Ranger
Base Class: Ranger

A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a fey stalker, a ranger who represents the dark side of the fey justice realms. The darkness – and the unknown that lies within it – is a timeless fear. fey stalker embrace this darkness, turning it into a strength, and wielding it against those who would use it to do harm.

-- a alternative to the gloom stalker sublcass for a fey or shadowfell setting. --

Archetype Spells

You learn an additional spell when you reach certain levels in this class, as shown in the Shadow Weaver Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Shadow Weaver Spells
Class Level Spells
3rd fog cloud
5th shadow blade
9th summon shadowspawn
13th shadow of moil
17th antilife shell

Shroud of Shadows

As a bonus action, you can conjure a pocket of supernatural darkness at a point within 30 feet of you, called a Shroud of Shadows. The shroud fills a 5 foot cube, but creatures and objects can occupy the space as well. Within the shroud, bright light turns to dim light, and dim light turns to darkness. You can see normally through the darkness your shroud creates. At the beginning of each of your turns while your shroud is active, you can move the shroud up to a distance equal to your movement speed in any direction.

Once per turn when you hit a creature with a weapon attack while you are occupying the same space as your shroud, you can deal an extra 1d8 necrotic damage to that creature.

Shroud of Shadows lasts for 1 minute, until you fall unconscious, or until you end it early as a bonus action. You can use this feature a number of times equal to your Wisdom modifier, and regain all expended uses on a short or long rest.

Dread 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.

Shifting Shadows

7th-level Shadow Weaver feature

 

When you use your Shroud of Shadows feature, you conjure two shrouds instead of one. If you want to move a shroud at the beginning of your turn, you can only move one.

While you are inside one of your shrouds, you can use your bonus action to teleport to another shroud, as long as the shrouds are within 60 feet of each other and no other creature is occupying the same space as your destination shroud. You may do this a number of times equal to your Wisdom modifier, and regain all expended uses on a long rest.

Stalker's Flurry

At 11th level, you learn to attack with such unexpected speed that you can 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.

Shadowy Dodge

Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. 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. You must use this feature before you know the outcome of the attack roll.

Previous Versions

Name Date Modified Views Adds Version Actions
4/4/2024 2:31:43 AM
4
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes