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.
Comments