Base Class: Ranger
The Mist guardians have spent time in the Wilds of the Fey, and because of this they have learned the secrets to hidden warfare. This archetype embodies the one who is the unsung hero and defender of the people. Often times many villages and cities chalk their fortunes up to gods favor with out realizing there is a Mist Guardian in the area. Despite the name these rangers have dedicated themselves to becoming masters at the art of guerrilla warfare.
Most times the mist guardians work by themselves, but can be a valuable asset to a group of adventures. Many times lords, Regents and kings will hire a Mist guardian to help protect their kingdoms and Providences. to have the eire of a Mist Guardian is a dangerous game to play.
Starting at Level 1, the Mist guardians gain their signature MO, they always have a mist effect that ever so slightly rolls off their bodies. This does nothing more than add an affect for role play purposes. This is the bi-product for spending so much time among the mist of the fey wilds, many of the Mist guardians are born in the Fey realms and because of this they can be quit eccentric. Many have different reason once they leave the Fey Realm as to why they offer Safe haven to places, some do it to help keep the mortal races from encroaching into the Fey Lands others do it for the valor and glory, and some do it because they do not wish the torment that they experienced in the Fey lands at the hands of lesser Fey and Fey lords.
Regardless of what race you pick, you may use the following racial feat
- Fey teleportation
Safe Haven
Starting at 3rd level the ranger spends 1 week exploring the area in which he chooses to watch over. During that week they must explore all borders of the protected area placing warding stones along the border. The stones do not have to be magical in nature, a particular formation of stones every 5 miles is enough. The ranger than channels some of his magic into each stone. A final stone is placed in the town or the center of the 20 mile sphere. The ranger may only have one safe haven active at a time, although the ranger may make another one anytime he chooses but the initial one will stop being active the moment the second ritual is complete.
The Ranger is afforded the following benefits after the ritual is complete.
- Each stone acts as a diviner tool for the ranger allowing the ranger to view through the stone up to 1 mile
- All terrain with in the Safe haven is treated as favored, regardless of weather it is on the favored terrain list.
- Anytime anything with the alignment of Evil crosses the threshold the Ranger is warned immediately and knows the precise location up to 100 yards.
Ambush
Starting at 3rd level, the Mist Guardian no longer considers any evil that has trespassed into his lands or those that would bring harm upon those he chooses to defend as honorable foes, and for that his attacks become more lethal in nature. Often times the Mist guardian will post signs along roads warning that these lands are protected and any one disrupting the good will suffer a fate worse than death.
The Mist guardians Ranged attacks can now benefit from Ambush dice. These dice can be used anytime the Mist guardian acts first, is hidden, or has advantage. Ambush dice do not stack with Sneak attack dice. The Mist guardian gains 1D8 on his attack. The Mist Guardian may only benefit from this once per a turn.
At Higher Levels: The ambush dice increases by 1d8 at 6th, 9th, 12th and 15th level
Fog of War
Starting at 7th level, the mist guardian can start to harness the powers of the Fey Wilds making him more deadly to those that threaten him or those he considers under his protection. As a Reaction, when you are hit by an attack, you turn into a cloud of mist. You may move up to half your movement in any direction, you leave behind a thick fog that obscures sight till the end of your turn. Once you end your movement, if you are in lightly obscured cover you may make a Hide check.
Additionally; you may use lightly obscured cover to make a hide check.
Guardian Angel
Starting at 11th level, the mist guardian As a bonus Action can extends his protection to one of his allies. Mist swirl around your ally, the next target to attack the ally is marked with that same mist. On the mist guardians next attack turn, they gain an additional attack that uses your Bonus action and must target the enemy that attacked your ally. When you fire your arrow the mist lead the ammunition to the targets giving the ranger advantage on that attack.
This attack doesn't count as one of the rangers standard attacks that they already get.
Mist Lords Terror
Starting at 15 level, the Mist guardian embraces his true nature and becomes the embodiment of a Fey Lord of Mist. As An action, you activate this power your eye's become hollow and globes of mist, mist flows from your being and rolls out over the ground with in 10 feet of you before dissipating. When you fire an arrow a small cloud of mist forms 5 feet from the arrow, as it flies through the mist the arrow becomes a magical mist dart that always finds its target. You may stay in this mien for 1 round equal to your Wisdom Modifier (to a Minimum of 1 round). After you have used this power you must complete a long rest before you can use it again. When in the guise of the Fey Lord you gain the following;
- When you used ranged attacks the attacks automatically hit and deal 2d4 Force damage. The target must make a DC 15 Constitution saving throw or become poisoned, on a fail save the target takes 5d8 poison damage.
- Any enemies with in 10 feet of you must make a Wisdom Saving throw or be Frightened
When you Reach 18th Level you can use this ability one additional time.
This may not be used in conjunction with any magical affects that alter the damage or type of your ammunition.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
12/2/2018 11:57:26 PM
|
69
|
3
|
1.0
|
Coming Soon
|
Comments