Base Class: Ranger
Instigator rangers take a different approach to the hunt their colleagues often enjoy. Instigators can be found in the darkened corners of a tavern, or at the grounds of a large party examining the bystanders and onlookers - Searching for those with malicious intent, and of Fey origin. Instigators are a sect working closely together with many paladin orders and therefore they have some shared tactics when it comes to combatting otherworldly evil.
Protective Charm
As you choose to join the hunt of the Instigators to protect the world from harm, you are taught ways to defend yourself against the trickery of the shapeshifters. Choose your protective charm from the Protective Charm table or determine it randomly. This charm can also be used by you as a spell focus.
Protective Charm
| d6 | Appearance |
|---|---|
| 1 | A petrified and a shrunk hag's head hangs like a small bead from your belt. When used as a spell charm the head shouts profane rhymes. |
| 2 | A lycantropes mane hangs on your shoulders like a fur collar. When you use it as a spell charm it glows and billows ominously, with the sounds of the lycanthropes pack echoing around you. |
| 3 | Skeletal hand of a yuan-ti with sharp claws. The hand mimics the foul hand gestures of a yuan-ti while you cast a spell with it. |
| 4 | A vial containing the tear of an eladrin of either the Seelie or the Unseelie court. If the tear is from the Seelie court, your skin gleams like a precious metal and your hair turns into a vibrant color when you use the tear to cast a spell.. If the tear is of the Unseelie court, it momentarily turns your skin pale, also darkening your hair and eyes when used to cast a spell. |
| 5 | A wand carved from the wood of a mimic chest. When the wand is used to cast a spell, it twists and turns to follow its pointed end at the target. An eye opens near the handle that stares at you as you cast the spell. |
| 6 | An ear of a devil that for some reason did not transport with it upon death back to the Nine Hells. When casting a spell with it, you feel your senses heighten for a while and hear every small effect your spell has in great detail (bones realigning in a healing spell, thorns piercing through opponents skin etc.) |
True Sense
As an action, you can open your awareness to detect false forms. Until the end of your next turn, you know the true form of any creature within 60 feet of you that is not behind total cover. Within the same radius, you also detect the presence of any creature that has been charmed by any spell.
You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.
Instigator Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Instigator 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 | Spell |
|---|---|
| 3rd | detect magic |
| 5th | detect thoughts |
| 9th | remove curse |
| 13th | banishment |
| 17th | dispel evil and good |
Divine Shot
At 7th level, when you hit a creature with a ranged weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an fey or if it has the shapechanger trait, to a maximum of 6d6.
Additionally, upon hit, if the target is shapechanged, it must use its next action to shapechange back into its true form.
Fey Drag
At 11th level, your Divine Shot will be improved with an unnatural pull from the Feywild. When you hit a creature with your Divine Shot, it must surpass a Dexterity saving throw against your spell save DC, or be moved horizontally up to 30ft. from its original location to a location that you can see. If the creature is a Fey or a Shapeshifter, they attempt this saving throw at a disadvantage.
Avatar of Mist
At 15th level, you gain the form of an mist-clad hunter of the Feywild. When you activate this feature you gain the following benefits for ten minutes:
- Whenever having an interaction with a creature (social, hostile or any other), you can use an action to force a target to make a Wisdom saving throw. On a failure, the target forgets any interaction it had with you within the effect of the feature.
- Your traces cannot be tracked.
- You gain +5 to your Dexterity (Stealth) skill checks and to your Wisdom (Perception) skill checks.
Once you use this feature, you can’t use it again until you finish a long rest.
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