Base Class: Ranger
At the round table where they number twelve, let none speak the name of the thirteenth. As the quintessential masquerader, you moved the chess pieces from behind the throne, and yet know every street from its stone and each tree from its rings. What are you doing here, then, amidst the monsters and magics? Perhaps, even you don't know why yourself...
Concealed Visage
You become more than just a masked man playing at an act. You gain proficiency in Stealth and Perception, as well as advantage in Initiative checks. Outside of combat, creatures from a distance of 15 feet and above do not acknowledge your existence unless they explicitly choose to observe their surroundings, you reveal your presence, or they possess an ability to detect non-magical creatures close to them.
Additionally, if a creature from above 30 feet away is unaware of your presence and attempts to observe you through non-magical or non-unique means, they must perform a Wisdom (Perception) check against 10 + Your Dexterity Modifier (Minimum increase of 1). If in darkness and with no Darkvision, or their vision is impaired (through any means), they perform this check with disadvantage. If the throw fails, they do not notice your presence.
Royal Masquerade Magic
Starting from 3rd Level, you learn an additional spell when you reach certain levels in this class, as shown in the Royal Masquerade Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
| Ranger LEVEL | SPELLS |
|---|---|
|
3rd |
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|
5th |
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9th |
|
|
13th |
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|
17th |
Unbridled Prince
You recall the olden court. At 7th level, you gain proficiency in Charisma Saving Throws. If you already have this proficiency, you instead gain proficiency in Wisdom or Intelligence Saving Throws, at your discretion. Additionally, you gain one of the following features of your choice.
- Whims of the Unbridled Prince - In combat, whenever a creature attempts an attack against you while you are free of any status conditions, you may use your reaction to impose disadvantage on that attack. You may only use this reaction once until your next turn.
- Strike of the Unbridled Prince - In combat, when you score a melee weapon attack or a ranged weapon attack against a creature from up to 30 feet away, you may use your bonus action to instantly move behind the creature. The maximum distance from the creature after your movement is 5 feet. Enemies cannot use Opportunity Attacks against you this way.
- Chords of the Unbridled Prince - In combat, as an action, you may force a creature within 30 feet to shift their attention to you, if they aren't already focusing on you. For their next action, they must move towards you, or must target you for their next attack, spell, or any other relevant action. The target cannot be affected if they are deafened.
Chords of the Unbridled Prince
In combat, as an action, you may force a creature within 30 feet to shift their attention to you, if they aren't already focusing on you. For their next action, they must move towards you, or must target you for their next attack, spell, or any other relevant action. The target cannot be affected if they are deafened.
Strike of the Unbridled Prince
In combat, when you score a melee weapon attack or a ranged weapon attack against a creature from up to 30 feet away, you may use your bonus action to instantly move behind the creature. The maximum distance from the creature after your movement is 5 feet. Enemies cannot use [Tooltip Not Found] against you this way.
Whims of the Unbridled Prince
In combat, whenever a creature attempts an attack against you while you are free of any status conditions, you may use your reaction to impose disadvantage on that attack. You may only use this reaction once until your next turn.
Cloak of the Cavern
A cloak shimmers around your being, even if it didn't seem to be there before. At 11th level, you gain +1 AC and the ability to summon a cloak around you as an action. This cloak is a nameless magical item, and is a glossy cloth that may appear either plain black or white, at your discretion. If you are already wearing a cloak, it keeps its original features and name, while its physical appearance changes to fit the description of your nameless cloak. You may allow another willing creature to wear the cloak, though the features granted still apply only to you.
When you summon the cloak, you may choose for it to grant you one of the following temporary features of your choice.
- You may cast the Light cantrip, using the cloak as the source. You may also cast the Darkness once as 2nd Level spell, also using the cloak as the medium and without the use of a spell slot. Upon casting Darkness, however, the cloak is dispelled and you lose the feature granted by it. You need not know the spells to be able to cast them.
- You may cast Fly as a 3rd Level spell with the use of the relevant 3rd Level spell slot, but only on the creature wearing the cloak, and only once. Once the spell ends, the cloak is dispelled and you lose the feature granted by it. You need not know this spell to cast it.
- You may cast Pass Without Trace as a 2nd Level spell while using a 1st level spell slot. Casting the spell in this manner will not dispel the cloak. This spell must be counted within your known spells list before you can cast it this way.
Your cloak is considered magic, and disappears along with all features when the conditions above are met, you take a short or long rest, you take an action to dispel it yourself, or the cloak is forcibly dispelled due to spells or actions like Dispel Magic. In this case, your cloak acts as a 3rd Level spell.
You may only have the cloak grant you a feature once per long rest. You may, however, summon the cloak anytime else as an action without granting any of the temporary features.
Haydée's Blessing
Your cloak gleams with blinding light. When your Cloak of the Cavern is manifested and you use the features granted to you by Unbridled Prince, you gain an additional action immediately after completing the reaction, action or bonus action specified in the feature. Also, until the start of your next turn, you gain advantage in one saving throw for effects that would subject you to being grappled, charmed, frightened, or damaged.
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