Fae Fang (5e Subclass)
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Fae Fang[edit]
Cleric Subclass
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.
Spell Level | Spells |
---|---|
1st | detect magic, beast sense |
3rd | invisibility, misty step |
5th | counterspell, dispel magic |
7th | conjure woodland beings, dominate beast |
9th | far step, mislead |
- Fae Blessings
At 1st level you learn Sylvan, and gain proficiency with one 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 the chosen skill.
In addition, you learn one of the following cantrips: druidcraft, friends and minor illusion. These spells are considered cleric spells for you, and you can choose from them whenever you learn a new cantrip.
- Find Companion
Starting at 1st level, you can use your Channel Divinity to call a companion. As an action, you present your holy 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 30 feet 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 until slain. At higher levels you can summon more powerful creatures. CR ½ at 2nd, 1 at 6th, 2 at 8th, 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 30 feet 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: Control 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 succeeds 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 bonus 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
- Faeric Empowerment
When you reach the 17th level, you gain the ability to empower yourself in one of three ways: to neutralize, detect or evade your foes. You can choose one of the benefits below when you finish a long rest, and you gain its benefits until you finish your next rest.
Evasion. 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 long rest equal to halve your Wisdom modifier rounded down (minimum uses 1).
In addition, your companion can cast blink at will, without spending spell slots, using its bonus action.
Detection. You can gain truesight up to a range of 30 feet. You also have true seeing always prepared.
In addition, your companion is always under the effects of the see invisibility spell.
Neutralization. You have advantage on all saving throws made against spells, and spell attacks are made at disadvantage against you.
In addition, all attacks made against your companion are made at disadvantage, unless the attacker has truesight.
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