Fae Fang (5e Subclass)

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Fae Fang

Naruhm, a fey lord of both nature and the moon, has sent his chosen to bring balance back to the world. Uncontrollable magic ravages the forests and mages focus their will in such a deadly manner that the chosen have been gifted with powers from their patron. The Fae Fangs blend myth and reality within the minds of others and call forth the power of nature to tip the balance in their favor, calling forth denizens of the forest to assist them. Their patron fey's symbol, the wolf is forever at nearby. A Fae Fangs only desire is to erase potential threats, whether this be warriors or magic, through use of combat or suggestion.

Creating a Fae Fang

Class Features

As a Fae Fang you gain the following class features.

Hit Points

Hit Dice: 1d8 per Fae Fang level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Fae Fang level after 1st

Proficiencies

Armor: Light Armor, Medium Armor, Shields
Weapons: All Simple Weapons and Martial Weapons
Tools: None
Saving Throws: Wisdom and Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion and Religion

Equipment

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

  • (a) Longsword or (b) Halberd
  • (a) Scale Mail or (b) Leather Armour
  • (a) Light crossbow with 20 bolts or (b) One Martial weapon
  • (a) Explorer's pack or (b) Adventurer's pack

Table: The Fae Fang

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Fey Blessing 2
2nd +2 Channel Divinity, Channel Divinity: Charm Animals and Plants and Call Companion 3
3rd +2 4 2
4th +2 Ability Score Improvement 4 3
5th +3 Call Companion 4 3 2
6th +3 Channel Divinity, Channel Divinity: Read Thoughts 4 3 3
7th +3 4 3 3 1
8th +3 Ability Score Improvement, Fey Blade (1d8), Call Companion 4 3 3 2
9th +4 4 3 3 3 1
10th +4 Archetype 4 3 3 3 2
11th +4 Call Companion 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 3 3 3 2 1
13th +5 4 3 3 3 2 1 1
14th +5 Fey Blade (2d8) 4 3 3 3 2 1 1
15th +5 Archetype Feature 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 Call Companion, Archetype Feature 4 3 3 3 2 1 1 1 1
18th +6 Channel Divinity 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 Eternal Bond 4 3 3 3 3 2 2 1 1

Spellcasting

You prepare the list of spells that are available to you, choosing from the Fae Fang spell list. When you do so, choose a number of Fae Fang spells equal to your Wisdom modifier + your Fae Fang level (Minimum of one spell). The spells must be of a level for which you have spell slots for.

Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a Fae Fang spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a Holy Symbol as a spellcasting focus for your Fae Fang spells.

Fae Fang Spell List

1st level - Animal Friendship, Charm Person, Command, Detect Magic, Disguise Self, Silent image, Unseen Servant

2nd Level - Alter Self, Augury, Barkskin, Beast Sense, Blur, Calm Emotions, Detect Thoughts, Invisibility, Mirror Image, Misty Step, Moonbeam, Nystul's Magic Aura, Phantasmal Force, Silence, Suggestion

3rd Level - Aura of Vitality, Conjure Animals, Counterspell, Dispel Magic, Fear, Gaseous Form, Major Image, Remove Curse

4th Level - Compulsion, Conjure Woodland Beings, Dimension Door, Dominate Beast, Greater Invisibility, Stoneskin

5th Level - Commune with Nature, Dominate Person, Dream, Geas, Mislead, Modify Memory, Treestride

6th Level - Conjure Fey, Disintegrate, Mass Suggestion, Transport via Plants

7th Level - Divine Word, Mordenkainen's Sword, Project Image

8th Level - Anti magic field, Dominate Monster, Feeblemind

9th Level - Weird

Fae Blessings

At 1st level you learn Sylvan, and gain proficiency with two of the following skills of your choice: Nature, Animal Handling, Survival, Deception, Persuasion, Perception. Your proficiency bonus is doubled for any ability check you make that uses either of those skills. You also gain a Holy symbol. In addition, you learn the following cantrips: Druidcraft, Friends and Minor Illusion

Channel Divinity: Call Companion

Starting at 2nd level, you can use your Channel Divinity to call a companion. As an action, you present your fey symbol and speak a chant of summoning. You can call to your side any beast of CR ¼ or lower, or a pseudodragon. The creature appears within 30ft of you and acts on your turn. It obeys your commands as best it can, but doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move with no action required. As an action, you can command it to take the Attack, Dash, Disengage, Dodge or Help action. The beast remains for a number of minutes equal to your Wisdom modifier before it returns to the Feywild, or until slain. At higher levels you can summon more powerful creatures. CR ½ at 5th, 1 at 8th, 2 at 11th, 3 at 14th and 4 at 17th

Channel Divinity: Charm Animals and Plants

Starting at 2nd level, you can use your Channel Divinity to charm animals and plants. As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30ft of you must make a Wisdom saving throw. If the creature fails its saving throw it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. For 1 minute after using this feature, you are considered to be under the effect of Speak With Animals, regardless of whether the animals passed their saves.

Channel Divinity: Read Thoughts

At 6th level, you can use your Channel Divinity to read a creature's thoughts. You can then use your access to the creature's mind to command it.

As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature suceeds on its saving throw, you cannot use this feature again on it until you finish a long rest.

If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.

During that time, you can use a minor action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.

Fey Blade At 8th level, you gain the ability to infuse your weapon with energy from the fae realm. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8

Archetype

At 10th level, you choose an archetype that you strive to emulate: Neutralisation, Detection or Evasion, all the choices are detailed at the end of the class description. Your choice grants you features at 10th level, 15th level and 17th level.

Eternal Bond

At 20th level, you may perform a ritual that takes one hour to complete in order to call a permanent animal companion as per the Call Companion feature, at a maximum CR of ¼. This companion gains all the benefits of your Archetype, and you may still use the Call Companion feature to call another companion. You can command your permanently bonded companion to take specific actions as a bonus action, otherwise it will always act to defend you.

Fae Fang Archetypes

Evasion

At 10th level, You are able to disappear at a moment’s notice in response to taking damage. When you take damage you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. You can use this feature a number of times per day equal to halve your Wisdom modifier rounded down (minimum uses 1).

At 15th level, you gain the ability to cast Misty Step and Invisiblity with your Channel Divinity.

At 17th level, your animal companion gains the ability to cast Blink at will as a bonus action. You may use your bonus action to command it to do so.

Detection

At 10th level, you gain the ability to cast detect magic and beast sense without expelling a spell slot. You can use this feature a number of times per day equal to your wisdom modifier.

At 15th level, you gain the ability to use a minor action to use your Channel Divinity to grant you and your animal companion Truesight and Blindsight out to a range of 30ft for 1 minute.

At 17th level, Your animal companion is considered to be constantly under the effects of a See Invisiblity spell.

Neutralisation

At 10th level, you gain +2 on all saving throws against spells.

At 15th level, you gain the ability to cast Counterspell and Dispel Magic with your Channel Divinity as if they were 3rd level spells.

At 17th level, when you use Call Companion, your animal companion gains the Displacement special ability. All melee or ranged attacks directed at it are rolled at a disadvantage unless the attacker has true sight.

Multiclassing

Prerequisites. To qualify for multiclassing into the Fae Fang class, you must meet these prerequisites: Wisdom 13

Proficiencies. When you multiclass into the Fae Fang class, you gain the following proficiencies: Light Armor, Simple Weapons


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