Base Class: Ranger
A Wandering Witch From Beyond This World, Bound to the Feywild.
You've been so interconnected with the Feywild that it would not be too far as to say you're the embodiment of it. Basically, the Feylost background as an entire subclass.
Fey Lost
Fey Strike. When you hit a creature, you can deal an extra 2d6 Psychic damage. You can use it a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Initiative Bonus. When you roll Initiative, you can add your Wisdom modifier to the roll.
Witch Spells
When you reach a Ranger level specified in the Witch Spells table, you thereafter always have the listed spells prepared.
Ranger Level | Spells |
---|---|
3 | Charm Person |
5 | Misty Step |
9 | Dispel Magic |
13 | Dimension Door |
17 | Mislead |
Darkness of the Forest
You gain Darkvision with a range of 60 feet. If you already have Darkvision when you gain this feature, its range increases by 60 feet.
You are also adept at evading creatures that rely on Darkvision. While entirely in Darkness, you have the Invisible condition to any creature that relies on Darkvision to see you in that Darkness.
Fey-Scarred Mind
You have honed your ability to resist mind-altering powers. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Wanderer's Curse
The Psychic damage of your Fey Strike becomes 2d8. In addition, when you use the Fey Strike effect of your Fey Lost feature, you can cause one of the following additional effects.
Sudden Strike. You can make another attack with the same weapon against a different creature that is within 5 feet of the original target and that is within the weapon’s range.
Mass Fear. The target and each creature within 10 feet of it must make a Wisdom saving throw against your spell save DC. On a failed save, a creature has the Frightened condition until the start of your next turn.
Fey Dodge
When a creature makes an attack roll against you, you can take a Reaction to impose Disadvantage on that roll. If the attack misses, you can then freely cast Misty Step as part of the Reaction.
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. Whenever you cast Misty Step, you can bring along one willing creature you can see within 5ft of you. That creature teleports to an unoccupied space of your choice within 5ft of your destination space.
Comments