The Mist Walker Revision I

by Enderluck

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Revisted Mist Walker

Focusing his mind on the brightly colored armor, the man stalks his target, making his way through the chaos of the battle around him. He closes his eyes and feels his body become one with the mist. In a blink of an eye he’s on top of the enemy commander— a whirling blade of death.

The Elf exhales a final breath to ready herself. In a flash she disappears, only to reappear behind the unexpecting headsman. A shroud of mist covers her true actions, and in a matter of seconds she and the doomed man she was hired to save are running
along the rooftops, making
their way to the safehouse.

Recovering quickly from the initial blast, the
Tiefling scans the ambushers for the origin of the assault. Spotting a robed half-orc wielding
a glowing staff, she reaches out her hand
and soon a red swirl of mist appears around her
and the half-orc. She can feel the magical
exchange of life easing the pain from her fresh
burns and a smile spreads across her face as
the half-orc lets out a howling scream of
anguish.

Whatever the origin of their connection to the
mists, one thing is for sure, those who can tap
into and harness the ability to walk the mists,
leave both devastation and confusion in their
wake.

Cunning Warriors

To be counted among those who can walk the mists is no easy feat and as such, Mist Walkers are incredibly dedicated warriors. Focusing their mind to absorb the entirety of their surroundings they track their enemies and engage them at blinding speeds— often from behind. The mental fortitude it takes to harness the power of the mists, while engaged in the throes of combat is significant.

Mist walkers strike fast and hard against their most dangerous foes, and just as abruptly as they appear,

they’re gone— already calculating their next attack. Speed and surprise are a Mist Walker’s greatest asset, which is probably why so many favor a pair of shorter blades— though some Mist Walkers still prefer to fight with shield, knowing that they so often find themselves behind enemy lines.

Still some prefer to further engage their enemies from a distance, mixing their skill with a bow with the ability to manipulate the mists to cripple their foes and aid their allies.

Battlefield Strikers

Due to the nature of their abilities and intellectual aptitude, Mist Walkers excel at two professions in particular: that of the soldier, and assassin.

Mist Walkers have been rumored to be responsible for armies suddenly finding themselves without a commanding officer— whether on the field of battle, or during the night before a siege— where the lines between soldier and assassin become blurred.

Naturally those organizations who deal in death for       profit, attract Mist Walkers who have less- than-          honorable morals, and likewise Mist Walkers often            find those particular organizations eager to give              them an opportunity to prove their worth.

          Creating a Mist Walker

             Mist Walking is not something innate, but rather              a skill hat is studied, practiced and honed. Not            only do Mist Walkers have to learn how to harness         the raw energy of the mist, but they also go through     rigorous martial training. Bringing the two arts   together is still a feat in itself. As such, most Mist Walkers receive some form of formal training— whether through their service in a standing army, an apprenticeship in an order of assassins, or perhaps they were cultivated from birth in the ancient traditions of their remote mountain village.

When creating a Mist Walker consider their upbringing and how they might have had access to such unique training. The environment in which they were trained, as well as their instructors, will typically have a significant impact on their personality and overall world view.

Perhaps the art form of Mist Walking was not passed down from a formal instructor but rather something you discovered in an ancient tome— with your Mist Walker spending countless hours pouring over the text and practicing it’s teachings. How would your Mist Walker decide to put this new power to use? Why would they feel the need to study an, ultimately, deadly martial art form? Is it to gain an edge over a rival? Or perhaps it’s because


they had a specific use in mind, and they needed a way to escape quickly.

Quick Build

You can make a Mist Walker quickly by following these suggestions. First, make Dexterity your highest ability score if you plan on wielding two light weapons, or Strength if you plan on using one weapon and a shield (Some Mist Walkers who focus on two-weapon fighting make Strength higher than Dexterity). Your next-highest score should be Intelligence, or Constitution if you plan to take the Conviction of the Blade. Second, choose a background for your character.

Class Features

As a Mist Walker, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Mist Walker level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier.

