Ranger
Base Class: Ranger

Between the wilds of the natural world and the hidden realms of spirits, the Warden of the Veil walks unseen, striking with uncanny precision and guarding the thin places where magic leaks into the world.”

Level 3: Veilborn Predator

You are infused with the power of the unseen world.
Veil Strike

Once per turn, when you hit with a weapon attack, you deal an extra 1d8 psychic damage (2d8 at 11th level).

If the target is frightened, charmed, or unaware of you, add your Wisdom modifier to the damage.

Veil Step

You may, as a bonus action every turn, teleport up to 15 feet to a space you can see.

This movement does not provoke opportunity attacks

If you teleport adjacent to a creature, you gain advantage on your next attack against it before the end of your turn

Level 7: Phantom Champion

You bind a Spirit hunter to your will.

Attack (once per turn): 1d8 + PB + your Wisdom modifier

AC: 13 + PB

HP: 6 × ranger level

Fly speed: 30 ft (hover)

Spectral Nature

Can move through creatures and objects (no ending inside)

Resistant to all damage except force and radiant

Its attacks are magical

Veil Assist (At-Will Bonus Action Option)

Instead of teleporting, you may use your bonus action to have the companion:

Grant you advantage on one attack, or

Impose disadvantage on one attack made against you

Level 11: Hunter between worlds

Your mastery over the Veil turns relentless.
Dual Veil

Whenever you use Veil Step, you may bring your companion with you, teleporting it to a space within 5 feet of your destination.
Relentless Pressure

Once per turn, when you deal Veil Strike damage:

Reduce the target’s speed by 10 feet, and

It cannot take reactions until the start of its next turn

Veil Mark (At-Will Bonus Action Upgrade)

You gain a third bonus action option:

Mark a creature you can see within 60 feet until the end of your next turn:

Your attacks against it deal +PB damage

You always know its location if it’s within 120 ft

Level 15: Sovereign of the Thin Veil

 

Your Veil Step evolves:

Range increases to 30 feet

You may move through creatures and objects during the teleport

After teleporting, you gain resistance to all damage until the start of your next turn

Predator Unseen

If you teleport or were invisible this turn:

Your first hit deals an additional 2d10 psychic damage

Spirit Overwhelm (Reaction, PB per Long Rest)

When a creature you can see hits you:

Your companion lashes out, dealing 2d8 psychic damage

The attacker must make a Wisdom save or be frightened of you until the end of its next turn