Ranger
Base Class: Ranger

Ranger Subclass: Awaken the Fey Within
**A Fey inspired spin on the Beastborne Class 2024 5e & 5.5e**

The boundary between the mortal world and the Feywild is thinner than most believe. For some Rangers, that boundary lies within themselves.

A Feyborne carries a dormant otherworldly nature that becomes increasingly apparent in moments of danger. Eyes catch impossible colours, shadows move a heartbeat too late, and graceful movements defy ordinary expectations.

As combat intensifies, the Feyborne's familiar appearance gives way to something increasingly uncanny. Spectral claws gather around otherwise ordinary hands, light bends strangely around their form, and supernatural instinct guides their movements.

These changes need not represent a separate personality or a loss of control. A Feyborne remains themselves, even as the glamour of their mortal appearance begins to slip.

Level 3: Fey-Touched Nature

Your connection to the Feywild has altered your senses and movement, granting you the following benefits.

Fey Sight. You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet. In darkness, your eyes may catch impossible colours, distant glimmers, or details that mortal sight would ordinarily miss.

Uncanny Ascent. You gain a Climb Speed equal to your Speed. Your movements are unnaturally assured, as though unseen footholds appear precisely where you need them. Spectral fingertips, fleeting motes of light, or barely perceptible distortions of space may accompany your ascent.

These benefits are permanent and do not depend on your Damage Pool.

Level 7: Fey Fury

The Feywild answers the rising tension of battle, flooding your senses with otherworldly power. For a fleeting moment, the world seems to hesitate around you as the strange magic within your blood surges to the surface.

Fey Fury. As a Bonus Action, you can roll 2d6 and add your Ranger level to the result. Increase your Damage Pool by the total.

This increase counts as taking damage for the purpose of resetting your Damage Pool. It does not reduce your Hit Points, and it does not count as dealing damage to an enemy.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.

When Fey Fury manifests, your eyes may shine with unnatural light, shadows may twist around your movements, or the air itself may seem to bend in anticipation. These manifestations are cosmetic and do not alter the feature's mechanics.

Level 11: Great Carnage

By 11th level, the otherworldly power within you has become a natural extension of your fighting instincts. Where your Fey nature once emerged only in fleeting moments, it now lends greater precision and force to every strike made while your transformation is active.

Great Carnage. While your Damage Pool is at least 5, your Carnage damage bonus increases by 1.

Your total Carnage damage bonus becomes +3 at Damage Pool 5, +4 at Damage Pool 40, and +5 at Damage Pool 100. These bonuses replace the corresponding values granted by Feyborne Aspect; they are not additional independent damage bonuses.

If your Damage Pool is below 5, you gain no damage bonus from Great Carnage.

Your movements become increasingly effortless and unnerving. A strike may appear almost casual, accompanied by refracted light, a brief afterimage, or a momentary distortion of the air around your weapon.

Level 15: Feywild Defiance

The Feywild has become inseparably entwined with your existence. Even as your strength fails, something beyond the mortal world refuses to let your story end.

Feywild Defiance. When you are reduced to 0 Hit Points but not killed outright, you can choose to drop to 1 Hit Point instead.

When you use this feature, add twice the total damage you would have taken from the triggering damage to your Damage Pool.

Once you use this feature, you can't use it again until you finish a Long Rest.

For a fleeting moment, your form becomes a confusion of impossible reflections, luminous afterimages, and shifting Fey glamour. What should have been a fatal blow leaves you standing, as though reality itself hesitated to acknowledge your defeat.

Level 3: Feyborne Aspect

Danger draws the Feywild closer to the surface of your being. As battle intensifies, the familiar boundaries of your mortal appearance begin to falter. Light refracts strangely around you, your movements become impossibly fluid, and fleeting manifestations of your Fey nature emerge.

These manifestations do not replace your personality or deprive you of control. They are an increasingly visible expression of the otherworldly power already within you.

Damage Pool. Whenever you take damage from an enemy, or deal damage to an enemy with an attack made using a weapon or Unarmed Strike, add the qualifying damage to your Damage Pool. Your Damage Pool begins at 0.

As your Damage Pool reaches the thresholds below, you gain the corresponding benefits. These benefits are cumulative. Your Carnage damage bonus increases at the specified thresholds rather than stacking the listed bonus values together.

Resetting Your Damage Pool. If 1 minute passes without you dealing or receiving qualifying damage, your Damage Pool resets to 0 and the benefits granted by Feyborne Aspect end.

Feyborne Aspect Progression

Damage Pool Damage Bonus Benefit Unlocked
0 — Dormant
5 +2 Spectral Claws
10 +2 Fey Strike
20 +2 Otherworldly Stride
30 +2 Glamoured Resilience
40 +3 Uncanny Evasion
50 +3 Fey Hunting Instinct
70 +3 Veil of Protection
100 +4 Otherworldly Retaliation

Carnage. Your weapon and Unarmed Strike damage rolls gain the damage bonus shown in the table while your Damage Pool is at least 5.

Great Carnage (Ranger Level 11). Starting at Ranger level 11, your Carnage damage bonus increases by 1 at every threshold where Carnage applies. Your bonuses become +3 at Damage Pool 5, +4 at Damage Pool 40, and +5 at Damage Pool 100.

At Ranger level 11, select Damage Pool 5 — Great Carnage instead of the original Damage Pool 5 — Carnage character-sheet option.

The visible manifestations of Feyborne Aspect are cosmetic unless a feature explicitly grants a mechanical benefit. They may appear as spectral claws, shifting shadows, unnatural light, impossible movements, or other Fey phenomena.