Proficiencies


  • Armor: Light Armor, Shields
  • Weapons: Simple Weapons, Short Swords, Scimitars, Rapiers
  • Tools: Poisoner’s Kit

  • Saving Throws: Dexterity and Intelligence
  • Skills: Choose three from Acrobatics, Deception, History, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a rapier or (b) a shortsword
  • (a) Shield or (b) a shortsword
  • (a) an Explorers Pack or (b) a Dungeoneers Pack
  • Leather Armor, two Daggers, and Poisoner’s Kit
Starting Wealth (optional)

If you do not wish to take the starting equipment, you may instead start with 5d4 x 10 gp.

The Mist Walker
Level Proficiency Bonus Features Shroud Points Mist Walk Distance
1st +2 Mist Walk, Unarmored Defense 10ft
2nd +2 Fighting Style, Shroud 2 10ft
3rd +2 Conviction Feature, Methodical Strikes 3 10ft
4th +2 Ability Score Increase 4 10ft
5th +3 Extra Attack, Mist Walk Improvement 5 15ft
6th +3 Conviction Feature 6 15ft
7th +3 Evasion, Honed Mind 7 15ft
8th +3 Ability Score Increase, Expansive Mind 8 15ft
9th +4 Additional Shroud Abilities 9 20ft
10th +4 Conviction Feature 10 20ft
11th +4 Methodical Strikes Improvement, Tactical Precision 11 20ft
12th +4 Ability Score Increase 12 20ft
13th +5 Misty Vision 13 25ft
14th +5 Conviction Feature 14 25ft
15th +5 Additional Shroud Abilities 15 25ft
16th +5 Ability Score Increase 16 25ft
17th +6 Mist Form 17 30ft
18th +6 Greater Mist Walk, Methodical Strikes Improvement 18 30ft
19th +6 Ability Score Increase 19 30ft
20th +6 Mist Clone 20 30ft

Mist Walk

Beginning at 1st level, you gain the ability to Mist Walk, allowing you to teleport short distances. Once per turn, as part of your movement, you may teleport to another empty space you can see within your Mist Walk distance as shown in the Mist Walk column of the Mist Walker table. The distance you can Mist Walk increases as you gain levels in the class. Using Mist Walk does not provoke attacks of opportunity.

As a bonus action, you can double your Mist Walk Distance until the end of your turn. Doing so doesn't increase the range of abilities which refers to your Mist


Walk Distance, instead, it only doubles the distance you may teleport.

Upon reaching 5th level in this class, you can use your Mist Walk more than once per turn, as part of your movement, providing that you don't teleport in total more than your Mist Walk Distance.

Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier. You can use a shield and still gain this benefit.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.

Dueling

When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls, with that weapon.

Close Quarters Shooter

When making a ranged attack while withing 5ft of a hostile creature, you don’t have disadvantage. Ranged attacks ignore half cover and three quarters cover against targets within 30ft. You also gain +1 bonus to attack rolls on ranged attacks.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.

Shroud

Beginning at 2nd level, you tap further into the secrets of mist, giving you access to manifest and manipulate it as a tangible force, called the shroud.

Shroud Points

You have 2 shroud points and you gain additional shroud points as you level, as represented by the Shroud Points column of the Mist Walker table.

You can spend these points to fuel various shroud features. You start knowing three such features: Cloaking Mist, Veiled Shield and Jaunt. You learn more shroud features as you gain levels in this class.

When you spend a shroud point. it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended shroud back into yourself. Some of your shroud features require your target to make a saving throw to resist the feature's effects. The saving throw DC and attack roll are calculated as follows:

Shroud Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Shroud attack modifier = your proficiency bonus +

your Intelligence modifier

Cloaking Mist (Shroud Ability)

As an action, you may spend 1 shroud point to create a 20-foot-radius sphere of dark mist centered on yourself. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Veiled Shield (Shroud Ability)

As a reaction, whenever another creature hits you with a melee attack, you may spend 1 shroud point to add a +2 bonus to your AC for that attack, potentially causing the attack to miss you. This bonus increases to +3 when you reach level 10th in this class, and to a +4 when you reach level 20th in this class.

