Faerie Irregular

Eldritch Gift

When you reach 3rd level, you gain an eldritch invocation of your choice. When you reach 7th, 12th and 18th levels, you gain additional invocations of your choice. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

This does not come from a patron, and does not grant any boon. The level prerequisite for any Invocation is doubled, but uses your ranger level instead of your warlock level. Invocations that allow you to cast a spell using a warlock spell slot can be cast from any spell slot of a level equal to or higher than the spell being cast, and Wisdom is your spellcasting stat for all spells you gain from eldritch invocations.

Wild Power

At 3rd level, The first time you hit a creature with a weapon attack each turn, your attack pierces into your targets mind. The resulting pain deals an additional 1d6 psychic damage to your target.

You also regain a 1st level spell slot after each short rest. At 11th level, this increases to 2 1st level spell slots.

Fey Nature

By 7th level, you are imbued with the unpredictable nature of the fey. You can Dodge as a Bonus Action. You also learn the druidcraft cantrip or a different druid cantrip if you already know it. Wisdom is your spellcasting ability for this cantrip.

Occult Archery

At 11th level, when you loose a shortbow, longbow, hand crossbow, light crossbow, or heavy crossbow, the ammunition from that weapon is imbued with the terrifying power of the feywilds. On a hit, the target must make a Wisdom saving throw against your spell save DC. On a failure, that creature is frightened of you until the end of your next turn.

Charm Survival

At 15th level, your ability with mind altering effects has grown. When a creature makes a melee weapon attack against you, you can use your reaction to interfere with their attack. That creature must make a wisdom saving throw against your spell save DC. Being charmed grants disadvantage on this saving throw.

On a failure, the creature must choose a new target or lose the attack and is no longer charmed. On a success, the creature can make the attack normally, and becomes immune to this effect for 1 hour or until it becomes charmed.

Made by Sandmote from Giant in the Playground