Fey Knight (5e Class)

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Fey Knight

Fey knights are knights in service to a queen of the faerie courts which are summer and winter and are mortal instruments that the queens play so they can kill a Mortal being or destroy their enemies from the inside.

Creating a Fey Knight

When creating a Fey Knight, ask yourself the following questions, what brought you into the service of a fairy queen? Are you a cool and collected Warrior? Or a volatile berserker? Do you serve Queen Titania or the Raven queen? How did you get to the feywild? Was it an elaborate spell? A planar portal? Or Did you stumble through a Fey Crossing?

Quick Build

You can make a Fey Knight quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Charisma.

Class Features

As a Fey Knight you gain the following class features.

Hit Points

Hit Dice: 1d10 per Fey Knight level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Fey Knight level after 1st

Proficiencies

Armor: All Armor and shields
Weapons: All Simple and Martial Weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose 2 from Athletics, Acrobatics, Animal Handling, Persuasion, Perception, Stealth, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A lance or (b) Longsword
  • (a) 2 Daggers or (b) 2 Hand Crossbows
  • (a) Studded Leather Armor or (b) Scale Mail armor
  • (a) Explorers Pack or (b) Adventurers Pack

Table: The Fey Knight

LevelProficiency
Bonus
Feyflight speedFeaturesSpells Known—Spell Slots per Spell Level—
1st2nd3rd4th5th
1st+25 ftFeysense, Feyflight-
2nd+25 ftFey guide, Spellcasting, Fairy Strike, Fighting Style22
3rd+25 ftFey Sustinance, Fairy sight33
4th+210 ftAbility Score Improvement33
5th+310 ftExtra Attack442
6th+310 ft442
7th+315 ftFairy Resistance543
8th+315 ftAbility Score Improvement543
9th+415 ftFey Weapon6432
10th+420 ftGreater Guide6432
11th+420 ftFey Strike Upgrade7433
12th+420 ftAbility Score Improvement7433
13th+525 ft84331
14th+525 ftFeymind84331
15th+525 ft94332
16th+530 ftAbility Score Improvement94332
17th+630 ft1043331
18th+630 ftFairy1043331
19th+635 ftAbility Score Improvement1143332
20th+640 ftFey Army1143332

Feysense

You can detect the presence of fey as well as unnatural presences. As an action, you can attune to the world around you to gain information about individuals. Until the end of your turn, you know the location of any construct, fiend, or fey within 60 ft that isn't behind total cover. You know the type (construct, fiend, or fey) of any being whose presence you sense, but not its identity (the Satyr Moonbeam the Great, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Feyflight

You have tiny, insect wings growing out of your back that get stronger over time. These wings give you a fly speed, refer to the table to determine the fly speed. If you already have a fly speed, instead add this value to it.

Fey Guide

At Level 2, Fey Knights can summon a Fairy. If the Fey Knight had some sort of Familiar prior, the Familiar will become sentient and turn into the fairy. The Fey Knight's fairy will prevent any additional familiars being created. This Fairy is connected by a tether, and has to stay within 100 ft of its master. If it is forcefully brought beyond this distance, it is immediately destroyed. Destroyed Fairies are reborn after 24 hours. The Fairy is an unquestionably loyal companion, but will nudge its master in the right direction occasionally. It can be ordered to move in the area around it's Knight and communicate to them as a free action, but any other task requires use of Master’s Orders. Fairy Guide uses the Fey Knight's proficiency bonus in place of its own. Fairies can be any creature that isn't a fiend or undead. Add the following stat template when creating a fairy. These are Fairy Stats:

Spellcasting

Starting at 2nd level you can choose two first level spells from the druid spell list, and use fey knight spell slots to cast them. Charisma is your spell casting ability and DC.

Fairy Strike

//tie into archetypes Starting at 2nd level, when you hit a creature with an attack, you can expend one Fey Knight spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a fiend or a construct.

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

  • Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

  • Defense

While you are wearing armor, you gain a +1 bonus to AC.

  • Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

  • Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

  • Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

  • Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.

  • Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Fey Sustenance

At 3rd level, you begin to draw sustenance directly from the Feywild. You now need to eat only one meal per week if you come in contact with fey energy every week. Additionally, due to your body now existing fractionally in the Feywild, you add half of your proficiency bonus to acrobatics checks. If you are proficient with the Acrobatics skill, instead add one and a half times your proficiency bonus whenever making an Acrobatics check.

Fairy sight

At 3rd level, you see partially through the reflections of the Feywild, granting you Darkvision 120 feet. If you already posses Darkvision from another source this adds 60 feet onto its range.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at level 5, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fairy Resistance

At Level 7, You gain immunity to diseases and poison, and you can't be in the poisoned condition.

Fey Weapon

/tie to archetype? Starting at 9th level, you may mystically bind yourself with one weapon that you are proficient with. To do so, you must take a short rest to become one with the weapon. When you do so, the weapon takes on a magical appearance whenever you wield it. Whenever you make an attack with your fey weapon, you add 1d6 radiant damage. If any other creature were to use this weapon besides you, they have disadvantage with it. You may only do this with one weapon at a time. When the duel wielding feat is taken you may bond with two weapons rather than one. You can create a bond with a new weapon by performing a ritual that takes one hour.

Greater Fairy

At 10th level, by feeding from the Fey Knight's own energy, the fairy has grown stronger. The fairy grows one size larger with 20 health(4d8). The fairy can move up to 120 ft. from the Fey Knight, and Master’s Orders may be used as an Action or Bonus Action.

Feymind

At level 14, your mind has become so bound with the fey that you don't need to even sleep at all. You also gain Immunity to Sleep spells and mind-affecting spells that don't affect fey.

Fairy

At level 18, the Fey Knight has become so in tune with the feywild that they have become one amongst it. They now count as a fey in addition to their original race.

Fey Army

You now have absolute control over the fey themselves. Starting at 20th level, once, until you finish a long rest. you may summon an army of soul-fairies for yourself. The casting time for this spell is two turns. From a 100ft radius, raise every living creature's shadow to form exact fey clones of those creatures with the exception of the health total for every fey is 5 Hit dice. They all attack at the will of the Fey Knight only on the fey knight's turn. This spell lasts until every fey is killed or the caster is incapacitated. You may not use this ability again on creatures whose shadows have already been affected by this spell once for 24 hours and you may not cast it again if there are still fey-clones under your control.

Court of Summer

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Court of Winter

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Multiclassing


Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:



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