Mist Walker

Mist Walkers take up the mantle of adventure when a loved one passes on. Fixated on death and loss, they may seek the help of oracles and mediums to contact the other side. As a result, many end up doing the bidding of whoever offers them aid. But a Mist Walker is a capable warrior without a squad of soldiers to fight alongside. They're deadly hunters, each arrow loosed and sword jabbed an attempt to avenge the fallen.

Mist Walker Magic

Starting at 3rd level, you learn an additional spell when you rach certain levels in this class, as shown in the Mist Walker 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 Walker Spells

Ranger Level Spell 3rd false life 5th blindness/deafness 9th speak with dead 13th ghastly sphere * 17th danse macabre

Talisman of the Fallen

When you begin your journey down this grim path, you are accompanied by an object that belonged to someone you lost. The obect has been blessed to aid you in your duties. At 3rd level, while this Talisman is on your person, you can use your action to open your awareness to the presence of undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and isn't protected by divination magic.

Additionally, if you come across the body of a dead creature, you can spend a minute focusing on it while holding your Talisman. At the end of this minute, you learn how long it has been dead and what its most pressing goal was at the time of its death.

Mist Form

Though skilled in the ways of combat, Mist Walkers are at their deadliest when they call on the secrets of the other side. At 3rd level, you can use a bonus action to invoke these secrets. When you do so, your hit point maximum is lowered by an amount equal to half your Ranger level, rounded down, and you gain the following 3 benefits:

Harrowing Jab. When you attack with a melee weapon, ghastly energy extends beyond the tip of the weapon, extending its range by 5 feet.

Misty Visage. When you are hit by an attack that deals slashing, bludgeoning, or piercing damage, you can use your reaction to reduce the damage taken by an amount equal to half your Ranger level.

Dreadful Sap. When you hit with a weapon attack on which you had advantage, your attack deals an extra 1d12 necrotic damage. You can use this feature once per turn.

You remain in this state for one minute, or until you end it as a bonus action. Your hit point maximum does not return to its usual state until you complete a long rest.

Grim Fortitude

When you reach 7th level, your bond with the dead increases your survivability in the clutches of death. You can add your Wisdom modifier to death saving throws.

Additionally, when you reach 3 successes on death saving throws, you return to consciousness with 1 hit point.

Chosen Servant

When you reach 11th level, dark forces bestow upon you the full extent of their deadly secrets. When you invoke your Mist Form, you gain the following improvements:

Harrowing Jab. When you use Harrowing Jab to extend a weapon's reach, the ghastly energy lingers in the target. If your attack hits, the target suffers 1d12 necrotic damage the next time it moves.

Misty Visage. When you use Misty Visage to reduce damage taken, you can also move up to half your speed without provoking opportunity attacks as part of the same reaction.

Dreadful Sap. When you use Dreadful Sap, you can gain temporary hit points equal to half of the extra necrotic damage dealt.

Return of the Fallen

Upon reaching 15th level, you learn the most sacred of techniques from the other side. As an action, you can summon the spirit of the original owner of your Talisman to an unoccupied space within 60 feet of you. On each subsequent turn, you can command the spirit to move up to 60 feet to an unoccupied space, no action required. As a bonus action, you can command the spirit to take the help action. When you attack a target distracted by your summoned creature, it suffers an extra 8d8 necrotic damage. A creature can only suffer this damage once per round.

The spirit remains for a number of rounds equal to your Wisdom modifier. Once the spirit dissipates, you cannot use this feature again until you complete a long rest.

Ghastly Sphere

4th-level conjuration

Casting time: 1 action

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 minute

A 20-foot-radius sphere of spectral smoke springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Creatures in the sphere are blinded, and when a creature starts its turn in the sphere, it must succeed on a Wisdom saving throw or have its speed reduced to 0 for that turn.