Skinwalker

A Skinwalker is a mysterious creature capable of taking the forms of beasts slain by wearing their disembodied hides. No one knows what truly causes a skinwalker's abilities to manifest, though theories include latent lycanthropic blood, hideous curses, dark nature magic, and some even believe skinwalkers are simply humanoid forms of powerful, magical beasts.

Skinwalker Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Skinwalker spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. Skinwalker Spells Ranger Level Spell 3rd feather fall 5th alter self 9th fly 13th polymorph 17th awaken

Scent of Blood Beginning at 3rd level, you become attuned to the stench of open wounds, as the most prolific hunters have. You can tell immediately if a creature is below its maximum hit points by smell. As an action, you can concentrate on your senses and determine the direction and distance to the closest wounded creature within 5 miles. You do not learn the nature of the creature, only its location. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

Beast Skin At 3rd level, you can cut the skin from a beast of the wild and bond it to yourself, creating a cloak of the creature's skin. You may spend 10 minutes ritually skinning a freshly killed beast. To be skinned in this way, the beast must obey the limitations of the Beast Shapes table (see Player's Hanbook pg.66), ignoring the CR column. At 3rd level, you may take the shape of a beast with a CR as high as 1. At 6th level, the max CR of the beasts you can skin equals your ranger level divided by 3, rounded down. The process magically preserves the hide. You may only have 3 skins bonded to you at a time. You may break your bond with an existing skin by destroying it. If you attempt to bond more than 3 skins, the ritual will fail. You may use an action to don one of your bound skins. You transform into the beast from whom that skin was harvested. The transformations is treated as a druid's Wild Shape (see Player's Handbook), except you cannot gain the benefits of a beast's Multiattack action unless you have the Extra Attack feature. You can stay in a beast shape for a number of hours equal to half your ranger level (rounded down). You then revert to your normal form. You can revert to your normal form earlier by using a bonus action to doff the skin on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. You can use each skin once, and you cannot use a skin again until you finish a long rest.

Magic Hide Starting at 7th level, you can enchant your skins with additional magic. You can transfer magic from magical armor to any number of your beast skins. Doing so requires a ritual which takes 1 hour. The armor is destroyed at the conclusion of the ritual and the chosen skins take on its magic effects, replacing any existing magic effects. When you take a beast shape with a skin enchanted this way, you gain the magic enhancements of the skin. Additionally, your attacks in any beast form are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Predator's Pursuit At 11th level, when a creature moves more than 10 feet away from you, you can use your reaction to move up to your speed in pursuit and make a single attack against the creature. This attack is made with advantage if you are in a beast shape.