Ranger
Base Class: Ranger

A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.

Untamed Strike

At 3rd level, you can augment your weapon strikes with mind-scarring magic drawn from the murky hollows of the Feywild. When you hit a creature with a weapon attack, you can deal an extra 1d12 psychic damage to the target, which can take this extra damage only once per turn.

If you roll a 1 or 12, roll on the Feywild Surge table below to unleash an untamed surge for a magical effect. Triggering another Feywild Surge will cause the dice to erode into a d10, d8, d6, and finally a d4. The surges will re-stabilize to normal after a long rest while a short rest will only increase to the next highest dice. If that effect is a spell that normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

Feywild Surge Table

D100

EFFECT

01–02

Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.

03–04

For the next minute, you can see any invisible creature if you have line of sight to it.

05–06

You cast slow.

07–08

You cast fireball as a 3rd-level spell centered on yourself.

09–10

You cast magic missile as a 5th-level spell.

11–12

Roll a d100. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.

13–14

You cast confusion centered on yourself.

15–16

For the next minute, you regain 1d10 hit points at the start of each of your turns.

17–18

For 1 minute, your shadow become independent of you capable of attacking the shadows of others. Your shadow has your movement and attacks as your bonus action dealing 1d8 + your proficiency bonus necrotic damage.

19–20

You cast grease centered on yourself.

21–22

Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.

23–24

Your body begins to melt for the next 2 rounds. During this time all of your attacks are at disadvantage. Once melted you remain as a puddle for 1 minute, during which time your are incapacitated and you are immune to all damage except lightning and cold damage.

25–26

An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.

27–28

For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.

29–30

You teleport up to 60 feet to an unoccupied space of your choice that you can see.You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.

31–32

For the next 10 minutes you have disadvantage on all attack rolls with a weapon as it animates. It might go limp, run away, or even try to wrestle you.

33–34

Maximize the damage of the next damaging spell you cast within the next minute.

35–36

You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage.

37–38

A cloud of 600 butterflies fills a 30ft radius centered on the target. The area becomes heavily obscured. The butterflies last for 10 minutes.

39–40

A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet and touches down in a 20ft cylinder of whirling raging winds for 10 minutes. All creatures within 40ft of the tornado must make a DC 15 strength saving through or be pulled into the tornado along with all objects. Only a control weather spell can stop it. When it ends watch out for falling debris.

41–42

You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.

43–44

You cast faerie fire.

45–46

You cast levitate on yourself.

47–48

Grass grows on the ground in a 60ft radius centered on the target. If grass is already there, it grows to ten times it’s normal size and remains overgrown for 1 minute.

49–50

Whenever you speak for the next minute, the vowels are cast from your mouth in a color smoke. Each creature who can see the pattern must make a Wisdom saving throw against your spell save DC as if you cast hypnotic pattern.

51–52

A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.

53–54

You are stunned until the end of your next turn, believing something impossibly awesome just happened.

55–56

Any object or creature of large size or smaller within 30ft of you is encased in a weightless bubble that begins to carry it away as if you cast resilient sphere.

57–58

For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.

59–60

You regain your lowest-level expended spell slot.

61–62

An animal appears in an unoccupied space nearest to the target. The animal isn’t under your control and acts was it normally would. Roll a d100 to determine which animal appears. On a 1-25 a small beast appears; on a 26-50 a medium beast appears; on a 51-75 a large beast appears; and on a 75-100 a huge beast appears.

63–64

You cast stinking cloud centered on yourself.

65–66

Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.

67–68

You are frightened by the nearest creature until the end of your next turn.

69–70

You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell.

71–72

You gain resistance to all damage for the next minute.

73–74

A random creature within 60 feet of you becomes poisoned for 1d4 hours.

75–76

A burst of colorful shimmering light extends from you in a 30ft radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

77–78

You cast polymorph on yourself. If you fail the saving throw, you turn into any small beast at random for 1 minute or until you are knocked unconscious.

79–80

A deck of 52 playing cards spray from your location and become medium sized construct soldiers with a challenge rating of 1. Each can use halberds shaped like their suit for attacks or use themselves as a fortresses to protect. The army of cards follow your commands and use pact tactics.

81–82

You can take one additional action immediately.

83–84

Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.

85–86

You cast mirror image.

87–88

You cast fly on a random creature within 60 feet of you.

89–90

If you targeted a creature, it must make a DC 15 Constitution saving throw. If you did not target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more the target is petrified. On any other failed save the target is restrainedand begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end if its next turn, becoming petrified on a failure and ending the effect on a success. The petrification lasts until the target is freed by a greater restoration spell or similar magic.

91–92

If you die within the next minute, you immediately come back to life as if by the reincarnate spell.

93–94

You conjure enough water for a tidal wave that you can control for the next minute as if you cast tidal wave.

95–96

You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.

97–98

Leaves grow from the target. If you choose a point in space as the target, leaves sprout form the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.

99–00

It begins to snow in 60 foot radius centered on a point of your choosing. If a target is not chosen the target is you. The snow clears all status effects and conditions as if greater restoration was cast.

Fey Wanderer Spells

When you reach a Ranger level specified in the Fey Wanderer Spells table, you thereafter always have the listed spells prepared.

Fey Wanderer Spells
RANGER LEVEL SPELL
3 Charm Person
5 Misty Step
9 Dispel Magic
13 Banishment
17 Mislead

 

*(Would prefer the spell Summon Fey instead of Dispel Magic, but being from the Tasha's Cauldron of Everything... you can't share that. So if you have it, please feel free to use it.)

Otherworldly Glamour

Additionally at 3rd level, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1) due to your preternatural fey blessing. Choose it from the Feywild Gifts table below or determine it randomly.

You also gain proficiency in one of these skills of your choice: Deception, Performance, or Persuasion.

Feywild Gifts
1D6 GIFT
1 Illusory butterflies flutter around you while you take a Short or Long Rest.
2 Flowers bloom 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 each dawn.
 

Courts' Blessing

At 7th level, you have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Manipulate chaos itself to give yourself Advantage on one D20 Test before you roll the d20 a number of times equal to your Proficiency Bonus. Any time after expending all uses of this feature, you can roll on the Feywild Surge table immediately. You then regain the use of this feature. Regaining this feature before a long rest will increase your Feywild Surge probability to rolls of 1-2 and 11-12. The first and last 2 numbers of the dice roll will apply no matter the stability (making a d4 stability 100%) and will reset after a long rest.

In addition, whenever you use this feature, force a creature you can see to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.

Beguiling Twist

At 11th level, your experience with the Fey has guarded your mind. You have Advantage on saving throws to avoid or end the Charmed or Frightened condition.

In addition, whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects:

  • The creature is Charmed or Frightened (your choice) by you for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
  • Roll on the Feywild Surge table to create an effect on the creature.
  • The creature takes 3d10 Psychic damage. This does not affect your Chaotic Strike stability.

Tamed Chaos

At 15th level, you gain a modicum of control over your Feywild Surges. Whenever you roll on the Feywild Surge table, you can roll twice and choose which of the two effects to unleash. If you roll the same effect on both dice, you can ignore the roll and choose any effect on the table except for the final row, and if the chosen effect involves a roll, you must make it. Similarly, upon triggering a Feywild Surge, once per Long Rest you can choose whichever effect on the table you desire. If the effect requires a roll you can also choose which of those possibilities you want to take effect.

In addition, whenever you trigger a Feywild Surge, you can cast Misty Step as part of the same action without expending a spell slot. You can bring along one willing creature you can touch within 5 feet of yourself. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.

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