Jaunt (Shroud Ability)

As a reaction, you may spend 1 shroud point to Mist Walk up to your Mist Walk Distance to another unoccupied space, whenever you take damage or are subject to an area of effect of that allows you to make a Dexterity saving throw to take only half damage. If you move enough to leave the area of effect, you perform the saving throw with advantage. This does not provoke an attack of opportunity.

Methodical Strikes

Beginning at 3rd level you can feel the Mist guiding your attacks. Whenever you Mist Walk, you gain a +1 bonus to your next melee attack roll before the end of the turn. This bonus increases to a +2 at 11th level and +3 at 18th level.

Conviction

At 3rd level, you choose a Conviction to follow to best understand how to use the ebb and flow of the Mist to aid you. Choose Conviction of the Blade, Conviction of the

Mind, or Conviction of the Shroud, all are detailed at the end of the class description. The conviction you choose grants you features at 3rd level and again at 7th, 11th, and at 15th.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.

Evasion

Beginning at 7th level, you can mist walk out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Honed Mind

Beginning at 7th level, your keen mind has become a valuable asset to keep you safe. You gain proficiency in Wisdom saving throws.

Expansive Mind

Starting at 8th level, whenever you make an ability check using Intelligence, after you see the roll, but before the outcome is determined, you may roll an additional d20 and take the highest result.

Once you’ve used this ability you cannot use it again until you complete a short rest.

Additional Shroud Ability

At 9th level, you gain the following additional Shroud Ability:

Disarming Mist

As a bonus action, whenever you hit a creature with an attack, you may spend 2 Shroud Points to attempt to steal a object your opponent carries or its wielding using the Mist to aid you. The target makes a Dexterity (Acrobatics) check to avoid having a weapon that it is currently wielding be teleported through the Mist to a space of your choosing within your Mist Walk Distance. If the target succeeds its saving throw, nothing happens.

Warp

As a bonus action, after you Mist Walk, you can spend 3 shroud point to make each creature within 10 feet of the space you left perform a Constitution saving throw, taking 2d10 thunder damage on a failed save, or half as much damage on a successful one. This damage increases to 3d10 when you reach level 20th in this class.

Tactical Precision

Starting at 11th level, you are so suffused with the mist that all your weapon attacks carry misty energy with them. When you hit a creature with a weapon, the creature takes extra force damage equal to your Intelligence modifier (minimum 1).

Misty Vision

At 13th level, fighting in heavily obscured areas no longer troubles you. You gain blindsight up to 15 feet.

Additional Shroud Ability

At 15th level, you gain the following additional Shroud Ability:

Banish

As a bonus action, when you hit a creature with a melee attack, you can spend 4 shroud point to make the target perform a Charisma saving throw or be banished. The creature is banished to the Ethereal Plane for 1 minute after which the creature returns. When the creature returns, it return to the plane it originated from in the spot it currently occupy. If it occupy the same spot as a solid object or creature when this happens, it is immediately shunted to the nearest unoccupied space

that it can occupy and takes force damage equal to twice the number of feet it is moved.

Between two Worlds

As a bonus action, whenever you Mist Walk, you can spend 2 shroud points to step into the Ethereal Plane. You vanish from your current plane of existence and appear in the Ethereal Plane for 1 minute. While in the Ethereal Plane, as a bonus action, you can return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

Ethereal Plane

While a creature is on the Ethereal Plane, it can move in any direction. If it move up or down, every foot of movement costs an extra foot. It can see and hear the plane it originated from, but everything there looks gray, and it can’t see anything more than 60 feet away. It can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren’t on the Ethereal Plane can’t perceive it and can’t interact with it, unless a special ability or magic has given them the ability to do so. It ignore all objects and effects that aren’t on the Ethereal Plane, allowing it to move through objects it perceive on the plane it originated from.

Misty Form

Starting at 17th level, you move so fluidly through the Mist, it is difficult for your foes to track you. When you use Mist Walk as part of a move action, you may then spend 3 shroud points and cast Mirror Image as a bonus action without requiring spell components. These duplicates move with you as normal, even when using Mist Walk.

Greater Mist Walk

Starting at 18th level, as an action, you can spend 6 shroud points and cast Teleport, without requiring spell

components and only targeting yourself. When doing so, you can spend 2 additional shroud points per creature you want to bring with you.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest you take 1 level of exhaustion immediately after you cast it.

