Ranger
Base Class: Ranger

As a Feywalker you walk among the Material Plane and the Feywild freely, changing your body and mind. You loose track of time and space, but gain elusiveness, beauty and wisdom. As you level up you gain abilities to travel among planes,, survive harsh environments and summon a Fey Protector to aid you. This is a path that a ranger chooses to explore a new realm and tame the endless wilds.

Wild Tamer
You know and may cast spells from de Druid spell list.

Fey Evasion

Starting at 3rd level, your connection with the Feyrealm gives you evasion and speed to move farther and survive in the harsh Material Plane.

Increase your walking speed by 30ft, advantage on escaping grapples and +1 to AC while wearing light armor.
You also can communicate with any being connected to the Feyrealm in their native language, you still speak common, but they will hear you as if you talked in their language.

At 7th level you don't provoke opportunity attacks.

Fey Protector

At 7th level, you delve more into de Feywild and its magic, you manifest a piece of your soul. It takes the form of a wild animal (with a green or yellow aura). This is your Fey Protector.

Your Fey Protector is a new entity that you control. Has the same attributes as you but different speed, hit points and AC. To summon your protector you must be able to talk and call its name, they will come and aid you, it will appear in a unoccupied space up to 10ft from you. You can summon your protector (1 + WIS modifier) times a day (with full health and cleansed of status effects). To unsummon your protector you may call its name again and tell them to return to the Feywild.

To choose your protector you must choose one of the next protector types, then establish its appearance (its size must be medium or smaller) and then its name.

Hunter

The Hunter comes to aid its user to hunt and eliminate the danger. Takes the appearance of a serpent, cheeta or a boar(medium size).

It has (8 + 5 times your Ranger Level) hit points. 60ft walking speed. (10 + your proficiency bonus).

The Hunter can do the following actions:

Attack: Melee weapon attack: +5 to hit, reach 5ft., one target.
Hit: 2d6+5 piercing damage.

Lunge: Melee weapon attack: +3 to hit, reach 10ft. one target.
Hit: 2d6 piercing damage.

The Hunter can also Dash, Disengage, Dodge and Hide.

The Hunter's first successful attack after being summoned will always deal critical damage. If that attack is a crit, the next attack will be instead.

Seer

The Seer aids it user by locating danger and understanding intentions. Takes the form of an owl, eagle or bat (small size). While summoned, you see through the eyes of the Seer and have advantage on Insight and Perception.

It has (6 + 4 times your level) hit points. 40ft. walking speed. 80ft. flying speed. (8 + your proficiency bonus) AC.

The Seer can do the following actions:

Attack: Melee Weapon attack: +5 to hit, reach 5ft., one target.
Hit: 1d6 + 5 piercing damage.

Flight attack: If the Seer is at more than 100 ft high, Melee Weapon attack: +2 to hit, reach 100ft, one target.
Hit: 2d6+5 piercing damage. After a hit, the Seer moves to the attacked enemy.

Set flight: The seer sets flight up to 100ft high, can be used as a disengage.

The Seer can also dash, disengage, dodge and hide.

Trickster

The Trickster aids its user by dazing and confusing means, you never know what its going inside its head, not even the user. Takes the form of a fairy, cat or insect (tiny size).

It has (6 + 4 times your Ranger Level) hit points. 60ft. walking speed, 60ft. flying speed. 16 AC.

The Trickster can do the following actions:

Feyblast: Ranged Weapon attack: +5 to hit, reach 60ft. one target.
Hit: d10 force damage.

Shifting voice: Target one enemy up to 60ft. It must do a charisma saving throw of 16.
On a fail it will be charmed or frightened (your choice) for 30 seconds.

Charming powder: The Trickster drops a little bit of its essence. That essence becomes a Charming powder, that you can use as a consumable (one use).
On use grants advantage on Persuasion and Deception for 1 minute.

When the Trickster does any action it may be or not be what you wanted, roll a d8 to determine its action:

2: Does Feyblast on the 3 closest enemies. if there are not enough enemies at range it will do the remaining Feyblasts on the user.

3: Does Shifting voice on all targets in a 30ft radius, including allies. Enemies will be charmed and allies will be frightened.
Rolling a 3 again dispels al enemies and allies from this effect on a 30ft radius.

4: Changes its size to medium loosing its flight. If its already on medium size it will return to tiny size, recovering its flight.
While on medium size it will lose 6 AC but Feyblast will deal 2d10 force damage instead. This effect cannot be cleansed by any means (even summon).

