Ranger
Base Class: Ranger

There are some who wander into the Feywild, and are taken by its wild beauty. They learn from its inhabitants, and become sentinels of its borders and warriors defending the land. These are the Fewwild Guardians, and they are few and far between.

Fey Magic

Your magical capabilities have been bolstered by your connection to the Plane of Faerie. You learn one druid cantrip of your choice, and you can use a Druidic Focus as a spellcasting focus for your Ranger spells. In addition, If a magic item requires attunement by a Druid, you can attune to it and gain its benefits.

Primal Defender

When you take this archetype at 3rd level,  you gain the ability to inflict pain on those who do harm. When a creature within 60 feet of you attacks a living target, you can use your reaction to deal 1d10 psychic damage to that creature. The creature must also succeed on a Wisdom saving throw or have disadvantage on attack rolls until your next turn. The DC for this saving throw is equal to your ranger Spell Save DC. Undead and Constructs do not count as living targets.

When you reach 15th level in this class, the psychic damage increases to 2d10

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

Time Warp

At 7th level, you are able to briefly enter the Feywild and come back at a later time. As an action, you can expend a spell slot of 1st level or higher and to travel to the Feywild and come back one round after you left, but no time passes for you in the Feywild. You return to the nearest unoccupied space to the point you left from. Your appearance and disappearance cannot provoke opportunity attacks. If you are already in the Feywild, or you are in an area where Planar Travel is blocked (such as an antimagic field), this feature fails and the spell slot is wasted.

Each time you use this feature before taking a short or long rest, there is a cumulative 10% chance that you get stuck in the Feywild and must find your own way back. The DM makes this roll in secret.

Enchanted Slumber

Once you are 11th level, you have learned to call on the enchantments of the Feywild to aid you in battle. On your turn when you hit a creature with a weapon attack or Ranger spell attack, you can use a bonus action to force it to make a Wisdom saving throw (DC = your Ranger Spell Save DC) or fall unconscious for 1 minute. While unconscious, a creature cannot be woken expect by a greater restoration or a spell of similar strength that dispels magic.

Once you use this feature, you cannot use it again until you finish a long rest.

Fey Nature

By 15th level, some of the essence of the Feywild has seeped into your being. You have advantage on saving throws against being charmed and cannot be put to sleep by magic. If you have the Fey Ancestry racial trait, you instead are unable to be charmed and know whenever a creature has attempted to charm you.

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