Ranger
Base Class: Ranger

A fey mystique surrounds you, thanks to the boon of an archfey or a location in the Feywild that transformed you. However you gained fey magic, you are now a Fey Wanderer. 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.

Untamed Strike

You can augment your weapon strikes with mind-scarring magic drawn from the murky hollows of the Feywild. When you hit a creature with a weapon attack, you can deal an extra 1d12 psychic damage to the target, which can take this extra damage only once per turn.

If you roll a 1 or 12, roll on the Feywild Surge table below to unleash an untamed surge for a magical effect. Triggering another Feywild Surge will cause the dice to erode into a d10, d8, d6, and finally a d4. The surges will re-stabilize to normal after a long rest while a short rest will only increase to the next highest dice. If that effect is a spell that normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

Feywild Surge Table
1D100 EFFECT

01–04

Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.

05–08

A creature that is Friendly towards you and your allies appears in an unoccupied space within 60 feet of you. The animal is under the DM’s control and disappears after 1 minute. Roll a d4 to determine which animal appears: on a 1 a Swan appears with the Flyby trait and Beak action; on a 2 a Mastiff appears; on a 3 a Giant Octopus appears; and on a 4 a Giant Crocodile appears. See the Monster Manual for the creature’s stat block.

09–12

Your body begins to melt for the next 2 rounds. During this time all of your attacks are at Disadvantage. Once melted you remain as a puddle for 1 minute, during which time your are Incapacitated and you are immune to all damage except Lightning and Cold damage.

13–16

A deck of 52 playing cards spray from your location and become medium sized constructs with a challenge rating of 1. They are Friendly toward you and your allies. Each can use halberds shaped like their suit for attacks or use themselves as a fortresses to protect. The army of cards follow your commands (no action required) and use pact tactics.

17–20

Make a Wisdom saving throw. On a failed save, at the next stroke of midnight you transform into a Goblin. The effect lasts until someone casts Remove Curse to change you back.

21–24

You are subjected to an effect that last for 1 minute unless its description says otherwise. Roll 1d8 to determine the effect: on a 1, you will have a green, nauseating stench for one week even if you bathe or use magic; on a 2, you shrink to the height of a rat, during which your size is considered Tiny; on a 3, you’re surrounded by a feint, ethereal music only you and creatures within 5 feet of you can hear; on a 4, you grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode from you face and vanish; on a 5, you are obscured by illusory butterflies that flutter in 30 feet around you; on a 6, an eye appears on your forehead, granting you Advantage on Wisdom (Perception) checks; on a 7, when you speak your voice is thrown randomly from spaces around you and sounds like anyone you are familiar with; on an 8, your skin turns a vibrant shade of blue for 24 hours or until the effect is ended by a Remove Curse spell.

25–28

You can take 1 addition action immediately.

29–32

You gain 1 point of Exhaustion as you begin to shiver, sneeze, and cough with illness. After your next Long Rest make a Constitution saving throw. On a failure, you gain another point of Exhaustion and the effect persists until you succeed against your spell save DC or until someone casts Lesser Restoration or something similar on you.

33–36

A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet and touches down in a 20 feet cylinder of whirling raging winds for 10 minutes. All creatures within 40 feet of the tornado must make a DC 15 Strength saving throw or be pulled into the tornado along with all objects. When it ends watch out for falling debris.

37–40

For the next 10 minutes you have Disadvantage on all attack rolls with a weapon as it animates. It might go limp, run away, or even try to wrestle you.

41–44

If you targeted a creature, they must make a Wisdom saving throw against your spell save DC. If there is no target you must make the save. On a failure, the target loses their memory. A Greater Restoration will restore their memory.

45–48

You turn into a potted plant until your next turn. While you’re a plant, you are incapacitated and have vulnerability to all damage. If you reach 0 hit points, your pot breaks and your form reverts to normal.

49–52

For the next minute, you do not have to roll any damage dice for spells. Use the highest number possible for each dice.

53–56

For 1 minute, your shadow becomes independent of you capable of attacking the shadows of others. Your shadow has your movement and attacks as your bonus action dealing 1d8 + your proficiency bonus necrotic damage.

57–60

Any object or creature of large size or smaller within 30 feet of you is encased in a weightless bubble as if you cast Resilient Sphere that begins to carry it away.

61–64

You grow to the height of Giants as if you were under the effects of Enlarge/Reduce, during which your size is considered Huge.

65–68

The DM gets to create the most inopportune illusionary object, creature, or other visible phenomenon for everyone on the battlefield. Every creature within 60 feet of this phenomenon must make a Wisdom saving throw or else become Frightened.

69–72

A spectral shield hovers near you for the next minute, grant you a +2 bonus to your AC and immunity to Magic Missile.

