Base Class: Ranger
I disliked how the original Fey Wanderer Subclass came across. It did not have enough Fey, it did not have enough Wandering, and it did not have enough Magic. So, I consolidated what I believed to be the core of the class. Invisibility, charming, teleporting, and psychic damage. Most features are very similar to how they USED to work, with a few extras along the way.
The most overpowered bit is the modified Dreadful Strikes, which no longer has a cap to how many times it can trigger with weapon attacks. You may use the original wording with the damage upgrades if your DM feels it is appropriate. Spell table is strong, but niche. This all was to make it more balanced within my own campaign. Feel free to change it to whichever spells seem more Fey to you!
However you acquired your fey magic, you are now a Wild Wanderer, a ranger who truly represents both the mortal and the fey realms. As you actually wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.
Wanderer's Arsenal
Wild Wanderer Magic
As a 3rd level ranger, you learn additional spells when you reach certain levels in this class, as shown in the Wild Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. (or may have prepared)
You gain Spell Slots equivalent to The Bard table. At DM's discretion, additional spells may be learned.
Wild Wanderer Spells | |
Ranger Level | Spells |
3rd | Invisibility, Charm Person, Detect Magic, Disguise Self, Hideous Laughter, Mind Sliver |
5th | Counterspell, Fast Friends, Dispel Magic, Phantasmal Force, Hypnotic Pattern |
7th | Greater Invisibility, Dimension Door, Phantasmal Killer, Psychic Lance, Confusion |
9th | Mislead, Geas, Dominate Person, Modify Memory, Teleportation Circle, Synaptic Static |
11th | Scatter, Mental Prison, Psychic Crush, Irresistible Dance |
13th | Teleport, Project Image, Mirage Arcane, Mass Suggestion, Magnificent Mansion |
15th | Glibness, Dominate Monster, Maddening Darkness |
17th | Shapechange, Weird, Psychic Scream |
Supernatural Charm
Additionally at 3rd level, your fey qualities give you a mystical charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).
In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.
Malefic Mists
Also at 3rd level, you know the spell Misty Step and you can choose to cast it without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
In addition, you learn to augment Misty Step with mind melting magic of the Fey Hollows. Once per Misty Step, immediately after you disappear or reappear (choose one), each creature of your choice within 10 feet of the space you left or entered must make an Intelligence saving throw, taking 1d10 + Wisdom mod psychic damage on a failed save, or half as much damage on a successful one.
The damage increases by 1 die at certain levels in this class, at 5th level, 10th level, 15th level, and 20th level.
Alternatively, when you perform Misty Step you may forego dealing damage to give yourself advantage on attack rolls for the remainder of the turn. Emulating the surprise movements of Displacer beasts.
Dreadful Strikes
At 3rd level, you can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target.
The extra damage increases to 1d6 at 5th level, 1d8 at 10th level, 1d10 at 15th level in this class, 1d12 at 20th level in this class.
Feywild Gifts
You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly. Each level you may choose or roll to replace your gift or acquire an additional gift. Each level you may do this for each gift. You do not have to.
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. |
Beguiling Twist
Beginning at 7th level, You have advantage on saving throws against being charmed or frightened.
In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
If multiple entities trigger your reaction at the same time in this way, you may force a saving throw against any number of them. However, you lower the DC of the affect by 1 for each entity past the first. (ex. if your Spell Save DC is 15, targeting 3 entities. Spell Save becomes 13 across all 3. 15 for 1, 14 for 2, so on)
Fey Reinforcements
At 11th level: you know the spells Summon Fey, Conjure Fey, Conjure Woodland Beings, Summon Planar Ally. They don't count against the number of ranger spells you know, and you can cast them without material components. You can also cast them a combined number of times equal to your wisdom modifier without using a spell slot, and you regain the ability to do so when you finish a long rest.
Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting. All Creatures brought forth remain Friendly if concentration is broken. However, they no longer have to obey your commands.
In addition, your Summon Fey gains Fuming, Mirthful, and Tricksy at once. With a Bonus action, you may switch Conjured creature(s) with another of the same or lower Challenge rating, with hits points equal to your wisdom modifier.
Misty Wanderer
When you reach 15th level, the magic of the Fey Realm empowers you. Misty Step's range becomes 90ft. Whenever you cast Misty Step, you can bring along a number of willing creatures equal to your Wisdom modifier that you can see within 5 feet of you. Those creatures teleport to unoccupied spaces of your choice within 5 feet of your destination space.
Unwilling creatures must succeed an intelligence, charisma, or wisdom Saving throw (their choice) against your Spell Save DC or be taken.
Alternatively, whenever you cast Misty Step, you may consume that use to cast Plane Shift instead. This costs only what Misty Step would have cost.
Previous Versions
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