Fairy King, Variant (5e Class)

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Fairy King[edit]

For many years, you have been the Fairy King, the sworn protector of the Fairy King's Forest armed with a mighty Sacred Treasure: the Spirit Spear. Due to the power that the Fairy King possessed, enemies refrained from attacking the Forest while it flourished. One day, you were required to leave the Fairy King's Forest which left it unguarded by its powerful defender. Legend has it the only thing that can bring down the Fairy King's Forest is the flames of purgatory from a powerful demon. While you were away from the Forest, you encountered a formidable opponent and fell to their hands, but instead of losing your life, you lost your memory. You have become lost for years trying to find the purpose and strength in which you forgot you had. Upon discovering a massive scorched forest biome, memories started to flood back to you. Memories of your past, of your relationships, of your duty, of your now lost people and home. After realizing your failure as the Fairy King, you rush to the heart of the Fairy King's Forest; the source of power in which your Spirit Spear was derived from: the Sacred Tree. After ravishing through the scarred base of the Sacred Tree, you witness a small sudden glow from underneath the ashes of the complex roots. Upon clearing the way, you find the seed of the Sacred Tree unharmed and protected. You feel a burning sensation upon your left calf as you observe a red bear become evident on your skin as you roll around in pain. Upon the completion of the mark, you finally understand that you committed one of the worst sins a mortal can commit, the Grizzly Sin of Sloth. Determined to right your wrongs, you set out to begin a new start to the Fairy King's Forest, rediscover the strength you once had, and forge new relationships in this world.

Creating a Faeric Lord[edit]

As a Faeric King, you have natural levitation and flight of 30 ft. while your walking speed is 25 ft. | 2 hours of sleep is a short rest and 4 hours is a long rest. | Ability Score Increase: +2 Dex. or Int., +1 Con., Wis., or Cha. | Able to live up to 2000 years as the Fairy King | Size- Small | You possess Dark-vision for 60 ft., Fey Ancestry, Druidcraft, and Dancing Lights. You also have Keen Senses (Perception proficiency), Naturally Stealthy, and Tiny Hands. You can read, speak, and write in Common, Slyvan. and one more language of your choice. Your height should be around 5 ft. and weight should be around 100 pounds.

Quick Build

You can make a Fairy King quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom, then your lowest score should be Strength. Second, choose the Folk Hero background.

Class Features

As a you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor
Weapons: Spirit Spear
Tools: One kind of Artisan's tools
Saving Throws: Dexterity and Wisdom
Skills: Stealth, Arcana, and pick four of the following: Animal Handling, Perception, Survival, Persuasion, Nature, History, Medicine, Insight.

Equipment

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

  • Spirit Spear (You must give your Spirit Spear a name and place that name at the end. Ex. Spirit Spear Aldenheim)
  • Seed of the Sacred Tree
  • One kind of Artisan's tools
  • (a) Leather or (b) Studded Leather
  • If you are using starting wealth, you have 2d6 gp in funds.

Table: The

Level Proficiency
Bonus
Features Gifts Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spirit Spear, Cantrips, Defence Witout Armor, Spellcasting 0 2 1 2
2nd +2 Solar NRG 0 2 2 3
3rd +2 Ability Score Increase, Ability Creations 1 2 3 4 2
4th +2 Ability Score Improvement, Sacred Tree 1 2 3 4 3
5th +3 Especialization, Extra Attack 1 3 4 4 3 2
6th +3 Ability Score Increase, Teleport Markers 2 3 4 4 3 3
7th +3 Linked Vision 2 3 5 4 3 3 1
8th +3 Ability Score Improvement, Wing Sprout v1, Spirit Fusion 2 3 5 4 3 3 2
9th +4 Ability Score Increase, Disaster V1,V2,v3, 2 4 6 4 3 3 3 1
10th +4 Full Especialization 3 4 6 4 3 3 3 2
11th +4 3 4 7 4 3 3 3 2 1
12th +4 Ability Score Improvement, Ability Score Increase, Wing Sprout v2 3 4 7 4 3 3 3 2 1
13th +5 Ability Score Increase 3 5 8 4 3 3 3 2 1 1
14th +5 Extra Action 4 5 8 4 3 3 3 2 1 1
15th +5 Ability Score Increase 4 5 9 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 6 9 4 3 3 3 2 1 1 1
17th +6 Ability Score Increase 4 6 10 4 3 3 3 2 1 1 1 1
18th +6 Ability Score Increase 5 6 10 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 7 10 4 3 3 3 3 2 1 1 1
20th +6 Full Wings, 5 7 10 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

