Fey Warden (5e Class)

From D&D Wiki

Revision as of 16:22, 10 November 2020 by Yanied (talk | contribs) (→‎Fey Warden: category)
Jump to: navigation, search

Fey Warden

A fey warden learns the secrets of ancient faerie magic, guarded zealously by powerful fey. It is said that the first fey wardens were elves, but members of many other races can learn the secrets.
The fey rarely share the secrets of the fey warden. When they do, they demand that supplicants perform difficult tasks in their name, though once an individual proves themselves worthy, the fey accept the newly minted fey warden into their ranks, supporting them as long as the warden supports the fey.

Prerequisites

To qualify for multiclassing into the fey warden class, you must meet these prerequisites:

  • Wisdom 13. You must have force of will to survive the whimsical Feywild and the enchanting magic of its inhabitants.
  • Charisma 13. You must be personable and charming to earn the favour of the fey.
  • Proficiency in the Nature skill. Mastering the ways of the fey warden requires knowledge of the wilderness.
  • Know the Sylvan language. Many of the secrets of the fey warden are indecipherable without knowledge of the language of the fey.
  • Character level 5th. The fey warden requires knowledge and power unattainable by the weak, and you must be a 5th-level character before you can take levels in the fey warden prestige class.
  • Complete a special task. You must perform a task for a powerful fey being who then accepts to teach you the essentials of the power of the fey warden. You might have to perform additional tasks before the fey will teach you more.

Class Features

As a fey warden you gain the following class features.

Hit Points

Hit Dice: 1d10 per fey warden level
Hit Points per Level: 1d10 (or 6) + Constitution modifier per fey warden level

Proficiencies

Skills: Choose two from Deception, History, Perception, Persuasion, Stealth, and Survival

Level Proficiency
Bonus
Features Invocations Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st Invoke the Faerie, Fey Affinity 1
2nd Whimsy and Death 1 2
3rd Invoke the Faerie 2 3
4th Ability Score Increase, Seed of Madness 2 3
5th Invoke the Faerie 3 4 2


Invoke the Faerie

You gain a number of spell slots as specified on the Fey Warden table, but this prestige class does not grant spells known.
Instead, as a fey warden, you can use spell slots to cause numerous powerful effects, as described in the "Faerie Invocations" section below. You know one Faerie Invocation of your choice at 1st level. When you gain certain fey warden levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Fey Warden table.
For the purpose of multiclassing, to determine your total spell slots, add half your levels (rounded down) in fey warden to your levels in classes that grant you the Spellcasting feature. For example, if you are a fey warden 4/ranger 6, you would have the spell slots of a 5th-level character.

Fey Affinity

Starting at 1st level, whenever you make a Charisma check when interacting with fey, your proficiency bonus is doubled if it applies to the check. Additionally, you can invoke your status as a fey warden, and lesser fey will aid you and your companions. Fey will not attack you unless you attack them first, unless they are given a compelling reason to do so.

Whimsy and Death

Starting at 2nd level, when you make a weapon attack against a creature, you can choose to deal an additional 3d6 damage. If you do so, weapon attacks that hit you deal an additional 3d6 damage until the end of your next turn. You must finish a short or long rest before you can use this again.

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.

Seed of Madness

Starting at 4th level, when you hit a creature with a weapon attack, you can choose to plant a seed in the target's mind. The next time that creature takes damage within the next minute, you can use your reaction to cause it to take 4d8 psychic damage.
You must finish a short or long rest before you can use this feature again.

Faerie Invocations

Heart Sight

As a bonus action, you can expend a spell slot to peer into the mind of a creature you touch. If the creature is unwilling, you must succeed on a Charisma check contested against the creature's Wisdom check. On a success, you know the creature's current emotional state and alignment. Celestials, fiends, and undead automatically fail the contest.

Tongue of the Trickster

As an action, you can expend a spell slot to invoke the guile of the fey to gain advantage on Charisma checks you make. This effect lasts for 1 hour or until you are incapacitated, die, or end it as a bonus action.

Trickster's Step

As an action, you can expend a spell slot to teleport to an unoccupied space you can see within 30 feet of you.

Watchful Spirits

As an action, you can expend a spell slot to conjure many barely perceptible fey spirits in a 60-foot radius centred on a point within 10 feet of you. The spirits last for 8 hours, or until you leave the area or dismiss them as a bonus action. While the spirits are conjured, hostile creatures within the area have disadvantage on Dexterity (Stealth) checks made to hide.


Back to Main Page5e HomebrewClassesSpecial Classes

Home of user-generated,
homebrew pages!


Advertisements: