Fey Warrior (5e Class)
Fey Warrior
A warrior with otherworldly powers to destroy their enemies.
Description
An assassin hunts her halfling prey through the crowded city streets. She has her eyes perfectly trained on her target, and closes in for the kill. Suddenly, the halfling is gone. Searching the most logical place for her target to have escaped, the assassin steps into a nearby alleway. But, her target is nowhere to be seen. Suddenly, she is stabbed in the back and pushed away. The assassin turns around to see her halfling target standing at the ready, before flashing a blinding flame in her face. The halfling sees his opening, and strikes with a handful of magical dust. Hours later, the assassin awakens. She has survived the encounter, but has learned to be wary of her target.
A dragonborn conjures a ring of mushrooms at his feet, pushing back the bandit hordes that have crowded him. With a swing of his mighty weapon, the dragonborn cuts through his enemies, and feels himself rejuvenating as he steals the life of his enemies. The bandits have been pushed back, and the dragonborn disappears before their eyes. The thieves all close in for the kill where they last saw their opponent, but they find that he has gone from his position. With a frightful cry that sends fear through their ranks, the bandits start getting cut down one by one. None live to see the next day.
A human faces against an opponent in the ring of combat. The cheers of the crowd favor her opponent. The half-orc opponent swings his weapon at the human, who dodges left and right, until suddenly in a cloud of dust, the half-orc finds himself faced with four identical opponents to fight. He attacks one, which bursts into dust. He grapples the second, and finds that it is solid. He has found the correct target. Suddenly, he feels a sharp pain that forces him to let go of the human. Before his eyes, the human undergoes a monstrous transformation, now towering over him and growing horns, fangs, and claws. Frightened, he throws his weapon at the head of the creature, but it does no good, as he is beaten into submission.
Creating a Fey Warrior
One has to consider where and how the fey warrior got their powers? Was it something they learned while they were lost in the Fey Wilds? Was it a trick by some mischievous fairy that had unexpected results? Were they raised by the little folk, who trained them in the ways of their magic?
- Quick Build
You can make a fey warrior quickly by following these suggestions. First, strength should be your highest ability score, followed by charisma. Second, choose the soldier or outlander background.
Class Features
As a Fey Warrior you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Fey Warrior level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Fey Warrior level after 1st
- Proficiencies
Armor: Light Armor, Medium Armor
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, History, Intimidation, Nature, Perception or Persuasion,
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A Longsword or (b) A Quarterstaff or (c) Two Daggers
- (a) Leather Armor or (b) Chainmail Armor
- (a) A Longbow with 20 Arrows or (b) A Heavy Crossbow with 20 Bolts
- (a) A Dungeoner's Pack or (b) An Explorer's Pack
- (a) If you are using starting wealth, you have 5d4 x 10 gp in funds. or (b) {{{item5b}}}
Level | Proficiency Bonus | Features | Fey Magic |
---|---|---|---|
1st | +2 | Wakefulness, Fey Familiarity | - |
2nd | +2 | Fool's Fire | 1 + Charisma Modifier |
3rd | +2 | Warrior Lore | 1 + Charisma Modifier |
4th | +2 | Ability Score Improvement | 2 + Charisma Modifier |
5th | +3 | Pixie Dust | 2 + Charisma Modifier |
6th | +3 | Resist Magic | 2 + Charisma Modifier |
7th | +3 | Lore Feature | 3 + Charisma Modifier |
8th | +3 | Ability Score Improvement | 3 + Charisma Modifier |
9th | +4 | Herne the Hunter | 3 + Charisma Modifier |
10th | +4 | Jack-o'-the-Green | 4 + Charisma Modifier |
11th | +4 | Lore Feature | 4 + Charisma Modifier |
12th | +4 | Ability Score Improvement | 5 + Charisma Modifier |
13th | +5 | Spritely Step | 5 + Charisma Modifier |
14th | +5 | Magic Touch | 5 + Charisma Modifier |
15th | +5 | Lore Feature | 6 + Charisma Modifier |
16th | +5 | Ability Score Improvement | 6 + Charisma Modifier |
17th | +6 | Rejuvenation | 6 + Charisma Modifier |
18th | +6 | Lore Feature | 7 + Charisma Modifier |
19th | +6 | Ability Score Improvement | 7 + Charisma Modifier |
20th | +6 | One with the Fey | 8 + Charisma Modifier |
Wakefulness
Though you may or may not have fey ancestry, your powers of the fey allow you to have advantage on saving throws against being charmed, and cannot be magically put to sleep. Unless you are an elf, you still need to sleep.
