Mist Strider: A Ranger Archetype

by erraise

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Ranger Archetype

Mist Strider

Creatures of solitude the Mist Striders are often found deep in the wild places of the world. Drawing on Preternatural essence to guard and restore the natural landscape. Expert pathfinders, herbalists, and healers, Mist Strider rangers are highly valued adventuring parties, you can find Mist Striders in many of the prominent guilds and factions on The Sword Coast. These rangers use their knowledge of nature to keep their allies alive whilst swiftly disposing of anyone, or anything, who threatens the natural order of things.

Mist Strider Magic

When you choose this Archetype at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Mist Strider Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Mist Strider Spells
Ranger Level Spell
3rd healing word
5th warding wind
9th dispel magic
13th death ward
17th mass cure wounds

Rejuvenating Mist

Starting at level 3, as an action you can summon the preternatural mist to heal a creature that you can see within 30 feet. The creature regains hitpoints equal to 1d4 + your Wisdom modifier. This ability has no effect on undead or constructs. The healing received from Rejuvenating Mist increases with your ranger level as shown on the Rejuvenating Mist table below:

Rejuvenating Mist
Ranger Level Rejuvenating Mist Die
3rd 1d4
5th 2d4
7th 3d4
9th 4d4
11th 5d4
13th 6d4
15th 7d4
17th 8d4
19th 9d4

Skilled Pathfinder

At 3rd level, you have become incredibly skilled at navigating within your favored terrain types. If you don't have disadvantage, you automatically succeed any nature or survival checks when attempting to navigate within your favored terrain.

Iron Body

By 7th level, you have honed your body to resist the many dangers of the wilds. You gain proficiency in Constitution saving throws. Additionally, you gain advantage on saves against being poisoned.

Invigorating Mist

At 11th level, the preternatural mist has imbued you with it's essence, greatly increasing your speed and reactions. Once per long rest you can give yourself advantage when rolling initiative. Additionally, during the first round of each combat your movement speed is doubled.

Enveloping Mist

Starting at 15th level, you can summon the mist to protect you. Whenever a creature makes an attack roll against you and doesn’t have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.

 

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