Base Class: Ranger
Those who survived the Day of Mourning are marked forever by the Dead Gray Mist that rose from the heart of Cyre. Many emerged twisted, immune to the strange haze, and attuned to the creeping fog that choked the fallen kingdom. Cyran Survivors are masters of obscured terrain, weaving mist and shadow to evade, confound, and control their foes.
A Cyran Survivor rarely fights with brute force; instead, they turn the battlefield into a haze of despair, striking from hidden vantage points while their enemies flounder in hopelessness. In the ruins of Cyre, from the smoking remains of Metrol to the haunted borders of the Mournland, these rangers are legends—or warnings—told in whispers.
Cyran Survivors are uniquely adapted to the haunted mists of Eberron: they see through obscuring fog as though it were clear air, move through swirling clouds with uncanny grace, and sense every tremor in the Dead Gray Mist. As they grow in power, their mastery of the haze becomes almost supernatural, and their presence can sap the courage of even the hardiest adversaries.
Whether tracking warforged bandits through the Mournland, guiding refugees across the scarred lands, or hunting the lingering horrors born of the Mourning, a Cyran Survivor brings the fog of Cyre to every encounter.
Level 3: Gray Mist Shroud
Gray Mist Shroud.
As a bonus action, you summon a swirling mist around yourself in a 10-foot radius for 1 minute. The mist lightly obscures the area, granting creatures inside half cover.
You can use this feature a number of times equal to your Wisdom modifier (minimum once), regaining all uses on a long rest.
Mist Sense.
You are completely at home in fog, mist, clouds, smoke, or other lightly obscured areas. You suffer no penalties to Perception, Stealth, or attack rolls caused by obscured vision in these conditions.
Additionally, creatures within 30 feet of you that are in fog, mist, or similar lightly obscured terrain cannot benefit from Stealth or Invisibility against you.
Level 3: Cyran Survivor Spells
When you reach a Ranger level specified in the Gloom Stalker Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spells |
|---|---|
| 3 | Fog Cloud |
| 5 | Pass Without Trace |
| 9 | Protection from Energy |
| 13 | Freedom of Movement |
| 17 | Wind Walk |
Level 7: MIsts of despair
When you activate Gray Mist Shroud, you can choose a number of creatures equal to your Wisdom modifier who are not affected by the mist’s psychological effects. The chosen creatures must be within the mist when you activate it.
Each creature not chosen that is within the mist is engulfed by an overwhelming sense of impending dread. They must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or become frightened of you for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Additionally, you always have advantage on saving throws against being frightened.
Level 11: Evasive Mists
You have become one with the Dead Gray Mist. While in fog, mist, or similar lightly obscured terrain, you can use a bonus action to teleport up to your movement speed to an unoccupied space within the mist.
After teleporting, you become invisible for 1 minute, or until you attack or cast a spell.
Flavor: You slip through the haze like a phantom, appearing where your enemies least expect, and vanish from their sight even in the thickest of mists.
Level 15: Master of Desolation
Expanded Gray Mist Shroud.
When you activate Gray Mist Shroud, its radius increases to 20 feet, and enemies treat the area as difficult terrain.
Terror of the Dead Gray.
As an action, you can target creatures within your Gray Mist Shroud that are frightened. Each target must make a Wisdom saving throw (DC = 8 + proficiency bonus + Wisdom modifier).
On a failed save, the creature takes 4d8 psychic damage and must use its reaction to move up to its speed away from you.
On a successful save, the creature takes half as much damage and does not flee.
Flavor: Your presence in the Mist turns fear into a tangible weapon. Frightened foes are driven by sheer dread, and the Dead Gray Mist itself seems to strike at their minds.
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