Base Class: Ranger
The Fedaykin are the elite fighting force of nomadic desert tribes. Having been taught the Wierding Way, you are a master of close combat techniques and mind/body manipulation. Through extensive meditation, training, and the regular ritualistic ingestion of awareness spectrum narcotics, you have expanded your consciousness and gained the ability to view time and space as an ever-shifting and flowing construct that can be bent to your will. In addition, your enhanced awareness of neurophysical connections allows you to manipulate the minds and actions of others.
Fedaykin Spells
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Ranger Level:
- 3rd - Create or Destroy Water
- 5th - Blur
- 9th - Haste
- 13th - Locate Creature
- 17th - Geas
Prana Bindu
Starting at 3rd level, as a bonus action, you can alter your physiological or conscious state to gain one of the following effects:
- You can ignore the effects of extreme heat or extreme cold for as long as you can maintain concentration on this ability.
- You gain advantage on Dexterity(Acrobatics) to escape the Grappled or Restrained condition until the beginning of your next turn.
At 7th level, you may select from one of the following effects when you activate this ability:
- You may become immune to the Frightened condition for one minute or end a Frightened condition that currently affects you.
- You gain advantage on all saving throws against being Charmed for one minute or may immediately make an additional saving throw, without advantage, against a Charmed condition that currently affects you.
At 11th level you may select from one of the following effects when you activate this ability:
- You gain resistance to Poison damage for 1 minute or you may immediately end a Poisoned condition that affects you.
- You gain advantage on all saving throws against being Paralyzed for one minute or, if you are currently Paralyzed, you may immediately make an additional saving throw, without advantage, against the Paralyzed condition that currently affects you. Because this is a mental ability and not physical movement, the Incapacitated condition can be bypassed for the purposes of this ability.
At 15th level you have mastered Prana Bindu. You gain permanent immunity to the following:
- The effects of extreme heat or cold.
- The Charmed condition.
- The Frightened condition.
- The Poisoned condition.
The Wierding Way
By following the Wierding Way, you have become unrivaled in your close-quarters fighting abilities. When wielding only a single dagger, you gain the following abilities:
At 3rd level:
- You gain a bonus to your Initiative roll equal to your Wisdom modifier.
- When attacking with a single dagger, you add your proficiency bonus to your damage roll.
At 13th level:
- When you take the Attack action, you may expend one use of your Voice class feature impose the Stunned condition on the creature you are attacking, until the beginning of it's next turn, and add an additional 1d4 damage to each attack.
At 17th level:
- You have become a master of the Known Universe. You can kill with single word. Once per week, when you take the Attack action, instead of taking your Extra Attacks, you may cast Power Word - Kill if your attack hits. If your attack misses, Power Word - Kill has no effect and you cannot use this ability again until after a week has passed.
The Voice
Utilizing a method of audio-neuro control you are able to compel an unwilling participant to take an action of your choice or tell the truth. You may use this ability twice per long rest. Starting at level 11 you may use this ability three times per long rest.
By expending a use of this ability, you may cast one of the following spells. These do not count as known spells for you:
Starting at 7th level:
- Compelled Duel
- Command
- Zone of Truth
Starting at 15th level:
- Compulsion
- Confusion
Extra Attack (2)
At level 11, while wielding only a single dagger, you can make 3 attacks, instead of 1, when you take the Attack action.
Prescience
Starting at level 15, you have gained the ability to see the past, present, and future simultaneously.
Once per long rest, you may reroll, or force to be rerolled, any one attack, ability check, or saving throw, made by you, or against you, respectively.
Previous Versions
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