Base Class: Ranger
Haze Runners stalk amid fog, accustomed to the visual obscurity; one would be wise to avoid murky environments. Like a spider devours prey in its web, Haze Runners strike in the mist. They are the physical embodiment of haze, light on their feet, hard to pin down, and can vanish into thin air. Occasionally Haze Runners do leave the fog, but where they go, the mist follows.
Haze Runner Additional Spells
3rd: Feather Fall
5th: Misty Step
9th: Gaseous Form
13th: Greater Invisibility
17th: CloudKill
Mist Shadow
Starting at 3rd level, while you are not wearing medium or heavy armor or a shield, you can use a bonus action to summon a misty after image doing so grants temporary hit points equal to 2x your wisdom modifier.
While your Mist Shadow is active, you gain the following benefits:
- Your walking speed increases by 10 feet.
- After activating Mist Shadow, the first attack made against you is made with disadvantage.
- Once on each of your turns, when you hit a creature with a melee weapon, you can deal an extra 1d4 cold damage. The extra damage increases to 1d6 when you reach 11th level in this class.
These benefits lasts for 1 minute. It ends early if you are incapacitated, lose all the temporary hit points, or you dismiss the Mist Shadow (no action required). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Mist Dweller
At 3rd level, you have grown accustomed to mist, so much so that it doesn't impair 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.
Fog of War
When you reach 7th level in this class, you learn a variant of the Fog Cloud spell, which doesn't count against your number of Ranger spells known. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest. Whenever you cast this spell, you can also activate your mist shadow feature for free and add the spell’s level to the temporary hit points you gain. You can choose whether the spell’s area of effect is lightly or heavily obscured, creatures inside the spell’s radius cannot see beyond its area of effect, and creatures beyond the spell’s radius cannot see inside. Moreover, damage can't break your concentration on this spell for as long as you still have temporary hit points.
Vaporous Escape
Starting at 11th level, if you start your turn grappled or restrained you can spend 5 feet of movement to automatically escape nonmagical restraints.
Additionally, After a creature misses a melee attack against you, you can move up to half your speed immediately after the attack as a reaction. This movement doesn't provoke opportunity attacks.
Murky Impression
At 15th level, you've gained the ability to continually spawn mist, reinforcing your distorted image. While the Mist Shadow feature is active, the first attack made against you after the start of your turn is made with disadvantage.
Previous Versions
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7/17/2025 11:26:16 PM
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