The

Sylvan Wanderer

A ranger archtype

A lone elf stares into the horizon with a lazy grin as he rests atop a gilded spire. Suppressing a yawn, she stands up and watches as the birds circle around her, unable to run away The sounds of a hunting horn ominously echo through the trees, alongside the staccato sound of hoof eats. Animals bleated in panic as they ran away from the group of merciless riders. The riders burst through the trees and, in a singular motion, released dozens of arrows and knives into the trees. Multiple animals could be heard falling to the ground.

The Sylvan Wanderer is a wanderer of they FeyWilds who has been completely entranced by the dark lurking beauty of the Wilds. They wander around in search of glory and game to hunt. Oftentimes they find themselves as servants of one Fey court of another, hunting whatever query they are told to. The game in the Material Plane has lost its thrill and now only Fey beings can satisfy their urges. Over all of the thrill hunting provides, they enjoy having great beasts of power submit with naught but a word.

Level Spell 3 Charm Person 5 Mirror Image 9 Bestow Curse 13 Confusion 17 dream

Level 3

Stumbling Strike

Fairness in a fight is both everything and nothing to you. You are not above using tactics that are somewhat frowned upon in dueling. On attack rolls with advantage, you can knock an enemy prone. Doing so will also allow you to deal an extra 1d8 damage to the prone enemy.

Level 7

Flash Blink

Careful observations has shown that a good majority of Fey creatures can blink out of existence or to another location at will. Suprisingly, you found that you could do so too after some practice. As a bonus action, you can teleport any distance that your remaining speed allows, using up your remaining speed. All creatures in a 15 foot radius are blinded. You can only use this once every short or long rest.

Level 11

Crafty Assault

Due to the copius amount of charms in the FeyWilds, you have lesrned not to be off put by them. You now have advantage against charmed creatures. Charmed creatures must save against youe spell save DC or remaim charmed.

Level 15

Mirror Charm

As a reaction, you may send a charm back to its sender. The sender must beat your spell save DC or become charmed unil the start of your next turn.

Credits Idea creates by DigitalAmber

assistence from iamasecretwizard.