Mistwalker Marauder (5e Subclass)

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Mistwalker Marauder[edit]

Fighter Subclass

In the silent hours of dawn, when the world lies blanketed under a shroud of mist, the Mistwalker Marauders come alive. Born from the marriage of shadow and fog, these elusive warriors tread where the line between the seen and unseen blurs. They are phantoms in every sense, employing the mist not merely as a tool but as an extension of their will, a partner in their dance of death.

Mist's Embrace

Starting at 3rd level, you learn to summon and weave the mist to cloak your approach, making you a specter of stealth and surprise on the battlefield. You gain the ability to cast the fog cloud spell without expending a spell slot or material components. After you use this feature, you must finish a short or long rest before you can use it again.

Additionally, while you are within any area of heavy obscurement, including but not limited to the fog created by your fog cloud spell, you gain the following benefits :

  • Your movement does not provoke opportunity attacks.
  • You gain a bonus to your Dexterity (Stealth) checks equal to your proficiency bonus.
Phantom Strike

At 3rd level, the Mistwalker Marauder learns to exploit the disarray caused by their misty veil, striking with deadly precision when least expected. Whenever you make an attack roll against a creature that is heavily obscured from you or when you are heavily obscured from your target (including conditions created by spells like fog cloud), you can add your proficiency bonus to the damage roll. This bonus damage is in addition to any other proficiency bonus you may already apply to the damage roll through other means.

Furthermore, if you hit a creature with an attack under these conditions, you can immediately use your bonus action to hide, even if you are in plain sight of the creature, provided there is an area of heavy obscurement within 5 feet of you.

Veilwalker's Grace

By 7th level, your affinity with the mist has grown to such an extent that you can navigate through it with supernatural ease, and your movements become a dance of shadow and light. You gain the following abilities :

  • Ethereal Step : As a bonus action on your turn, you can temporarily blend into the mist, gaining the effects of the blur spell until the start of your next turn. This usage does not require concentration but can only be used a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses after a long rest.
  • Mistbound Resilience : You have advantage on saving throws against conditions caused by nonmagical fog, smoke, or similar obscurement, and you are immune to the effects of difficult terrain created by magical or nonmagical fog.
Mistform Assault

At 10th level, the Mistwalker Marauder becomes a true terror of the fog, able to harness the mist's ephemeral nature to launch sudden and devastating attacks. You gain the following benefits :

  • Mist Teleportation : Once per turn, when you are in heavy obscurement, you can teleport up to 30 feet to an unoccupied space that you can see that is also in heavy obscurement. This movement does not provoke opportunity attacks.
  • Assault from the Veil : Immediately after using your Mist Teleportation, if you make a melee attack against a creature, that attack has advantage, as your foes struggle to track your movements through the mist.
Cloak of Shadows

By the time they reach 15th level, Mistwalker Marauders have learned to manipulate the mist to such a degree that they can blend seamlessly into shadows and fog, becoming nearly invisible assassins and scouts. You gain the following abilities:

  • Shadowmeld : When you are in an area of dim light or darkness, you can use your action to become invisible. This effect lasts until you attack, cast a spell, or enter an area of bright light. You can use this ability a number of times equal to your Dexterity modifier (minimum of once), and you regain all expended uses when you finish a long rest.
  • Mistwalker's Evasion : While in heavy obscurement, you gain evasion, allowing you to nimbly dodge out of the way of certain area effects, such as a 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.
Master of Mists

Reaching the pinnacle of their power at 18th level, Mistwalker Marauders become the undisputed masters of mist and fog, wielding these elements as extensions of their will. You gain the following abilities :

  • Eternal Mist : Your fog cloud spell becomes more potent. When you cast fog cloud using Mist's Embrace, its radius is doubled, and the fog becomes supernaturally thick, granting total obscurement. Additionally, within the fog created by your fog cloud, you and your allies gain blindsight out to a range of 10 feet, allowing you to perceive your surroundings without relying on sight.
  • Mistform Avatar : As an action, you can transform into a being of mist for 1 minute. While in this form, you gain resistance to nonmagical damage, you can move through other creatures and objects as if they were difficult terrain, and you take 5d10 force damage if you end your turn inside an object. Once in this form, you can't be grappled, restrained, or physically impeded by conventional means. Once you use this feature, you can't use it again until you finish a long rest.
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