Mist Clone

At 20th level, you can shape the Mist around you to form a tangible duplicate of yourself to aid you in combat. You can spend 8 shroud points and can cast Simulacrum, without requiring spell components and targeting yourself.

When casting the spell in this way, its duration is reduced to 1 minute. The duplicate you create have a copy of all you equipment but with no magical properties. The damage it deals is magical for the purpose overcoming resistance and immunity to nonmagical attacks and damage.

The clone cannot speak, is immune to being charmed, frightened, petrified, poisoned and paralyzed. If a spell or effect would cause it to no longer be on the same plane of existence as you, it is destroyed.

The clone don't have the Mist Clone and Greater Mist Walk feature. If you use this feature while there is a clone, the previous clone is destroyed.

Mist Walker Convictions

The mental fortitude and dedication it takes to become a Mist Walker is incredibly demanding on those who truly wish to master the art in combat. As such, Mist Walkers know that they must commit their focus on how best to harness the Mist’s extraordinary power to suit their individual capabilities.

Conviction of the Blade

Some Mist Walkers believe that the Mist is a tool to gain an advantage over their foes in combat. It allows them to strike hard at a specific target to confuse their enemies. By cutting the head off of the snake for an enemy force, the remaining opponents often become panicked and

disorganized, making them much easier to deal with. Thus by focusing their time to master the blade, they can truly become deadly warriors on the battlefield.

Additional Shroud Ability

Starting at 3rd level, you gain the following additional Shroud Ability:

Forceful Jaunt (Shroud Ability)

As bonus action, you may spend 3 Shroud Points to choose one medium-sized or smaller creature you can see within 5 feet of you. The target must succeed on a Dexterity saving throw or it is teleported through the Mist to another empty square you can see within Mist Walk Distance, that you choose.

When the target appears at the chosen space, any creatures within 5 feet may use their reaction to make a single attack against the target. If the target succeeds it’s saving throw, nothing happens.

Violent Jaunt

Beginning at 3rd level whenever you score a critical hit on a medium-sized or smaller creature, you may immediately use Forceful Jaunt without expending any Shroud points. The target still attempts a saving throw.

Misty Mark

At 6th level, when you hit a creature with a melee attack, you can use your bonus action to mark it with mist only you can see. For 1 minute you know the target's location, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it's invisible, it gains no benefit from that condition against you. Additionally, while the target is marked, you deal an extra 1d6 force damage whenever you hit it with a weapon attack. You can use this ability a number of times per day equal to your Intelligence modifier.

Bladestorm

Beginning at 10th level, you can enter into the mist to strike like the wind. As an action, choose a number of creatures within your Mist Walk Distance equal to your Intelligence modifier (minimum of one) and you expend 1

to 5 shroud points. Make a melee spell attack against each creature. On a hit, a creature takes 1d10 force damage per shroud point spent.

Devastating Assault

Starting at 14th level, you can make a calculated strike against a foe in an attempt to exploit their defenses. As a bonus action you can make an Intelligence (Investigation) check of DC 15 to study one creature you can see within 50 feet of you. You make this check at disadvantage if the creature is an Aberration or a Construct. This check only determines any openings in the target’s defense and does not yield any additional information like resistances the creature may have. This effect ends at the end of combat.

The next time you successfully hit the target with a weapon attack, you deal an additional 12d10 force damage. Once you have successfully triggered the additional force damage, you may not use this ability again until you finish a short rest.

Conviction of the Mind

Some Mist Walkers believe that only by strengthening their allies, can they achieve total dominance over their opponents. These Mist Walkers spend countless hours perfecting their ability to walk the Mist— so much so that they gain the ability to guide their allies through the Mist, and eventually their foes as well. For these Mist Walkers, the key to swift victory, is understanding the battlefield in its entirety, and controlling the positioning and flow of combat.

Additional Shroud Ability

Starting at 3rd level, you gain the following additional Shroud Ability:

Oppressive Haze (Shroud Ability)

As bonus action, you may spend 3 Shroud Points to choose one creature you can see within 10 feet of you. The target must succeed on a Wisdom saving throw or else it is surrounded in an oppressive gray mist, which lasts for 1 minute.