5: Cast Enlarge/Reduce on the user. Roll a d2, if heads it will Enlarge, if tails it will Reduce.

6: Roll a d2. If heads the user will be transported to the Feyrealm for 6 seconds, on tails a chosen enemy will be transported instead.

7: Emits a green light up to 120ft that only allies can see. It lasts 1 hour or until you roll 7 again.

1 and 8: Does the chosen action.

Warden

The Warden manifest to protect its user and friends by being between the danger and them. Takes the appearance of a lion, canine or bear (medium size).

It has (10 + 6 times your Ranger Level) hit points. 40ft. walking speed. (14 + your proficiency bonus) AC.

The Warden can also perform the following actions:

Attack: Melee Weapon Attack: +5 to hit, reach 5ft., one target.
Hit: 2d8 bludgeoning damage.

Defend: reduce the walking speed of all adjacent enemies to 10ft. until your next turn.

It can also Dash, Dodge, Disengage and Hide.

You may also do a special summon with the Warden. If you do, summon the Warden on a empty location up to 60ft. After summoning, all adjacent enemies will be stunned until the Warden moves, does an action or takes damage.

Fey Pathing

Years and years pass by, but the Feywalker still is and always will be walking. At 11th level you unlock special abilities that only Feywalkers can harness.

Choose one of the following features. You can choose another one at 13th and again at 15th and 17th.

Aspect of the Wilds

You get the ability to grow vines, leaves and mud around your body. You may move while hiding in plain sight at 10ft walking speed.
Additionally you no longer need materials to use Hide in Plain Sight.

Enemy of the Wilds

Target an enemy up to 60ft. it must do a Wisdom saving throw or it will be treated as your Favored Enemy until you mark another target.

Ethereal Body

When your hit points are reduced to 0, you can reappear in a place up to 60ft away from the place you fainted. You take 12 seconds or 2 turns to reappear at the located place (small green light will appear in the place while you reappear).  When reappearing you recover 10 hit points and are cleansed of status effects. You can only do this once you take a short or long rest.

Everlasting Senses

You cannot be blinded or deafened by any means.

Inmortal Walker

Every time you move you recover hit points. For every 5ft traveled, you restore 2 hit points.
You may also choose to take a walking rest instead of short rest. In the time you still move but are unconscious and cannot be awaken or damaged until the 4 hours pass. You move through the Feywild and Material Plane this time and may or not remember the places you visited. When you wake up yo reappear at the place when you rested.

Mark of the Feywalker

Target an enemy up to 60ft. It must do a Wisdom Saving Throw. On a fail you, your Fey Protector and the target enemy will be transported to the Feywild.
Both remain on that realm, unaware of the things happening in the other realms. Until you wish to return (as a bonus action) or 1 minute passes, both will remain there.
When this effect ends, you both return to the plane and places where you where before transportation.

You can use this ability 2 times per long rest.

Plane Drifter

You can sense all Feywild portals on a 60ft radius and know their exact location.

As an action you can summon a wild portal. One end is adjacent to you and the other one is on an empty space up to 120ft on your line of sight.
Any ally or enemy entering one end, end up transported to the other end, using a portal only uses 5ft of speed.
You may also make the portals disappear as a bonus action. Only one portal may be active at the same time.

When someone uses a portal you made, you get all knowledge of its hit points, AC, speed and resistances.

Timeless Explorer

You gain the benefits of Natural Explorer on any terrain. Additionally if you spend 2 spell slots on Primeval Awareness you reveal the creatures location and number.

Wild Sight

Your sight becomes one with the wild. When doing an skill check, you can use this ability to know the odds (what happens on a success or fail). You may do the check with advantage.

You can use this ability (3 + your Wisdom modifier) times a day.

Children of the Feywilds

At 15th level you unlock the paths to the Feywild and Material Plane and can do the following actions.
Path to the Wilds
Once a day you can make a one way portal to the Feywild or Material Plane. This portal disappears after 5 minutes.

Fey Mark
You can mark an ally with Fey Mark. Your allies marked with get the benefits of Fey Evasion and Land's Stride.. You may also remove the Fey Mark at will.
Marking or removing the mark doesn't count as an action.

Feywell
Summon a Feywell that lasts for 4 hours, you and your allies can take short rest near the well in any place, this well exists between realms and all allies marked by your Fey Mark can enter. The well has a radius of 15ft and all unmarked entities will se a normal well.  You and your allies will be invisible while resting.
You can use this ability once a day.

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