Base Class: Ranger
Beware, o child, those without proper name,
Feasting and hunting all matter of game;
Their friends of leaves, who're never seen,
Beware, o child, the Huntsmen of Green.
When a person of the Material Plane spends too much time in the Feywild, or has spent to much time reveling with it's people, their body can undergo some changes. They become more like the fey that they so enjoyed being with, growing exaggerated features, long arms, fingers, or ears, and an uncanny ability to disappear and reappear wherever they so wish. These changes don't go unnoticed by the general populace when - and if - the person gets back to their home plane. They are treated with caution and suspicion, and some common-folk may claim that the man they once knew was replaced by one of the fey; perhaps they are right. In any case, those who return from unnaturally long trips in they Feywild are generally called Green Huntsmen, coming from an old wives' tale.
Hunt's Stride
3rd level Green Huntsman Feature
The fey energy wreathed inside your body allows you to perceive more than an ordinary human. You can see the gaps between reality, and you are able to exploit them to travel small distances very quickly. Starting at 3rd level, you gain the ability to use a bonus action to teleport up to 15 feet away to an unoccupied space you can see. You can use this feature a number of times equal to your Wisdom Modifier. You regain all uses upon the completion of a short or long rest.
In addition, if you can't already, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Fey Flourish
7th level Green Huntsman feature
When you step between the gaps of reality, you can add a flourish of magic once you appear in your new space. Starting at 7th level, after every time you use the Hunt's Stride feature you can, as a reaction, cause one of the following effects to be triggered;
Flourish of Fear:
You summon an intimidating presence of shadows around you as you step out. Every creature that you choose within 5 feet of you must make a Wisdom Saving Throw against your spellcasting DC. Creatures in complete darkness have disadvantage on this saving throw. If they fail, they become frightened of you for 1 round. Otherwise, nothing happens.
Flourish of Charm:
Upon stepping out, you cover yourself in glamorous illusions. Every creature that you choose within 10 feet of you must make a Wisdom Saving Throw against your spellcasting DC. A creature in combat with you has advantage on this saving throw. If they fail, they become charmed by you for one round or until they take damage. While charmed in this way, they can take no actions, movements, or reactions.
Flourish of Stealth:
As you step out, you wrap yourself in illusory magic, making yourself invisible. You are invisible for one round. Your invisibility ends at the beginning of your next turn.
Fey Ambush
11th level Green Huntsman feature
You've learned how to time your comings and goings to cause the most amount of confusion in your enemies. Starting at 11th level, if you make a melee weapon attack immediately after using a Hunter's Stride Flourish, and the attack did not have disadvantage, you may deal an extra 2d6 damage of that weapon's damage type. Alternatively, if you cast a leveled ranger spell immediately after using a Hunter's Stride Flourish, you may teleport the distance of your Hunter's Stride again as a free action.
Verdant Mind
15th level Green Huntsman feature
You've become so attuned with fey energy that your eyes faintly glow of green. Starting at 15th level, you have advantage on Intelligence, Wisdom, and Charisma saving throws against all magical affects. In addition, you are immune to the charmed condition, and magic can't put you to sleep.
As a reaction, once every long rest, when you are targeted by a spell, or other magical affect, that forces you to perform a saving throw, you may cause the creature that cast it to instead be the target of the spell. If you don't have advantage on the saving throw, or if the spell has an Area of Effect, you cannot use this feature. If it is a spell that targets multiple creatures but isn't an AOE spell, this effect still stands, although all other targets of the spell remain the same.
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