Base Class: Ranger
Adept in the mystic arts of the fey you learn to enchant your arrows with magical properties.
Feyniph Spells
Spells which you learnt from the fey
Feywild Enchanter
When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.
Mystic Enchantments. You learn two Mystic Enchantments of your choice, which are detailed under “Mystic Enchantments” below. Many maneuvers enhance an attack in some way. Each use of Mystic Enchantments must be declared before the attack roll is made. You can use only one trick shot per attack.
You learn an additional Mystic Enchantment of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new enchantment, you can also replace one enchant you know with a different one.
Mystic. You gain a number of mystic points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a Bow or Longbow, or deal a killing blow with a bow to a creature of significant threat (DM’s discretion). You regain all expended mystic points after a short or long rest.
Saving Throws. Some of enchantments require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:
Trick Shot save DC = 8 + your proficiency bonus + your Wisdom modifier
Mystic Enchantments
These mystic enchantments are presented in alphabetical order.
Energy Arrow
Spend 1 mystic point to charge energy to your weapon. You may choose a damage type between necrotic, psychic, radiant, or thunder and roll 2d8 for damage.
Force Arrow
Manifest an intense magical energy into the arrow to strike down your enemies.
Healing Arrow
Heal your allies upon hit. Allies AC to hit with this arrow is reduced equal to your Wisdom Modifier.
Paralyzing Arrow
Imbue a paralyzing poison into your arrow must make a Wisdom Save. If failed the creature is paralyzed.
Seeking Arrow
Enchant your arrow by spending a mystic point to gain advantage on the attack roll.
Sleeping Arrow
Sleep arrow upon hit you roll 5d8 dice.
Stunning Arrow
Spend 1 mystic point to force a creature to do a Constitution save on hit. On a fail save the creature is stunned.
Tracking Arrow
When you expend 1 mystic point, you shoot an arrow that places a tracking enchant to a creature. Allows you to know the location of the creature even when invisible and making an survival check to gain advantage on the roll.
Magic Arrow
At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.
Fey Origins
You gain advantage on your rolls against being frightened or charmed. And you can not be put to [Tooltip Not Found]
Fey Magic Mastery
You can add your Wisdom modifier to your damage rolls. You can use this feature equal to your proficiency bonus and recover all uses after a long rest.
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