Starting at 1st level, you are well attuned to the cosmic energies which flow about the universe. Armed with your staff as your focus, you gain immense utility over the channels where the dunamis flows, and can manifest them and their effects as you will it to.

Cantrips[edit]

At your 1st level as Fairy King, you have some control over the elements of nature which are fire, water, earth and air. You will receive the following cantrips:

Eldritch Blast- 120 ft. | 1D10 Force, 2D10- level 5, 3D10- level 11, 4D10- level 17 |

Fire Bolt- 120 ft. | 1D10 Fire, 2- level 5, 3- level 11, 4- level 17 |

Frost Bite- 60 ft., 1D6 Cold+Dis. on next attack, Con save 8+Mod.+Prof., 2D6- level 5, 3D6- level 11, 4D6- level 17 |

Mold Earth- 30 ft. (5 ft. cubed)

Casting Spells

The Fairy King shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare each spell only once, imbuing it into your Spirit Spear, which is the focus for all your magic. You can cast each as many times as your spell slots will allow.

Learning Spells of 1st Level and Higher

Each time you gain access to a new level of spell, you learn a single spell chosen from the wizard spell list of the appropriate level. These spells must be from the school of evocation. At 5th, 11th, and 7th level, you may swap up to two spells you know of 1st level and higher.

Spellcasting Ability

You use Wisdom as your spellcasting ability for your Fairy King spells.

Spell save DC = 8 + Proficiency bonus + Wisdom Modifier

Spell attack modifier = Proficiency bonus + Wisdom Modifier

Spirit Spear[edit]

At 1st level, you are able to summon Spirit Spear through a colored portal of light drawn with fingers by the Fairy King alone (2 ft. in dia.) Your Spirit Spear is able to repair itself completely after it's been damaged/split/broken (2 turns), 1 turn if repaired directly by the Fairy King. You can only use Configurations and abilities through snaps, hands movements, finger gestures, etc. until higher levels. You control your Spirit Spear with ease and remain aware of it's location at all time , "The damage from the spiritual spear is considered true damage and cannot be reduced by any means."

Defence Witout Armor[edit]

At 1st level, your base AC while not wearing any armor is 10 + Dexterity + Wisdom, this increasses by Half your proficience Bonus when the Sacred Tree is Fully growth

Cantrips[edit]

At your 1st level as Fairy Lord , you have some control over the elements of nature which are fire, water, earth and air. You will receive the following cantrips:

Eldritch Blast- 120 ft. | 1D10 Force, 2D10- level 5, 3D10- level 11, 4D10- level 17 |

Fire Bolt- 120 ft. | 1D10 Fire, 2- level 5, 3- level 11, 4- level 17 |

Frost Bite- 60 ft., 1D6 Cold+Dis. on next attack, Con save 8+Mod.+Prof., 2D6- level 5, 3D6- level 11, 4D6- level 17 |

Mold Earth- 30 ft. (5 ft. cubed)

Configuration[edit]

At 1st level you must pick a main color of your Spirit Spear, and that color will be the glow that your spear emanates. You have proficiency with all Configurations, and attacks with your Spirit Spear are magical. Others can wield your Spirit Spear, but they can't activate any abilities with it. You can get creative on some of these Configurations and alter them for your benefit if you wish to do so, with the gm's discretion. Natural Form, 1st, 3rd, 4th, and 5th Configurations can fly, hover, and float. 2nd and 6th have the potential to fly, hover, and float depending on the animal.

