Ranger
Base Class: Ranger

Fae Speakers use their innate conenction to the Feywild and the natural spirits of the Material Plane to assist in their way of life. Using the magic of the spirits they give buffs and boons to their allies whilst hindering foes. A lot of Fae Speakers come from druidic origins however it's not impossible for one to be born into such powers.

Beckon Spirits

3rd-level Fae Speaker feature

You call out to nearby spirits for aid and one of them hears your call. As an action you can summon a spirit, for the next minute a spirit will assist you in your endeavour, you can summon an amount of spirits equal to your proficiency bonus, regaining any uses at dawn. You may choose from the following list of spirits to help determine it's effect.

Spirit Types

Spirit type 

Effect

Fire

Add 1d4 to any attack roll you make

Water

Any hit points restored within 20ft of self gain an additional 1d4

Air

Gain an extra 10ft of movement

Earth

Select up to your prof. bonus players to gain +1 AC

Fae Speaker Magic

3rd-level Fae Speaker feature

You learn the Druidcraft cantrip if you don't already know it.

You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Fae Speaker Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Fae Speaker Spells

Ranger Level

Spells

3rd

Druidcraft, Faerie Fire

5th

Healing Spirit

9th

Summon Fey

13th

Guardian of Nature

17th

Commune with Nature

Spirit Intervention

7th-level Fae Speaker feature

A swarm of spirits alter the trajectory of events allowing for a more favourable result. As a reaction, you can reroll any ability check, attack role or saving throw made within 30ft of the Fae Speaker. Once the dice is rerolled you can choose which of the two rolls you would prefer.

You can use this feature twice a day, increasing to three times a day when you reach level 15.

Greater Spirits

11th-level Fae Speaker feature

Having spent time deepening your connection to the spirits, you find yourself being able to speak to stronger beings who find themselves wanting to aid you in your journey.

You are able to summon a greater spirit as an action, who is summoned in a free space within 30ft of you. You may choose from the following list of spirits to help determine it's effect.

Spirit type 

Effect

Greater Fire

Any ally within 15ft of the Spirit gains 15 temp HP and upon losing this temp HP can use the spell Hellish Rebuke as a reaction at 1st level, you also gain a +1 to attack roles, this benefit lasts 1 minute (you may only gain this benefit once per summoning).

Greater Water

As a bonus action the Fae Speaker can direct the spirit to cast one of three spells at 3rd level, Mass Healing Word, Lesser Restoration or Aura of Vitality.

Greater Air

Choose up to half prof bonus people to gain +10ft movement speed and their movement no longer provokes opportunity attacks, this benefit lasts for 1 minute.

Greater Earth

Any ally within 20ft of the Spirit gains +2 AC and resistance to any Slashing, Bludgeoning or Piercing damage, this benefit last for 1 minute.

 

Blessed of the Seelie Court

15th-level Fae Speaker feature

As an action you are able to call out to the memebers of the Seelie Court (Summer Court) and gain one of the following blessings. You may choose from the following list of blessings to help determine it's effect. You are able to use this feature once per day.

Seelie Court Member

Blessing provided

Queen Titania

You are granted a pool of 300HP that you are able to distribute amongst any creature within 60ft.

King Oberon

You summon a beast up to CR6 in a space in a free space within 30ft of you. This beast has it’s own initiative and will follow commands. This creature lasts for 1 minute.

Damh

You pick up to half your prof. level rounded down of creatures within 60ft and cast Otto’s Irresistble Dance upon them. They have disadvantage on the save with a spell DC of 24.

Eachthighern

You and 2 other allies within 30ft sprout a large pair of white feathered wings, gain a flying speed of 50ft and become immune to the frightened condition for 1 minute,

Sqeulaiche

You can cast Greater Invisibility on yourself as a bonus action requiring no spell slot and become immune to all enchantments, charms and illusions. This benefit lasts for 1 minute.

Verenestra

You gain a swim speed of 50ft and the ability to summon up to 3 Naiad, Alseid or Lampad in any free space within 30ft of you. This benefit lasts for 1 minute.

Previous Versions

Name Date Modified Views Adds Version Actions
3/28/2025 11:38:12 AM
19
2
1.A
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes