Base Class: Ranger
Fey Callers spend much of their time wandering through forests and and ruins filled with nature's innate magic. They have learned to open their minds and see beyond the veil of illusions and camouflages that hide creatures like sprites and pixies from most eyes. These rangers have befriended all manner of fey spirits, and share a bond of mutual trust and loyalty. As they use their skills to protect their fey friends from incoming threats, so too do the spirits lend their service to the Fey Caller. By channeling their connection to the feywild, they are able to summon a variety of fey creatures to their side, ready to protect them from harm or assist in taking down their foes.
Path of the Fey Caller Features
|
Ranger Level |
Feature |
|
3rd |
Book of Summoning , Call Familiar, Gift of the Fey Bond |
|
7th |
Beneficial Summoning, summoning point increase |
|
11th |
Advanced Summoning, summoning point increase |
|
15th |
Fey Protection, summoning point increase |
Book of Summoning
When you choose this archetype at 3rd level, fey spirits have grown fond of you and granted you a spellbook, allowing you to call upon their kind.
While the book is on your person, you can cast any spell inscribed in it without expending a spell slot. These spells don't count against the number of spells you know. You can only cast each spell once per long rest, unless you use the Revived Summons feature, or you've learned them by some other means. If they don't appear on the Ranger spell list, they are nonetheless Ranger spells for you.
The spells in your Book of Summons are written down in Sylvan, which you can now read, write and speak.
If you lose your Book of Summoning, you can spend 8 hours in meditation, channelling your connection to the fey creatures and asking them to locate and return the book to you. After 1d4 days, Fey creatures will deliver it to your location while you sleep. If the book was destroyed or sent to another plane of existence, your fey friends will deliver you an empty spellbook instead, in which you will need to inscribe your summoning spells by memory, which requires 1 hour of time and 10 gp for each level of each copied spell.
Your Book of Summoning is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a faintly glowing grimoire with an ever-present layer of pixie dust over it that you received as a gift from your fey friends, a dusty tome overgrown with moss that you found in an ancient ruin, or perhaps a plain leather volume with dirt and leaves between the pages that the fey stole for you after you lost your previous spellbook.
As you level up, the following spells are added to your Book of Summoning**:
|
Ranger Level |
Spell |
|
3 |
|
|
5 |
Find Steed, Healing Spirit |
|
9 |
|
|
13 |
Conjure Woodland Beings, Find Greater Steed |
|
17 |
Call Familiar
At 3rd level, you have gained kinship with a particular spirit, whom you can call to your side with ease.
You can cast the Find Familiar spell without expending a spell slot once per short rest.
When you cast the spell, you can choose one of the normal forms for your familiar, or the form of a Sprite or Pixie.
Additionally, when you take the attack action, you can forgo on of your own attacks to allow your familiar to make one attack with its reaction.
Gift of the Fey Bond
Starting at 3rd level, when your familiar is nearby, it looks out for you and strengthens your connection to the feywild.
While your familiar is within 100 feet of you, you gain the following benefits:
- When you gain hit points, you may treat any dice rolled to determine the hit points you regain as having rolled the maximum value for you.
- When you make a constitution saving throw to maintain concentration on one of your Book of Summoning spells, you can roll with advantage.
Beneficial Summoning
At 7th level, you have grown adept at summoning creatures from the fey realm, and are now able to enhance your summoning spells. Your access to these enhancements is represented by a number of Summoning Points (sp).
When you spend a summoning point, it is unavailable until you finish a long rest.
Your Ranger level determines the number of points you have, as shown in the column below.
|
Ranger Level |
Summoning Points |
|
7th |
2 sp |
|
11th |
5 sp |
|
15th |
7 sp |
When you cast one of your Fey Caller spells, you can spend a number of summoning points to gain one or more of the following benefits:
|
Summoning point cost |
Benefit |
|
1 sp |
Extended Summons. If the spell has a duration of 1 minute or longer, you can spend a summoning point to double the duration, to a maximum duration of 24 hours. |
|
1 sp |
Quickened Summons. If the spell has a casting time of 1 action, you can spend a summoning point to change the casting time to 1 bonus action for this casting. |
|
1-3 sp |
Durable Summons. For each expended summoning point, the creature(s) summoned by your spell gain 10 temporary hit points, and a +2 bonus to their AC. You can apply this effect a maximum of 3 times per casting. |
Advanced Summoning
At 11th level, your ability to call forth fey spirits has improved some more, allowing you to enhance your summoning spells even further.
You can spend a number of summoning points to gain one or multiple of the following benefits (you may combine these with those of Beneficial Summons):
|
Summoning point cost |
Effect |
|
1 sp |
Revived Summons. You can expend a summoning point to cast one of your Fey Caller spells a second time between now and the end of your next long rest. |
|
1-4 sp |
Greater Summons. When you cast a Fey Caller spell that can be cast at higher levels, you can expend summoning points to do so. You spend 1 summoning point for each level above the spell's normal level. You cannot cast a spell at more than 4 levels higher than its original. |
Fey Caller's Aegis
Starting at 15th level, you have forged a bond of fierce loyalty between yourself and the spirits you bring forth from the feywild.
If you are reduced to 0 hit points or are incapacitated against your will, you can roll 1d4 to call upon your summons for protection.
This does not require an action, or the use of spell slots, and it doesn't count against the number of times you can cast these spells per long rest.
Depending on what number you roll, a different spell is cast and different summons will come to your aid:
|
Roll |
spell |
Effect |
|
1 |
This spell is cast at 3rd level as normal. The spirits flitting around you appear as fey. |
|
|
2 |
This spell is cast at 5th level; 4 beasts of your choice of challenge rating 1 or lower appear |
|
|
3 |
This spell is cast at 6th level; 2 fey creatures of your choice of challenge rating 2 or lower appear |
|
|
4 |
a fey creature of your choice of challenge rating 4 or lower appears. It cannot turn against you when the spell is cast by use of this feature. |
The conjured creatures appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes.
The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).
Once you use this feature, you cannot use it again until you finish a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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3/22/2019 10:41:55 AM
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44
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2
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Coming Soon
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1/3/2022 12:39:39 PM
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462
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46
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1.2
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Coming Soon
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