Base Class: Ranger
No folk are more notorious for their trickery than the fey. Wild Hunters twist the slippery magic of the fey with the cunning of mortals. This blending could be a result of mixed ancestry, of time spent on both planes learning from different mentors, or a result of a blessing or curse bestowed on a mortal by a fey being. Regardless of the origin, these rangers are at home in the wilderness, as wieldy with intrigue as they are a blade or bow, and savage fighters not to be underestimated. Despite their irreverence, Wild Hunter can be powerful allies to those who earn their trust and relied upon to achieve their goals—though how exactly they do so is rarely as one expects.
Fey Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Wild Hunter Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Wild Hunter Spells
| Ranger Level | Spell |
|---|---|
| 3rd | disguise self |
| 5th | blur |
| 9th | hypnotic pattern |
| 13th | dominate beast |
| 17th | seeming |
You also possess a prenatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table determine it randomly.
| Feywild Gifts | |
|---|---|
| d6 | Gift |
| 1 | Illusory butterflies flutter around you while you take a short or long rest. |
| 2 | Fresh, seasonal flowers sprout from your hair each dawn. |
| 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. |
| 4 | Your shadow dances while no one is looking directly at it. |
| 5 | Horns or antlers sprout from your head. |
| 6 | Your skin and hair change color to match the season at each dawn. |
Feral Ambusher
At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon’s damage type.
Mischief Maker
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Feystep
Beginning at 7th level, you can nimbly dodge out of the way of certain effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Blessing of the Courts
At 11th level, the Fey Courts have blessed you with unexpected speed, allowing you to turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.
Misty Dodge
Starting at 15th level, you can slip in and out of the Feywild to move in a blink of an eye. Whenever a creature makes an attack roll against you and doesn’t have advantage on the roll, you can use your reaction to impose disadvantage on it.
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