Natural Form- Takes the form of a green moss patterned square pillow that's about 5x6 ft. and 10 in. thick. This can act as a shield, though not as good as Guardian | AC- 35, HP = Half of the user HP | Same Resis., Vuln., and Immun. as Guardian | able to carry about 225 lbs. | If the pillow takes damage overtime, it'll be need to be repaired before utilizing it for combat or switching Configurations. (2 turns if repaired naturally, 1 turn if repaired directly; hands directly over Configuration)

1st Configuration: Aldenheim- Takes the form of a long double-sided spear with a golden tipped spike bottom and a hilt in a 4-point star shape with a circle in the middle. Able to perform basic ranged attacks similar to that of a spear | Basic- 6d6 | Staff-side- 3d12 Blud | (You can be creative and give your own Spear its own description, but that's just how I described mine) |

  • Rose's Pin-Up- Aldenheim fires very quickly, piercing itself into the target and a nearby surface which pins the target to it | Aldenhein Damage + 5D10 Piercing | Str. roll 20+ or be pinned to the nearby surface | Can also be used to Intimidate while outside of combat, but either purposely misses or does 1D4 piercing
  • Razor Disk- Aldenheim spins very quickly like a disk and is able to cut through things | Aldenhein Damage + 3D12 Slashing |
  • Invisibility-Aldenheim envelops itself in shadows becoming completely invisible and intangible to all forms of detection. While invisible, Aldenheim can launch attacks on behalf of the user without breaking the invisibility, allowing for surprise attacks and strategic maneuvers. The invisibility and intangibility persist until the user chooses to end the effect or until a predetermined duration expires. | Number of uses= Wisdom modifier |

2nd Configuration: Guardian- (You can get creative and pick an animal to be used as your Guardian and develop special moves to make it unique. The following is what I developed) Takes the form of a giant stuffed Cobra. Able to do basic snake related attacks. Guardian's fluffy body is able to nullify all physical attacks and resisting magical ondes, leaving the target open for a parry/counterattack. The high water-concentrated moss that covers it, which can be hardened and softened at the Fairy King's content, gives Guardian resistance against fire, piercing, and lightning, immunity against bludgeoning, poison, necrotic, thunder, but leaves it vulnerable against ice and cold attacks | AC- 20 + Wisdom|

  • Tail Whip- 8d12 Bludg. +5 ft. knockback, Str. roll 18+ or be knocked prone |
  • Wrap and Tighten- 9D8 Crushing+ Restrained, Str. roll 20+ to escape, if target is unable to escape after 3 turns, target becomes unconscious; if target fails Str. roll, target takes 16d12 crushing damage; unable to preform against creatures bigger than Large size |
  • Necrosis- Guardian lunges forward and bites its target with its sharp fangs, potentially can leave the target paralyzed | 4d12 Piercing+ Paralysis for 1d12 turns, Con. roll 20 + Wisdom Modifier to resist |

3rd Configuration: Fossilization- Takes the form of a thin jagged 4 bladed spear (2 in front and in back) that can fossilize whatever it may cut | Con. roll CD = 12+ Proficience + Wisdom Modifier. | if roll failed, the cut limb will turn to stone and continue to spread until the target is completely fossilized | Number of uses= Wisdom modifier | regains uses after long rest

4th Configuration: Luminosity- Lumos takes the form of a small yellow orb of light with small wings and a high pitched tone which only the Fairy King can understand, which sounds like silence for others. Able to light a surrounding area and acts like a moving torch of light | 45 ft. of bright light and 15 ft. of dim | 2D4 fire damage if touched |

  • Burnout- Lumos approaches a target and, when triggered or destroyed, unleashes a bright flash of light and burns and heats targets within 10 ft. of it | 12D6 fire damage and Blinded if failed Con save CD 10 + Wisdom Modifier + Proficiency

5th Configuration: Multiply- Aldenheim splits into an army of small kunai-like weapons that can all be perfectly controlled unconsciously by the Fairy King

