Ranger
Base Class: Ranger

Level 3: Mimic’s Guile

  • Mimic (3/day): As an action, you can mimic the movements of a creature within 120 feet. The target must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failure, you instantly learn their attack patterns and combat style, gaining Advantage on attack rolls and saving throws against them for 1 minute. You can use this ability an additional time at 7th level (4/day) and 15th level (5/day).
  • Bullseye: You add 1d4 + your Dexterity modifier to all ranged weapon damage rolls. This increases to 1d6 at 7th level and 1d8 at 15th level.
  • Master of the Mind Fist: When using unarmed strikes, you can make two attacks per Attack action, dealing 1d6 + your Wisdom modifier in psychic damage. This damage increases to 1d8 at 7th level and 1d10 at 15th level.

Level 7: Phantom’s Insight

  • Adaptive Reflexes: You gain Evasion (if you fail a Dexterity saving throw for half damage, you instead take none; on a success, you take none).
  • Mimicry Mastery: When using Mimic, you can choose to replicate one of the target’s actions (such as Multiattack, a class feature, or a spell of 3rd level or lower) for the next 10 minutes.
  • Silent Stalker: You gain Advantage on Stealth checks and can Hide as a bonus action.

Level 11: Shadow Clone

  • Illusory Clone (2/day): As a bonus action, you create an illusionary duplicate of yourself that lasts for 1 minute. This clone can move and mimic your actions, but cannot attack or interact with objects. When a creature targets you with an attack, you can use your reaction to have the attack hit the clone instead.
  • Killer Instinct: When attacking a creature you have Mimicked, you can deal an extra 2d8 psychic damage once per turn.

Level 15: The Living Ghost

  • Perfect Mimicry: When using Mimic, you can now replicate a creature’s Legendary Actions or a spell of up to 5th level if they fail their saving throw.
  • Flicker Step: Once per turn, when you take the Attack action, you can teleport up to 15 feet before or after making an attack.
  • Hunter’s Apex: Your Mind Fist and Bullseye abilities now deal an extra 1d8 psychic damage, and your ranged attacks ignore half and three-quarters cover.

Playstyle Overview

  • Mimicry & Adaptation: At low levels, you mimic enemies to gain advantages, adapting their abilities and exploiting weaknesses.
  • Stealth & Precision: High mobility and stealth make you deadly from the shadows.
  • Deception & Illusions: The Shadow Clone lets you confuse enemies, while your teleportation at later levels gives you the upper hand.

Illusory Clone

(2/day): As a bonus action, you create an illusionary duplicate of yourself that lasts for 1 minute. This clone can move and mimic your actions, but cannot attack or interact with objects. When a creature targets you with an attack, you can use your reaction to have the attack hit the clone instead.

Killer Instinct:

When attacking a creature you have Mimicked, you can deal an extra 2d8 psychic damage once per turn.

Perfect Mimicry

When using Mimic, you can now replicate a creature’s Legendary Actions or a spell of up to 5th level if they fail their saving throw.

Flicker Step

Once per turn, when you take the Attack action, you can teleport up to 15 feet before or after making an attack.

Hunter’s Apex

Your Mind Fist and Bullseye abilities now deal an extra 1d8 psychic damage, and your ranged attacks ignore half and three-quarters cover.

Mimic

 (3/day): As an action, you can mimic the movements of a creature within 120 feet. The target must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failure, you instantly learn their attack patterns and combat style, gaining Advantage on attack rolls and saving throws against them for 1 minute. You can use this ability an additional time at 7th level (4/day) and 15th level (5/day).

 

Bullseye

You add 1d4  to all ranged weapon damage rolls. This increases to 1d6 at 7th level and 1d8 at 15th level.

Master of the Mind Fist

When using unarmed strikes, you can make two attacks per Attack action, dealing 1d6 each with a total of 2d6 in psychic damage. This damage increases to 2d8 at 7th level and 2d10 at 15th level.

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