Base Class: Ranger
3rd Level: Echoes of the Wild
When you choose this archetype at 3rd level, you gain the ability to channel the natural resonance of your surroundings. You can cast the **Disguise Self ** spell without expending a spell slot or material components. Additionally, you can use your Mimicry ability to replicate any creature’s voice you’ve heard, and you can use this feature to cast **Minor Illusion ** at will.
Specialization: At 3rd level, you also gain proficiency with the Stealth skill if you do not already have it.
7th Level: Resonant Strikes
Your connection to the echoes of nature enhances your combat abilities. When you make a weapon attack with a ranged weapon, you can use your bonus action to infuse your attack with an echo. Choose one of the following effects each time you use this feature:
- Shattering Echo: Your attack causes the target to take an additional 1d6 thunder damage.
- Echoing Strike: Your attack reverberates, creating a burst of sound. Each creature within 5 feet of your target must make a Dexterity saving throw against your spell save DC, taking thunder damage equal to your Ranger level on a failed save, or half as much on a successful one.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses after a long rest.
11th Level: Illusory Camouflage
You’ve become adept at using illusions to blend into your surroundings. As a bonus action, you can cast **Greater Invisibility ** on yourself. The spell lasts for 1 minute or until you attack or cast a spell. Once you use this feature, you can’t use it again until you finish a short or long rest.
15th Level: Echo Walk
You’ve learned to manipulate the echoes of your surroundings to move swiftly and silently. As a bonus action, you can cast **Misty Step **, teleporting up to 30 feet to an unoccupied space you can see. Additionally, when you use this feature, you leave behind an illusory echo that distracts your enemies. For the next minute, any creature that starts its turn within 10 feet of where you teleported must succeed on a Wisdom saving throw against your spell save DC or be incapacitated until the start of its next turn.
You can use this feature once per long rest.
This subclass combines the Kenku's strengths in stealth and mimicry with the Ranger's nature-focused abilities, adding a magical twist that enhances both their utility and combat effectiveness.
3rd Level: Echoes of the Wild
When you choose this archetype at 3rd level, you gain the ability to channel the natural resonance of your surroundings. You can cast the **Disguise Self ** spell without expending a spell slot or material components. Additionally, you can use your Mimicry ability to replicate any creature’s voice you’ve heard, and you can use this feature to cast **Minor Illusion ** at will.
Specialization: At 3rd level, you also gain proficiency with the Stealth skill if you do not already have it.
7th Level: Resonant Strikes
Your connection to the echoes of nature enhances your combat abilities. When you make a weapon attack with a ranged weapon, you can use your bonus action to infuse your attack with an echo. Choose one of the following effects each time you use this feature:
- Shattering Echo: Your attack causes the target to take an additional 1d6 thunder damage.
- Echoing Strike: Your attack reverberates, creating a burst of sound. Each creature within 5 feet of your target must make a Dexterity saving throw against your spell save DC, taking thunder damage equal to your Ranger level on a failed save, or half as much on a successful one.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses after a long rest.
11th Level: Illusory Camouflage
You’ve become adept at using illusions to blend into your surroundings. As a bonus action, you can cast **Greater Invisibility ** on yourself. The spell lasts for 1 minute or until you attack or cast a spell. Once you use this feature, you can’t use it again until you finish a short or long rest.
15th Level: Echo Walk
You’ve learned to manipulate the echoes of your surroundings to move swiftly and silently. As a bonus action, you can cast **Misty Step **, teleporting up to 30 feet to an unoccupied space you can see. Additionally, when you use this feature, you leave behind an illusory echo that distracts your enemies. For the next minute, any creature that starts its turn within 10 feet of where you teleported must succeed on a Wisdom saving throw against your spell save DC or be incapacitated until the start of its next turn.
You can use this feature once per long rest.
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