Moon Caller

Moon Callers use occult symbols and runes to draw on the moon's innate arcana, inscribing mystical tattoos on their body to wield this lunar energy. These enigmatic rangers fight ethereal and shadowy threats, as well as shapeshifters, such as phase spiders, displacer beasts, and lycanthropes. They take special pride in their agility, elusiveness, and ability to take on such mercurial enemies. Some look down upon these rangers for their blatant use of deviant magic, but Moon Callers are as stalwart in their cause as their fellow rangers.

Moon Caller Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Moon Caller Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. Moon Caller Spells Ranger Level Spell 3rd armor of agathys 5th moonbeam 9th bestow curse 13th confusion 17th dream

Twilight Leaper At 3rd level, you have learned how to cast various enchantments and hexes. You gain proficiency in the Arcana skill if you don't already have it. The occult marks on your skin magically augment your leaps. You gain the following benefits: You can use Dexterity to determine your jumping distance.

The distances of your standing jumps are not halved.

You have advantage on ability checks that involve jumping.

You can jump through occupied spaces.

Lunar Hex At 3rd level, the symbols inscribed on your body draw in magic cast from the moon, which you can use to empower your attacks. If you move at least 15 feet in a line immediately before attacking, your next attack deals an extra 1d4 cold damage. If this movement was made in dim light or darkness, the extra damage is 1d6, and you do not have disadvantage on your attack. When you reach level 11 in this class, the extra damage increases to 2d4 (2d6 in dim light or darkness).

Midnight Flight At 7th level, you seem to flutter around your enemies, escaping their grasps with unnatural celerity. When you make a weapon or spell attack against a creature, you can immediately use your bonus action to disengage. Additionally, enemies have disadvantage on attempts to grapple you. Revised Ranger If you are playing UA's Revised Ranger, you gain Extra Attack as your 5th level Ranger Archetype feature.

Gray Crescent By level 11, your body is infused with lunar energy, which you can release in an icy arc. When you make an attack against a creature, each creature in a 15 foot cone originating from you must make a Dexterity saving throw or take 2d8 cold damage. You can only use this feature once per turn.