Ranger
Base Class: Ranger

Haze Runners are stalkers amid fog, accustomed to the visual obscurity; one would be wise to avoid murky environments. Like a spider who claims prey caught in its web, Haze Runners strike in fog. Born of mist, Haze Runners are light on their feet, hard to pin down, and can vanish into thin air. Occasionally Haze Runners do leave the murk, but where they go, the mist follows. 

Level 3: Haze Runner Spells

3rd: Feather Fall

5th: Mirror Image

9th: Gaseous Form

13th: Watery Sphere 

17th: Cone of Cold

Level 3: Fog of War

When you cast Hunter's Mark on a creature you can also activate a special version of the Fog Cloud spell centered on that same creature. The spell’s area of effect is lightly obscured, creatures inside the spell’s emanation cannot see beyond its area of effect, and creatures beyond the spell’s emanation cannot see inside. The Fog Cloud moves with the target keeping them at the center of the emanation. Moreover, once on each of your turns when you hit a creature with a melee attack who is within the Fog Cloud's emanation, you deal an extra 1d6 cold damage, this damage increases to 1d8 at level 11. The effects of the Fog Cloud spell ends if you lose concentration on Hunter's Mark, gain the incapacitation condition, or dismiss it with a bonus action. 

Level 3: Mist Dweller

You have grown accustomed to the mist, it no longer impairs your vision and enhances your ability to hide. You can hide even if you are only lightly obscured, as well as ignore disadvantage on (Wisdom) perception checks made in lightly obscured areas.

Additionally, You gain proficiency in one of the following skills of your choice: survival, perception, or stealth.

Level 7: Vaporous Escape

If you start your turn grappled or restrained you can spend 5 feet of movement to automatically escape nonmagical restraints, such as manacles or a creature that has you grappled.

Additionally, if a creature targets you with a melee attack you can use up to half your speed as a reaction after the attack.

Level 11: Sludge Warfare

When you cast Hunter's Mark on a creature that creature's speed is halved. If your Fog of War feature is active every hostile creature in the spell's emanation suffers the same penalty.

Level 15: Murky Impression

Tireless becomes more powerful as the mist melds into your very being. When activated you begin to trail a misty afterimage and gain the following benefits.

Improved Tireless: You can activate Tireless as a bonus action. The dice you roll when determining temporary hit points from Tireless increase to 2d8. 

Mist Shadow: Your movement doesn't provoke opportunity attacks. The first attack made against you after this feature is activated is made with disadvantage, you lose this benefit regardless if the attack hits or not. You regain this benefit at the start of each of your turns if you still have temporary hitpoints remaining. 

These benefits end early if you are incapacitated, lose all the temporary hit points or you dismiss the Mist Shadow (no action required).

Previous Versions

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2/21/2025 1:46:21 AM
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