An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't

use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.

A creature affected by this ability makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it

Calculated Exchange

Beginning at 3rd Level, as an action, choose two willing medium sized or smaller creatures that you can see within your Mist Walk Distance. Those creatures swap places. This does not provoke an opportunity attack for the moved creatures.

Veiled Ferry

At 6th level, you touch a willing creature and can have them accompany you when you Mist Walk. The target must be medium size or smaller, and appears in an unoccupied square next to your target square. If there isn’t an unoccupied space within 5 feet of your arrival point, the target is moved to the nearest unoccupied square and takes 2d6 points of force damage, for every 5 feet it is forced to move.

The creature has advantage on the next attack it makes before the end of its next turn. You can use this ability a number of times per day equal to your Intelligence modifier.

Vigilant Response

At 10th level, your ability to track multiple enemies on the battlefield is uncanny. Whenever a creature within 30 feet of you that you can see is attacked, you can use your reaction and expend 1 to 5 shroud points. The creature is protected by a cloak of mist. It gains 5 temporary hit point per shroud point spent until the end of your next turn. If the target takes damage from a creature that is within 5 feet of it while it has these hit points, the target

can use its reaction to make a melee weapon attack against that creature.

Veiled Subterfuge

Starting at 14th level, whenever an ally that you can see that is within your Mist Walk Distance is the target of an attack, after the die is rolled, but before the Dungeon Master declares whether the hit was successful, you can, as a reaction attempt to swap the places of that ally and another creature of your choice— potentially having the new creature take the attack instead.

Choose one medium sized or smaller creature within your Mist Walk Distance that you can see. If the target is a willing target, switch the target’s position with your ally. Then, apply the original attack to the new creature, using its AC to determine the success or failure of the attack. If it hits, the attack deals damage to the new creature and applies any additional abilities, conditions, saving throws, etc. to the new creature as normal.

If the target is an unwilling creature, it must succeed a Wisdom saving throw or be forced to swap places with your ally and take the attack. Once you have used this ability, you cannot use it again until you complete a short rest.

Conviction of the Shroud

Some Mist Walkers delve so deeply into their studies of the Mist, that they learn to manifest its raw energy with added effects. These Mist Walkers manipulate the mist

to their advantage and push the boundaries of its true capabilities. As much scholars as warriors, these Mist Walkers frequently become obsessed with unraveling the Mist’s secrets and often feel a call to explore the ruins of lost civilizations and ancient tombs in search of unlocking its mystery.

Additional Shroud Ability

Starting at 3rd level, you gain the following additional Shroud Ability:

Soothing Mist (Shroud Ability)

As a bonus action, you can spend 3 Shroud Points to cause a cooling mist to surround you and your allies. When you do so, choose a number of creatures you can see within 30 feet of you, up to a number equal to your Intelligence modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to teleport up to your Mist Walk Distance, without provoking opportunity attacks.

The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.

Life Transference

Beginning at 3rd level you have learned to tap into the more mystic forces of the Mist to aid your allies at the cost of your own life essence. As an action you may expend 1 hit dice and touch one creature to transfer part of your life force to them. Roll the hit dice. You take necrotic damage equal to the roll and the target creature regains hit point equal to twice us much plus your Intelligence modifier (minimum of one). This damage may not be prevented in any way. If the necrotic damage would reduce your hit points to 0, you drop to 1 hit point instead and your target receives no healing benefit from this ability.

Toxic Mist

At 6th level, as an action you can exude a wave of poisonous green mist around you. You create a 30-foot sphere of mist centered on your space that lasts for 1 minute.


Each creature that is completely within the mist at the of its turn must make a Constitution saving throw or become unable to breathe, while coughing and gasping uncontrollably. A creature affected in this way is incapacitated and suffocating. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.

A moderate wind (at least 10 miles per hour) disperses the mist after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. You may use this ability a number of times per day equal to your Intelligence modifier.