Fey Familiarity
As a fey warrior, you have spent a long time among the creatures of the fey. You are proficient in fighting against fey creatures, and have advantage on persuasion, intimidation and perception checks against friendly fey creatures.
Fey Magic
At the 2nd level, you have learned how to emulate the magical powers of the little folk. You have a pool of magic, described in the Fey Warrior Class Features section. Using certain features of this class will expend an amount of Fey Magic, depending on what feature is used You regain all fey Magic when you finish a long rest.
Fool's Fire
At 2nd level, you have learned how to conjure a fairy flame. The fire is harmless and does not burn, but flares brightly for a moment that it is conjured. As an action, you may conjure this flame in front of any targeted creature within 5 feet of you for the cost of one point of fey magic. The targeted creature must make a saving throw of DC 8 + Wisdom modifier + proficiency. On a successful save, they must make their next attack with disadvantage. On a failed save, they are blinded for one turn.
Warrior Lore
At the 3rd level, you have learned about the lore of other lands, and the fey that inhabit them. You can choose to emulate the powers of those fey, by choosing the Sidh Lore or the Yokai Lore. You gain features for each lore at the 3rd, 7th, 11th, 15th and 18th levels. Each Lore is described at the end of this page.
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.
Pixie dust
At the 5th level, you have learned a magical power of the little folk. Though you cannot use it to it's full effect, you are able to conjure a handful of pixie dust to throw at your enemies. All targeted creatures within 5 feet of you must make a saving throw of DC 8 + constitution modifier + proficiency bonus, or be put to sleep. This feature costs 1 point of fey magic to use.
Resist Magic
At the 6th level, you have learned how to mimic the fey's resistance to magic, but not perfectly. You may choose one damage type to become resistant to from the following options: fire, cold, lightning, Poison or acid.
Herne the Hunter
At the 9th level, you have better learned how to follow in the tracks of others. For the cost of 3 points of fey magic, you can cast a magical mark on a creature and know their exact position within 200 feet of yourself. The mark is invisible, and detectable only by yourself and anyone who is sensitive or attuned to magic.
Jack-o'-the-Green
At the 10th level, your senses have increased exponentially. You become aware of hidden threats within 25 feet of yourself if you spend 3 points of fey magic. Upon sensing this threat, you may choose as an action to disappear from view entirely, using foliage, tree trunks, crowds, alleyways, weather, or any other non-magical visual interruption. From your hiding spot, you have advantage on an attack on any creature within 5 feet of you.
Spritely Step
At the 13th level, you have learned to mimic the weightless qualities that sprites carry about themselves. You now do not trigger pressure-activated traps, can walk safely on rotting wood, can walk on the surface of water, deep snow, quicksand, etc. As an action, you can end the effects of this feature for the sake of exploration.
Magic Touch
At the 14th level, your attacks count as magical for the sake of overcoming resistance.
Rejuvenation
At the 17th level, you are able to restore an item or structure as long as it is made from a natural material, such as wood, stone or iron. The amount of time spent rejuvenating an item or structure depends on it's size. A tiny item takes only a few seconds. A small item takes up to a minute. A medium object takes up to 3 minutes. A large structure takes 5 minutes. No matter the size, it costs 5 points of fey magic to use this feature.
One with the Fey
At the 20th level, you have grown so attuned to the fey you are emulating that you are now practically one yourself. You are now resistant to fire, cold, lightning, poison and acid damage. You are now able to fly with a speed equal to your base movement speed.
Sidh
Somewhere is a land quite like your own. The creatures of this Lore are familiar, yet also quite different. Upon reaching the 3rd level, you may choose to emulate the powers of the creatures of this lore for devastating effects on your enemies.
- Claw of the Cait
At the 3rd level, you have learned of a feline trickster and stealer of souls. Though you cannot actually steal the soul of your enemies, you are able to strike one creature within 5 feet of you, and steal 1d8 of HP from them. The HP you steal becomes temporary HP for yourself. You may only use this feature twice, until your temporary HP is depleted. The cost of this feature is 1 point of fey magic.
