Ranger
Base Class: Ranger

From the fog-choked valleys where hot springs boil beneath ancient stone, they hail from a clan that treats mist and steam as both weapon and veil. Their presence is rarely announced by sight—only by the sudden chill of damp air or the hiss of vapor rolling across the battlefield.

Level 3: Level 3: Steam Strikes

Mist bleed from your weapons. When you hit a creature with a weapon, you can deal an extra 1d4 Steam (Acid) damage to the target, which can take this extra damage only once per turn. The extra damage increases to 1d6 when you reach Ranger level 11.

Level 3: Level 3: Mist Hunter Spells

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

Mist Hunter Spells
Ranger Level Spells
3 Shield
5 Misty Step
9 Blink
13 Fire Shield, Freedom of Movement
17 Conjure Elemental

Level 3: Level 3: In the Fog

You have learned to draw on the power of the Mist, gaining the following benefits.

You pull in air all around you casting out a thick Fog. The Fog seeps from you in a 5-foot Emanation. You can see though the fog, for any other creature it is treated as magical Darkness. You have disadvantage on attacks made outside of the Mist. Anyone with means to see through magical Darkness can similarly see through the Fog. You can use this ability a number of times equal to half of your Proficiency level rounded down. You regain all expended uses when you finish a Long Rest.

At level 11, you can regain a use with a short rest

Darkvision. You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.

 

Level 7: Level 7: Wrath of the Mist

You draw on your training and remember your homeland. When you cast Hunter’s Mark, you transform, gaining the following benefits for the duration of the spell.

Mistical Armor. You gain a +1 bonus to Armor Class, while you have Hunters Mark active. Your body exudes steam. 

Unnerving Aura. When an enemy starts its turn within a 10-foot Emanation originating from you, it makes a Wisdom saving throw against your spell save DC. On a failed save, the next attack against it had advantage. Steam rushes towards the face of the foe. 

Level 11: Level 11: Hungering Mist

You gain a bonus to Constitution saving throws equal to your Wisdom modifier (minimum of +1).

In addition, once per turn when you hit a creature with an attack roll while you are transformed using Wrath of the Mist, you regain a number of Hit Points equal to 1d6 plus your Wisdom modifier, provided you are Bloodied when you hit.

Level 15: Level 15: Mist Wanderer

You can cast Misty Step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

In addition, whenever you cast Misty Step, you can bring along one willing creature you can see within 5 feet of yourself. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.

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