Ranger
Base Class: Ranger

a cloaked traverser of barren wilderlands, and keeper of long vanished tricks. the mistwalkers are elusive as they are dangerous, untouchable as sea swept fog, or the fleating mists of their namesake. so trained they are in being unfindable, that their contact with the greater civilized world is sparse, a sighting of a mistwalker a rareity. some are brash and violent, and some are small and quiet. yet all of them know one thing, that there is allways need for advantage. some are like rouges, and some close corrdoors fighters, and all are flawlessly trained.

nothing but wind

whenever you become the target of a spell not cast by an ally, the caster senseecds a Dc 15 wis check, or the spell cant do damage to you.

mistveil cloak

when you are hit by a melee weapon, or non lvled spell attack, you may use your reaction to warp away into the mist. teleporting up to 10 ft away. use only once per dawn, or without expending uses if you are in full darkness or mist. take only half of the attacks damage, or full damage if it was a crit.

Hunter’s Prey

At 3rd level, you gain one of the following features of your choice.

Colossus Slayer

Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

Giant Killer

When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

Horde Breaker

Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Defensive Tactics

At 7th level, you gain one of the following features of your choice.

Escape the Horde

Opportunity attacks against you are made with disadvantage.

Multiattack Defense

When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Steel Will

You have advantage on saving throws against being frightened.

Multiattack

At 11th level, you gain one of the following features of your choice.

Volley

You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Whirlwind Attack

You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

swift demeanor

at the start of your turn, if you have used mistveil cloak sence your last turn, you way take the dash action as a bonus action this turn. if you do so, you don't provoke opportunity attacks for the rest of your turn.

Superior Hunter’s Defense

At 15th level, you gain one of the following features of your choice.

Evasion

When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stand Against the Tide

When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

Uncanny Dodge

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

aid from the fog

when you use mistveil cloak, you may move an ally up to 10 feet in direction and give them a + 2 to armor class and saveing throws entil their next turn. doing so must use uses of mistveil cloak, even in full darkness or mist. additionally you can now channel the power of a spirt of the mists, helping you like you help your allys.

options

wilder bask- gain 10 temp hit points whenever you finish a long rest in your chosen terrain, and increase your speed by 10 while in mist or your chosen terrain.

unseen hunter- whenever you hit with a crit or 19 while in mist or full darkness, the target takes + 1D12+4 cold damage, and has its speed halved for a round.

 

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