Base Class: Ranger
Rangers that are Wards of Fay Reverie, hail from regions that have strong ties to the Feywild and its dreamlike realms. The rangers’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These rangers seek to fill the world with a sense of positive, dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they idolize are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.
Dreadful Strikes
3rd-level Fey Reverie feature
You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.
The extra damage increases to 1d6 when you reach 11th level in this class.
Ward of Fey Reverie Magic
3rd-level Ward of Fey Reverie feature
You learn an additional spell when you reach certain levels in this class, as shown in the Ward of Fey Reverie Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Ward of Fey Reverie Spells
| Ranger Level | Spells |
|---|---|
| 3rd | healing word |
| 5th | misty step |
| 9th | tiny hut |
| 13th | death ward |
| 17th | awaken |
You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.
Feywild Gifts
| d6 | Appearance |
|---|---|
| 1 | Illusory butterflies flutter around you while you take a short or long rest. |
| 2 | Fresh, seasonal flowers sprout from your hair each dawn. |
| 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. |
| 4 | Your shadow dances while no one is looking directly at it. |
| 5 | Horns or antlers sprout from your head. |
| 6 | Your skin and hair change color to match the season at each dawn. |
Balm of the Summer Court
3rd-level Ward of Fey Reverie feature
At 3rd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your ranger level.
As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your ranger level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.
You regain all expended dice when you finish a long rest.
Hearth of Moonlight and Shadow
7th-level Ward of Fey Reverie feature
At 7th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.
While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn’t visible outside it.
The sphere vanishes at the end of the rest or when you leave the sphere.
Beguiling Defenses
11th-level Ward of Fey Reverie feature
Beginning at 11th level, you can turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your ranger spell save DC or be charmed by you for 1 minute or until the creature takes any damage.
Misty Wanderer
15th-level Ward of Fey Reverie feature
You can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.
Comments