73–76

You cast a random spell. If the spell normally requires Concentration, it doesn’t require Concentration in this case; the spell lasts it full duration. Roll a d10 to determine the spell: on a 1, Confusion; on a 2, Fireball; on a 3, Faerie Fire; on a 4, Fly (cast on a random creature within 60 feet); on a 5, Witch Bolt; on a 6, Sleep (cast on yourself); on a 7, Magic Missile (cast at level 5); on an 8, Mirror Image; on a 9, Polymorph (cast on yourself), and if you fail the saving throw you turn into an Owl; on a 10, Color Spray.

77–80

A light begins to grow from inside your soul. Choose a creature within 10 feet of you and deal 2d6 Necrotic damage to them. You then regain the same amount you rolled in Temporary Hit Points.

81–84

It begins to snow in a 60 foot radius centered on the target. If you targeted a creature, the effect is centered on them. If you did not, then the effect is centered on you. The snow lasts for 1 minute and contact with it clears all status conditions as if Greater Restoration was cast.

85–88

Whenever you speak for the next minute, the vowels are cast from your mouth in a colorful smoke. Each creature who can see the this within 120 feet must make a Wisdom saving throw against your spell save DC. On a failure, they are Charmed.

89–92

If you targeted a creature, they must make a Wisdom saving throw against your spell save DC. If there is no target you must make the save. On a failure, the creature enters a dream-like trance and begins waltzing alone. In their heads, you control the environment and the creature is Charmed by you for 1 minute. In your head, the DM controls the environment. The creature can repeat the save at the end of each of their turns ending the effect on a success.

93–96

If you targeted a creature, it make a DC 15 Constitution saving throw. If you did not target a creature, you become the target and must make the save. If the saving throw fails by 5 or more the target is Petrified. On any other failed save the target is Restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming Petrified on a failure and ending the effect on a success. The petrification lasts until the target is freed by Greater Restoration spell or similar magic.

97–00

Roll 1d6: on a 1, you regain 2d10 Hit Points; on a 2, one ally of your choice within 300 feet regain 2d10 Hit points; on a 3, you regain your lowest-level expended spell slot; on a 4, one ally of your choice within 300 feet go you regains their lowest-level expended spell slot; on a 5, you and all your allies gain the effects of a Heroes’ Feast; on a 6, all the effects from 21-24 affect you simultaneously.

 

Fey Wanderer Spells

When you reach a Ranger level specified in the Fey Wanderer Spells table, you thereafter always have the listed spells prepared.

Fey Wanderer Spells
Ranger Level Spell
3 Charm Person
5 Misty Step
9 Dispel Magic
13 Banishment
17 Mislead

 

*(Would prefer the spell Summon Fey instead of Dispel Magic, but not being part of the 2024 Free Rules I couldn't share that. So if you have it, please feel free to use it.)

Otherworldly Glamour

Whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1) due to your preternatural fey blessing. Choose it from the Feywild Gifts table below or determine it randomly.

You also gain proficiency in one of these skills of your choice: Deception, Performance, or Persuasion.

Feywild Gifts
1d6 Gift
1 Illusory butterflies flutter around you while you take a Short or Long Rest.
2 Flowers bloom 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 each dawn.

Courts' Blessing

You have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Manipulate chaos itself to give yourself Advantage on one D20 Test before you roll the d20 a number of times equal to your Proficiency Bonus. Any time after expending all uses of this feature, you can roll on the Feywild Surge table immediately. You then regain the use of this feature. Regaining this feature before a long rest will increase your Feywild Surge probability to rolls of 1-2 and 11-12. The first and last 2 numbers of the dice roll will apply no matter the stability (making a d4 stability 100%) and will reset after a long rest.

In addition, whenever you use this feature to make an attack roll, if you hit the target must make a Wisdom saving throw against your spell save DC. If the save fails, the target is Charmed or Frightened (your choice) by you 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.

Beguiling Twist

The magic of the Feywild guards your mind. You have Advantage on saving throws to avoid or end the Charmed or Frightened condition.

In addition, whenever 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 different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects:

  • The creature is Charmed or Frightened (your choice) by you for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
  • Force the creature to roll on the Feywild Surge table to create an effect. For any effect that requires a target to be chosen, they do not get to choose a target, therefore the effect is centered on themselves. Any effect that requires a roll against a spell save DC uses yours.
  • The creature takes 3d10 Psychic damage. This does not affect your Untamed Strike stability.

Tamed Chaos

You gain a modicum of control over your Feywild Surges. Whenever you roll on the Feywild Surge table, you can roll twice and choose which of the two effects to unleash. If you roll the same effect on both dice, you can ignore the roll and choose any effect on the table except for the final row, and if the chosen effect involves a roll, you must make it. Similarly, upon triggering a Feywild Surge, once per Long Rest you can choose whichever effect on the table you desire. If the effect requires a roll you can also choose which of those possibilities you want to take effect.

In addition, whenever you trigger a Feywild Surge, you can cast Misty Step as part of the same action without expending a spell slot. You can bring along one willing creature you can touch within 5 feet of yourself. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.

Previous Versions

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