Fey Wanderer
Fey Wanderer Rangers have received great power from an Archfey or a special location in the Feywild. The power reflects the mirth of the fey and their dreadful fury. They use these boons to brighten the lives of others and strike terror in their foes.
| Result | Gift |
|---|---|
| 1 | Illusory butterflies flutter around you while you take a short or long rest. |
| 2 | Fresh, seasonal flowers sprout from your hair each dawn. |
| 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. |
| 4 | Your shadow dances while no one is looking directly at it. |
| 5 | Horns or antlers sprout from your head. |
| 6 | Your skin and hair change color to match the season at each dawn. |
| Level | Spells |
|---|---|
| 3 | Charm Person |
| 5 | Misty Step |
| 9 | Dispel Magic |
| 13 | Dimension Door |
| 17 | Mislead |
Subclass Features
Dreadful Strikes
You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1D4 Psychic damage to the target, which can take this extra damage only once per turn.
Otherworldly Glamour
Your fey qualities give you a supernatural charm. As a result, whenever you make a CHA check, you gain a bonus to the check equal to your WIS modifier (Minimum 1).
In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.
Feywild Gifts
You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.
Conclave Spells
Your specific expertise grants you certain spells. You know the following spells and they do not count towards the number of spells you can prepare.
Beguiling Twist
The magic of the Feywild guards your mind. You have advantage on saving throws against being Charmed or Frightened.
In addition, whenever you or a creature you can see within 120 ft of you succeeds on a saving throw against being Charmed or Frightened, you can use your reaction to force a different creature you can see within 120 ft of you to make a WIS saving throw against your spell save DC. If the save fails, the target is Charmed or Frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Mirthful Laughter
You can let out a hearty laugh that disarms even the most hardened foe. As an action you can laugh and those you choose within 60 ft that can hear you have disadvantage on attack rolls, their movement speed is reduced to zero, and they cannot make attacks of opportunity. You can use this feature times per long rest equal to your WIS modifier.
Dreadful Strikes
You channel more frightful energy into your strikes. Your extra damage from this feature increases to 1D6.
Fey ReinForcements
The royal courts of the Feywild have blessed you with the assistance of Fey beings: you know the spell Summon Fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.
Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.
Misty Wanderer
You can slip in and out of the Feywild to move in a blink of an eye: you can cast Misty Step without expending a spell slot. You can do so a number of times equal to your WIS modifier (Minimum 1), and you regain all expended uses when you finish a long rest.
In addition, whenever you cast Misty Step, you can bring along one willing creature you can see within 5 ft of you. That creature teleports to an unoccupied space of your choice within 5 ft of your destination space.
Dreadful Strikes
You channel ever increasing amounts of haunting energy into your attacks. Your extra damage from this feature increases to 1D8.