Base Class: Ranger
Guided by an ethereal connection to the vibrant and ever-shifting Feywild, these rangers form a bond with a fey companion, a creature born from the mists and dreams of that strange realm. Rather than commanding your companion with effort, your wills are entwined, allowing you to act in perfect harmony without the need for words or commands.
Fey Companion
At 3rd level, you learn the find familiar spell which solidifies your bond with the Feywild which manifests in your fey companion. This creature, a small yet mystical embodiment of the Feywild, acts as your constant companion and ally in battle. Unlike other companions, you and your Fey companion share an instinctive link, requiring no verbal or mental commands to coordinate your actions. Your fey companion moves and acts in perfect harmony with you.
At 7th level, you no longer need to use your bonus action to move your fey companion.
Fey Strike
At the 7th level, your strikes are imbued with the unpredictable magic of the Feywild. When you hit a creature with a weapon attack, you can cause it to be magically marked by fey energy. The next time the marked creature is hit by an attack (not made by you) before the start of your next turn, it takes an additional 1d6 psychic damage. You can use this ability a number of times equal to your Wisdom modifier (minimum of 1), and regain all uses after a long rest.
In addition - at 7th level, you no longer need to use a bonus action to command your Fey Companion to do an action.
Fey Strike
At the 7th level, your strikes are imbued with the unpredictable magic of the Feywild. When you hit a creature with a weapon attack, you can cause it to be magically marked by fey energy. The next time the marked creature is hit by an attack (not made by you) before the start of your next turn, it takes an additional 1d6 psychic damage. You can use this ability a number of times equal to your Wisdom modifier (minimum of 1), and regain all uses after a long rest.
Misty Assault
At the 11th level, you can momentarily become one with the mists of the Feywild. When you make a weapon attack, you and your fey companion can use a bonus action to teleport up to 60 feet to an unoccupied space you can see, immediately after the attack. You can make another weapon attack against a different creature after you teleport. You can use this ability a number of times equal to your proficiency bonus per long rest.
Leader of the Great Hunt
You wield the Feywild when you strike. When you successfully attack, you may force the creature you hit to make a Wisdom saving throw against your spell-casting ability or trap their mind in the Feywild. On a failed save, the creature has a disadvantage on all attacks and all movement is treated as though they were walking through difficult terrain. It may retry the save on each of its following turns. On a success, the creature is no longer affected.
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