  • Swarm- Performs a series of attacks from multiple sides of the target/group | 16d8 Slashing | 20 ft. radius |
  • Cocoon- Kunai completely wraps around a target protecting, yet trapping, them in a dome of kunai. Able to expand up to a 15 ft. radius and contract to the Fairy King's content, but can't get small enough to where damage will occur to the target(s) unless target(s) touch the kunai themselves. Can protect against most offensive magic and physical attacks | 2d10 Slashing if touched | must deal 10 times your Wisdom Modifier plus your Proficience in damage to break the cage you have a number of uses equals to your Wisdom modifier. You can use it as a reaction.
  • Fight Fire with Fire- Kunai rain down upon a target viciously | 16d12 piercing

6th Configuration: Blazing Beast- Takes the form of any animal seen by the Fairy King and creates an exact green mossed version of that animal. Though sentient, it remains loyal to the Fairy King and does as it's commanded to the best of its ability. If commanded, it burns the moss off from the inside and looks like a white version of the creature. The blistering heat from contact with the animal causes burns and fires on contact. In this form, it can only last 3 minutes and burns out after, dropping a black orb which needs to be placed into the ground which will cause it to revert back into the 1st Configuration and sprout up next to the Fairy King. Can burn out if commanded which would still drop the black orb. (Animal must be medium sized or smaller) | 10D12 Radiant if it makes contact | possess actions of the animal it looks like | (do Perception checks while on your adventure and ask the DM if you see an animal and keep a note of what animals you find for this ability)

7th Configuration: Ocarina of Nightmares- Takes the form of a dark ocarina and the Fairy King plays a chilling tune. Places targets in range, except for themselves, under an auditory illusion where they're pinned up on a torture wheel and tortured for a duration of time with everything in black and white. This will leave the target physically and mentally, strained and damaged | 40 ft. radius | 6D8 times your Wisdom Psionic Damage + 1 lvl. of exhastion | Wis. save 12 + Wisdom + Prof. | Number of uses= Wisdom modifier |

8th Configuration: Moon Rose- Sends 1st Configuration: Aldenheim into the ground and takes the form of a sentient Moon Rose that's able to grow and shrink at the Fairy King's content. Able to effectively communicate with the Fairy King through unknown means | |

  • Droplet of Life- A green droplet from the tendril of the flower heals the target it touches to heal, recover stamina, etc. and heals all harmful conditions like poison, paralysis, etc. Only living matter | 12D6 healing | Number of uses= Wisdom modifier

9th Configuration: Sunflower- Sends 1st Configuration: Aldenheim into the ground and takes the form of a sentient sunflower that harnesses the sun's energy to fire a stream of light at an enemy or group that's able to to grow and shrink at the Fairy King's content. It's able to do things from start a campfire (smallest) to singe a hole through a behemoth of a giant (biggest) | 18d6+4 Radiant damage CD 12 + Wisdom + Proficience, if the enemy fail, he will be burned for 4 rounds, dealing 2D4 Fire damage per turn. |

10th Configuration: Sacred Treasure Release- Unlocks the fullest potential of Spirit Spear Aldenheim and becomes a stronger version of any Configuration it takes dealing double the damage | Configuration and Spirit Fusion damage and effects doubled (includes duration statuses, attack damage, healing, conditions, etc.) | Bessides that, you can create a new ability to all your past configurations and you can now use all the configurations at the same time , After utilizing this ability, your character incurs 4 points of exhaustion You can use this once a month.

Solar NRG[edit]

At 2nd level you may use the power of the sun to your own favor, you will roll 12D8 which will serve as your current Solar NRG max. With this, you can utilize the NRG to do many things. You can use 1 Solar NRG as a free action to create a glow around your Spirit Spear which adds an additional +2 to hit and an additional 1D6 damage. After your attack, you will lose the buff and must do it again to get the buff.

Ability Score Increase[edit]

When you reach 3rd level, and again at 6th, 9th, 12th, 15th and 18th 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.