Vampiric Transference

Beginning at 10th level, you can manifest a brief wave of necrotic mist around you. As an action, you create a 30 foot sphere of mist centered on your space and you expend 1 to 5 shroud points. Choose any number of creatures within the affected area. Those creatures must succeed a Constitution saving throw or have their life force ripped from them. Each target takes 1d6 necrotic damage per shroud point spent on a failed save, or half as much damage on a successful one. Then, any number of creatures within the mist may regain hit points equal to the total damage dealt by this ability. The total number of hit points gained this way, must be divided among the new targets, in a manner of your choosing.

Dauntless Mist

Starting at 14th level, you can harness the raw power of the Mist to bolster you and your allies. As an action choose a number of creatures you can see equal to your Intelligence modifier (minimum of one). Those creatures become sheathedin a dark purple mist. Whenever one of those creatures starts their turn within your Mist Walk Distance from you, that creature gains a +2 bonus to their AC, and regain 1d4 hit points, and they cannot be magically slowed. A creature don't regain this hits points if it have 0 hit points. This effect lasts for 1 minute.

Once you use this feature, you must finish a short or long rest before you can use it again.

Conviction of the Arrow

Some Mist Walker believes that the key to defeating their enemies is attacking unseen from the safety of the shadows. They scan their surrounding sensing the very vibration of the Mist to locate their foes and eliminate them. These Mist Walkers take advantage of their superior mobility to dominate tactical positions and destroy their enemies at the safety of a distance. They are never too close, but neither too far.

Additional Shroud Ability

Starting at 3rd level, you gain the following additional Shroud Ability:

Piercing Mist (Shroud Ability)

As an action, you can spend 3 Shroud Points and make a ranged attack with a weapon. You don't make an attack roll for the attack. Instead, all the creatures in a 30 feet long and 5 feet wide line from you must perform a Dexterity saving throw. A creature suffers the attack's normal effect on a failed save, or half as much damage and no additional effects on a successful one. The damage increases by 1d6 at 5th, 10th and 20th level in this class.

Deadly Shadow

Beginning at 3rd level, you move an attack through the mist which such easy and efficiency. Whenever you Mist Walk, you gain a bonus to your next ranged attack before the end of the turn. This bonus is an additional 1d4 force damage. This bonus increases to 1d6 at 11th level and 1d8 at 18th level. Additionally, you gain proficiency with hand crossbow.

Sixth Sense

At 6th level, the presence of things on the material and ethereal plane registers on your sense like a dim vibration, a wave that travels across the mist like the wave created by a drop of rain which falls into a lake. As an action, you can open your awareness to detect such vibrations. Until the end of your next turn, you know the location of any creature and object within 60 feet of you

that is not behind total cover. You can also detect creatures and objects in the Ethereal plane at the same distance. You may use this ability a number of times per day equal to your Intelligence modifier.

Misty Arrow

Beginning at 10th level, you can empower your attacks with the power of the mist. As a bonus action, whenever you perform a ranged weapon attack you can expend 1 to 5 shroud points. On a hit, you deal an additional 1d10 force damage per shroud point spent.

Counter-Attack

Starting at 14th level, whenever you take damage from a creature within 50 feet of you, you can use your reaction to vanish and counter-attack. You fade out of existence becoming invisible for any creature which doesn't have truesight until the start of your next turn. You instantaneously perform 4 ranged spell attack rolls against the target. On a hit, you deal 3d10 force damage + your Intelligence modifier. You can then teleport to an unoccupied space you can see within your Mist Walk Distance of the target.

Once you use this feature, you must finish a short or long rest before you can use it again.

Multiclassing as a Mist Walker

In order to meet the prerequisites for Multiclassing into a Mist Walker you must have either a Strength or Dexterity score of at least 13, and you must have an Intelligence score of at least 13.

When you multiclass into Mist Walker from another class you gain proficiency with Short Swords, Scimitars, Rapiers and the Poisoner’s Kit.

Revisted by Enderluck (Discord Enderluck#8624)
Original Mist Walker from Taking20
Art from: Kim Van Deun
Last review: 12/19/19
New Mist Walker Revision II: https://www.gmbinder.com/share/-Lwto_dEPjcSZjWzA6JW

 

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