Fey Wanderer v2.2.1 #
Dreadful Strikes (1) #
- You can augment your weapon strikes with mind-scarring magic drawn from murky fey hollows. When you hit a Creature with a Weapon, you can deal an extra 1d4 Psychic Damage to the target.
- The extra damage increases to 1d10 when you reach 11th level in this class.
Fey Wanderer Magic (1) #
- You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a Ranger spell for you, and it doesn’t count against the number of Ranger spells you prepare.
Fey Wanderer Spells table #
Ranger Level |
Spells |
1st |
Charm Person |
5th |
Misty Step |
9th |
Summon Fey |
13th |
Dimension Door |
17th |
Mislead |
Otherworldly Glamour (1) #
- Whenever you make a Charisma Check, you gain a bonus to the check equal to your Wisdom Modifier (minimum of 1). You also gain proficiency in one of these Skills of your choice: Deception, Performance, or Persuasion.
Empowered Marks (3) #
- When you reach 3rd Level in this subclass, you gain the following two Empowered Mark options.
Misty Mark #
- When an allied Creature (including yourself) lands an Attack Roll against a Creature affected by your Hunter’s Mark they can use their Reaction to teleport up to 15 feet to an unoccupied space that they can see.
Trickster’s Mark #
- When a Creature affected by your Hunter’s Mark makes an Attack Roll you can use your Reaction to cause that Attack Roll to target a different Creature that you can see within the Creature’s range.
Beguiling Twist (7) #
- The magic of the fey guards your mind. You have advantage on Saving Throws to avoid or end the Charmed or Frightened condition.
- In addition, whenever you or a Creature you can see within 120 feet of you succeeds on a Saving Throw to avoid or end the Charmed or Frightened Conditions, you can use your Reaction to force a different Creature you can see within 120 feet of yourself to make a Wisdom Save against your Spell Save DC. On a failed save, the target is Charmed or Frightened (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on a success.
Fey Reinforcements (11) #
- You can cast Summon Fey without Material Components. You can also cast it once without expending a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.
- Whenever you start casting the spell, you can modify it so that it doesn’t require concentration and it is considered to be cast at 5th Level. If you do so, the spell’s duration becomes 1 minute for that casting.
Misty Wanderer (15) #
- You can cast Misty Step without expending a spell slot. You can do so a number of times equal to your Wisdom Modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
- In addition, whenever you cast Misty Step, the distance you can travel with it is doubled, and you can bring along one willing Creature you can see within 5 feet of you. That Creature teleports to an unoccupied space of your choice within 5 feet of your destination space.