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Pelt Collector

Pelt Collector Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Pelt Collector Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. Pelt Collector Spells Ranger Level Spell 3rd Cause Fear 5th Alter Self 9th Feign Death 13th Polymorph 17th Hold Monster Expert Artisan When you join this conclave at 3rd level, you gain proficiency with leatherworker's tools if you don't already have it, and your proficiency bonus is doubled for any checks you make using leatherworker's tools. Skin the Essence Also at 3rd level, you learn the techniques of the Pelt Collectors. You gain the ability to skin a creature in a ritual that magically preserves the skinned creature's vital essence in the pelt you craft from it. When you wear this pelt, you gain the powers of the creature from which it came. You can spend an hour skinning and tanning a small or larger, dead creature with a CR of 1/4 or lower. The creature cannot have been dead for more than 24 hours, and it must be a Beast or Monstrosity. At the end of the hour, you gain a mystic pelt which counts as a suit of light armor for you. While wearing a mystic pelt, your AC equals 12 + your Dexterity modifier. While you wear a mystic pelt, you can use a bonus action on your turn to partially alter your body into the skinned creature. When you do so, you gain temporary hit points equal to your ranger level. You remain altered until you lose these temporary hit points. While altered, when you take the Attack action, you can replace any number of your attacks with a weapon attack action listed in the skinned creature's game statistics if you have a free hand. You are considered proficient with the attack, and you can use your Strength or Dexterity for the attack and damage rolls of the weapon attack. This feature does not allow you to use the Multiattack action. You can alter your body a number of times equal to your Wisdom modifier, and you regain expended uses when you finish a long rest. Your features slowly change the longer you wear a pelt. Your nails may sharpen like claws while you wear a wolf's fur, or your eyes might turn red while wearing the tentacled cloak of a Darkmantle. You can have a number of mystic pelts equal to half your ranger level (rounded down). If you craft a mystic pelt beyond this number, one of your previous pelts loses its magical benefits (your choice). The CR of creatures you can skin increases when you reach certain levels in this class, increasing to 1/2 at 7th level, 1 at 11th level, and 2 at 15th level. Mystic Essence At 7th level, when you make a weapon attack listed in one of your skinned creature's game statistics, the attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, when you don one of your mystic pelts, you can give yourself one damage resistance listed in the skinned creature's game statistics. If the skinned creature has an immunity to a damage type, you can instead give yourself resistance to that damage type. This resistance lasts until you doff the pelt. Predator's Assault When you reach 11th level, you unlock additional abilities from your mystic pelts. While wearing one of your pelts, you can perform any action listed in the skinned creature's game statistics. You can perform an action in this way a number of times equal to your Wisdom modifier, and you regain expended uses when you finish a long rest. Monstrous Attribute By 15th level, you can alter your body in more drastic ways to emulate your mystic pelts. When you don a mystic pelt, you can give yourself one trait listed in the skinned creature's game statistics such as Pack Tactics, Rampage, or TwoHeaded until you doff the pelt. Alternatively, you can give yourself one speed listed in the skinned creature's game statistics. You cannot gain the Innate Spellcasting trait with this feature.

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