Ranger
Base Class: Ranger

Some Rangers tread too far into the forest, and can find themselves lost in the Feywild. It can takes days or years for even the most experienced tracker to find their way back to civilization. A special few decide to remain in the Feywild and train their minds to resist its effects. They can navigate the realm which mirrors the material plane, which earns them the name Fey Walkers.

Image used: High in the trees of Autumn, Image by Wizards of the Coast

Favor of the Fey

At 3rd level , you begin to notice the telltale signs of fey creatures living outside the Feywild. When you search for up to an hour you can usually find a sprite or pixie living in a comfortable nest nearby. They are neutral to you, but in exchange for sweets or other gifts they provide a small favor for you. Such as giving you information about the area or do tail someone in exchange for the promise of an additional reward when they are done. They will almost never be willing to risk their life or home's safety for you, but will be delighted to commit small acts of mischief for you.

Eye and Ears of the Fey

At 3rd level, your eyes become accustomed to movements of the fey. You gain advantage on saving throws against Illusion effects or spells. In addition, if you do not already, you gain the ability to speak sylvan the language of the fey.

Fey Magic

Starting at 3rd level, you learn additional spells when you reach certain levels in this class. The spells count as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Fey Step

Starting at 7th level, you can make your own entrances into the Feywild. On your turn as a bonus action, you may step into the Feywild. This allows you to move without provoking attacks of opportunity and pass through creatures as though they was normal terrain. When you attack, cast a spell, or end your turn, you are returned to the material plane.

Bewitching Strike

Starting at 11th level, you wield the Feywild when you strike. When you make a successful attack, you may force the creature hit to make a wisdom saving throw against your spell casting ability or trap their mind in the Feywild. On a failed save, the creature has disadvantage on all attacks and all movement is treated as though they were walking through difficult terrain.  It may retry the save on each of its following turns. On a success, the creature is no longer affected. You may use this feature up to your wisdom modifier times (minimum 1) between short and long rests. 

This feature automatically fails on any creatures with an intelligence 3 or below and those immune to charm effects. 

Sylvan Sight

When you reach 15th level, your eyes can now pierce the strongest illusions. You gain true sight out to a range of 60ft. In addition, once per long rest, when you fail a saving throw against an illusion spell or effect, you may instead choose to succeed.

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