Feyborne Aspect

Use these selections to apply the active benefits of Feyborne Aspect to your character sheet.

First Selection - Carnage. Select Damage Pool 5 - Carnage when your Damage Pool reaches 5. Keep it selected until your Damage Pool resets.

At Ranger Level 11. Replace your normal Damage Pool 5 — Carnage selection with Damage Pool 5 — Great Carnage. This is a replacement selection, not an additional choice. Keep your other selection for the highest unlocked Damage Pool threshold.

Second Selection - Current Threshold. Select the highest unlocked Damage Pool threshold: 10, 20, 30, 40, 50, 70, or 100. Replace the previous threshold selection when you advance.

Reset. When your Damage Pool returns to 0, deselect Carnage and the current threshold.

These options control character-sheet modifiers. Changing an option does not require an Action or Bonus Action.

Damage Pool 10 - Fey Strike

Fey Strike. At Damage Pool 10 or higher, you can make one Unarmed Strike as a Bonus Action.

Your movements begin to anticipate your own intentions. A strike may appear as a blur, a fleeting afterimage, or a sudden motion completed before your opponent can react.

You retain every benefit unlocked at lower Damage Pool thresholds.

Damage Pool 100 - Otherworldly Retaliation

Final Carnage. At Damage Pool 100 or higher, your total Carnage damage bonus increases to +4 instead of +3.

Otherworldly Retaliation. When you take damage from a creature within 5 feet of you, you can use your Reaction to make one melee attack against a randomly determined creature within your reach.

Your Fey nature has become almost impossible to distinguish from your movements. Your eyes burn with uncanny light, shadows twist around your form, and your reactions occur with speed that borders on the impossible.

You retain every lower-threshold benefit, including Veil of Protection when you aren't wielding a shield.

Determine the target randomly among creatures within reach. It need not be the creature responsible for the triggering damage.

Damage Pool 20 - Otherworldly Stride

Otherworldly Stride. At Damage Pool 20 or higher, your Speed increases by 10 feet.

Distance seems to lose its certainty around you. A single step carries you farther than it should, shadows trail behind your movements, and your body flows through angles that seem briefly impossible.

You retain all previously unlocked Feyborne Aspect benefits.

Damage Pool 30 - Glamoured Resilience

Glamoured Resilience. At Damage Pool 30 or higher, you gain Resistance to Bludgeoning, Piercing, and Slashing damage.

The boundaries of your physical form become uncertain. Blows glance away from refracted light, blades pass through a shifting outline, and impacts lose their force against your increasingly otherworldly nature.

You retain your 10-foot Speed increase and all benefits from lower Damage Pool thresholds.

Damage Pool 40 - Uncanny Evasion

Greater Carnage. At Damage Pool 40 or higher, your total Carnage damage bonus increases to +3 instead of +2.

Uncanny Evasion. Opportunity Attacks against you have Disadvantage.

Your movements become unsettlingly difficult to follow. You seem to linger in one place only to appear elsewhere, leaving attackers striking at fading afterimages or the wrong moment in time.

You retain Otherworldly Stride, Glamoured Resilience, and all lower-threshold benefits.

Damage Pool 5 - Carnage

Carnage. At Damage Pool 5 or higher, your awakened Fey nature lends supernatural force to your attacks. Your weapon and Unarmed Strike damage rolls gain a +2 bonus.

Spectral Claws. Ethereal claws, sharpened shadows, or shimmering extensions of your fingertips manifest around your hands. You can use Dexterity instead of Strength for the attack and damage rolls of your Unarmed Strikes. When an Unarmed Strike deals damage, you can deal 1d6 Slashing damage plus your Strength or Dexterity modifier instead of its normal damage.

These claws are manifestations of Fey power rather than permanent physical appendages. They remain available while your Damage Pool is at least 5.

Damage Pool 5 - Great Carnage

Great Carnage. At Ranger level 11, your mastery of your awakened Fey nature strengthens the Carnage benefit of Feyborne Aspect.

At Damage Pool 5 or higher, your weapon and Unarmed Strike damage rolls gain a +3 bonus instead of +2.

Spectral Claws. You can manifest ethereal claws, sharpened shadows, or shimmering extensions of your fingertips. You can use Dexterity instead of Strength for your Unarmed Strike attack and damage rolls. When an Unarmed Strike deals damage, you can deal 1d6 Slashing damage plus your Strength or Dexterity modifier instead of its normal damage.

These claws remain available while your Damage Pool is at least 5.

Select this option instead of the original Damage Pool 5 — Carnage option. Do not select both simultaneously.

Damage Pool 50 - Fey Hunting Instinct

Fey Hunting Instinct. At Damage Pool 50 or higher, you have Advantage on attack rolls made using an Unarmed Strike against a creature if at least one of your allies is within 5 feet of the creature and that ally doesn't have the Incapacitated condition.

Your Fey senses become exquisitely aware of openings created by your companions. A slight shift of attention, an interrupted breath, or the smallest movement reveals the perfect moment to strike.

Your total Carnage damage bonus remains +3. You retain all previously unlocked benefits.

Damage Pool 70 - Veil of Protection

Veil of Protection. At Damage Pool 70 or higher, you gain a +2 bonus to your Armor Class while you aren't wielding a shield.

An ephemeral ward gathers around you, taking the appearance of luminous motes, spectral leaves, fractured reflections, or an almost invisible shimmer in the air.
The ward's protection relies upon your unrestricted movement. You gain no additional AC from this feature while wielding a shield.

Your total Carnage damage bonus remains +3, and you retain all previous benefits.

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