- Cry of the Cu
At the 7th level, you have learned of a fearsome hound that strikes terror into the hearts of brave adventurers. You are able to unleash a fearful cry that forces any enemy creature within 20 feet that can hear you to make a saving throw of DC 8 + Charisma modifier + proficiency bonus. On a successful save, the targeted creatures move 10 feet away from you. On a failed save, they move 10 feet away, and become frightened of you. The cost of this feature is 1 point of fey magic.
- Ring of Sidh
At the 11th level, you have learned of a place where they fey of the land protect themselves. For the cost of 1 point of fey magic, you can surround yourself with a ring of magic mushrooms for a 15 foot radius. Any enemy creature within this ring takes 1d6 of radiant damage for every turn, until they exit the radius. You may only have two rings active at once.
- Dullahan's Doorway
At the 15th level, you have learned of a spectral rider who is undeterred by obstacles. As an action, you are able to magically open a locked door, or have bricks and stone magically rearrange themselves to create an opening, or a solid wall will crumble open. Afterward, you may close the opening you have created. The cost of this feature is 2 points of fey magic.
- Raw-Head-and-Bloody-Bones
At the 18th level, you have learned of a creature from your nightmares. For the cost of 5 points of fey magic, you become invisible. While you are invisible you are able to use one attack that deals 3d12 damage. The targeted creature must make a saving throw of DC 8 + Strength modifier + proficiency bonus. On a failed save, the creature takes an extra 2d8 necrotic damage and is knocked prone. The targeted creature is only knocked prone if they are large size, or smaller. On a successful save, the creature takes an extra 1d8 necrotic damage, and is not knocked prone. After an attack is dealt using this feature, you become visible again.
Yokai
Somewhere is a land quite unlike your own. The creatures of this lore are foreign, and unfamiliar to yourself. Upon reaching the 3rd level, you may choose to emulate the powers of the creatures from this lore for befuddling your enemies.
- Tanuki Twist
At the 3rd level, you have learned of a creature that uses leaves to great effect. As an action, you can place a leaf on your forehead, and a perfectly identical double of yourself will appear in a cloud of dust anywhere within 10 feet of you, for the cost of one point of fey magic. As a bonus action, you may send this double forth onto the battlefield. The speed of the double is the same as your own. The double has no attacks, and disappears in a burst of dust when it is hit with an attack. Any enemy who sees the double must make a saving throw of DC 8 + Intelligence modifier + proficiency bonus. On a failure, they are convinced to try attacking your double. On a success, they see through the trick and ignore it. You may have up to 3 doubles active at once, each one summoned for the cost of one additional point of fey magic.
- Hi no Tama
At the 7th level, you have learned of a mysterious fireball that floats as if it has a mind of it's own. As an action, and for the cost of 1 point of fey magic, you are able to surround yourself with three fireballs. Any enemy creature of your choice within 5 feet of you will take 1d6 fire damage for 3 turns. On each hit, one fireball is extinguished. You cannot use this feature again as long as at least one fireball is present.
- Amikiri Claw
At the 11th level, you have learned of a creature that is able to cut through almost anything caught in it's claws. For the cost of 2 points of fey magic, you are able to break out of any non-magical restraints, and a few magical ones as well. Ropes, nets, vines, and much anything else natural are cut right through. Creatures who have you grappled when you use this feature must make a saving throw of DC 8 + strength modifier + proficiency bonus. On a failure, they take 1d6 slashing damage, and are forced to release you.
- Tengu Kaze
At the 15th level, you have learned of a creature with command over the wind. For the cost of 3 points of fey magic, when a creature attacks you, you may use this feature as a reaction to blow a strong wind in any direction of your choosing. You may ride this wind for up to 60 feet. If you choose to go upward, you must have a foothold to land on, otherwise you will take fall damage.
- Oni Shade
At the 18th level, you have learned of a monstrous ogre-like beast. For the cost of 5 points of fey magic, you can cast a spell that will make you appear as if you are two sizes larger than yourself, and your face becomes so frightening that any hostile creature that can see you must make a saving throw of DC 15 + wisdom modifier + proficiency bonus, or else be frightened of you. Any creature that fails this save also believes that you are truly larger than you actually are. Your strength is also augmented to deal an extra 3d8 of attack damage.
Multiclassing
Prerequisites. To qualify for multiclassing into the fey warrior class, you must meet these prerequisites: Strength 14, Charisma 12
Proficiencies. When you multiclass into the fey warrior class, you gain the following proficiencies: Martial Weapons, Light Armor
Back to Main Page → 5e Homebrew → Classes