your spell save DC or be Restrained until the start of their next turn. The web cannot be damaged and lasts for one minute or until you dismiss it, no action required. You can use this ability once per short rest, or expend a spell slot to use it again.

Medusa

Petrifying Gaze: As an action, target one creature you can see within 30 feet. The target must make a Constitution saving throw against your spell save DC or begin to turn to stone.

  • First Failed Save: The creature becomes Restrained as its body stiffens.
  • Second Failed Save: The creature becomes Paralyzed as the petrification spreads.
  • Third Failed Save: The creature becomes Petrified, and this effect is permanent until removed by magic such as greater restoration or remove curse.

A creature can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success.
If you use this feature again on a creature already affected by it, that creature immediately advances to the next stage of petrification without making a saving throw. You can use this feature once per short or long rest, or expend a spell slot to use it again.

Level 15: Apex Totem

At 15th level, you have become a living apex of the wild. You can no longer be frightened or charmed by creatures whose CR is lower than your Ranger level. Monstrosities from your list recognize your presence with wary respect and will not attempt to attack you unless provoked.

Your monstrous totem has reached its final stage of growth. You bind the spirit of your fourth and final monster to your totem. Choose one of the following monsters and gain a feature based on your choice: Behir, Hydra, Remorhaz, or Roc

You can replace your chosen monster whenever you finish a long rest.

Behir

Stormcoil Surge: As an action, you exhale a surge of storm energy. Each creature in a 30-foot line that is 5 feet wide must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 6d8 lightning damage and is Paralyzed by arcs of electricity until the end of its next turn. On a success, it takes half damage and is not paralyzed. You can use this feature once per long rest, or expend a 4th level or higher spell slot to use it again.

Hydra

Regenerative Flesh: When you are reduced to 0 hit points you instead drop to 10% you max health rounded up. For the next minute after this happens you recover an amount of hit points equal to your Wisdom modifier at the start of each of your turns. You can use this feature once per long rest, or expend a 4th level or higher spell slot to use it again. 

Remorhaz

Burning Blood: The monstrous heat within you awakens. As an action you can activate this ability lasting for a minute. Upon activation, any creature that hits you with a melee attack or starts its turn within 5 feet of you takes fire damage equal to your Wisdom modifier. Once per turn when you hit a creature with a weapon attack while this feature is active, you deal an additional 2d8 fire damage. You can use this feature once per long rest, or expend a 4th level or higher spell slot to use it again.

Roc

Tempest Wings: As a bonus action, you summon spectral wings of storm and wind that last for 1 minute. You gain a flying speed equal to your walking speed and can hover. Once per turn when you move at least 20 feet straight toward a creature and hit it with a weapon attack, that creature must succeed on a Strength saving throw against your spell save DC or be knocked prone and take an additional 2d8 thunder damage. You can use this feature once per long rest, or expend a 4th level or higher spell slot to use it again.

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