Ability Creations[edit]

When you reach 3rd level, you can begin developing Ability Creations to use for your benefit. you can use these effects while you can still use Solar RNG


When selecting an Ability Creation to use, you must train to develop it. You must successfully spend 20 hours learning the creation. Upon every success, it will become easier to learn. Ex: You must successfully roll a 20, then a 19 or higher, then an 18 or higher, then a 17 or higher, and so on. Every attempt will count as a hour of training, whether successful or failed. You can not add any modifiers to your rolls. The following are some examples that I developed and how much Solar NRG they cost if you wish to use them:

Spear Imitation- Makes a 2nd Spirit Spear that allows you to attack again, but can only have 2 at a time. If still active, you cannot fully replenish your Solar NRG, so it'll be your Solar NRG max minus 3 | 3 NRG |

1st Configuration: Nature's Revenge- Spirit Spear overloads with Solar NRG to explode while shielding up to 5 people and the Fairy King | 12D8+ 3(lvl)+(remaining NRG) Radiant or half if successful | 60 ft. radius | Dex. save: 18 | Aldenheim disappears for 24 hours and suffers 2 levels of exhaustion (dis. on ability checks and speed halved) | Aldenheim will reappear next to you after 24 hours in its 1st Configuration w/ full Solar NRG

1st Configuration: Beedrill- Aldenheim spins like a drill very quickly | 4d10 piercing | doesn't use Solar NRG

Any Configuration of Aldenheim in one part: Swap- the Fairy King and Aldenheim instantly swaps places with one another | 6 NRG | Reaction |

Photo Copy- creates a clone of the Fairy King. Same stats, abilities, etc. but has half HP and is mentally and visually linked to the Fairy King | 5 NRG | can't fully charge Solar NRG if left undone, Ex. Solar NRG max minus 5

Metamorphosis- Able to change appearance like hair color, height, size, etc. but don't gain any benefits | 1 NRG |

Explosive Osmosis- A stronger form of Photo Copy (must learn Photo Copy first), capable of combustion when commanded to | 7 NRG | 6D6+6 Fire | 15 ft. radius | Dex. save: 16 |

Cytoskeleton- wraps around the target in your chosen color and and increases the target's AC by 10 | takes 1 turn to wrap and unwrap around the target |

Condensation- turns into a small pill/tablet that's able to be ingested and give the target magical powers if compatible | Necessary to learn to utilize Spirit Fusion

Pollen Garden- wraps around the target in your chosen color and does 1 of the following | +25AC, +5 HP per turn or +1 AC, +10 HP per turn | 1 NRG per turn | takes 1 turn to wrap and unwrap around the target |

Bungee Honey- turns into a clear yet foggy colored material that's sticky and elastic, making it very durable, flexible, and has adhesive properties. Can attach it through physical contact and remotely (Dex. roll for aim). Can make it contract at will, drawing the things attached to it toward each other. Can attach it feet/hands to to walk on walls. Allows for Bungee Honey to be invisible, but must make Bungee Honey visible to cause things to damage each other | 35 ft. |

Yggdrasil's Bark- a powerful force field that covers targets from physical and magical attacks. Absorbs damage taken and subtracts half of it from remaining Solar NRG, includes damage taken from inside. Fairy King is unable to be inside of this force field and targets are unable to leave unless broken or released | 20 ft. radius sphere | Doesn't require concentration to maintain. Remains active, even after death, The life of the force field equals 3 times your maximum Solar NRG.


The Night of Day- two seals on each of the Fairy King's palms that allow them to teleport to objects/people or vice versa | teleports within 3 ft. of seal | The real Fairy King must touch the surface of an object with the corresponding hand and the seal will be placed with either a white sun (right) or a black moon (left) which will then become invisible. When activated, the corresponding seal will glow in the target and King's palm and the teleportation will instantly occur (palm must be facing toward the general direction of teleportation). There is no distance limit on the seals, being able to traverse space-time, but can only teleport the Fairy King. Seals cannot be destroyed but must be voluntarily removed by the Fairy King's will. Cannot be used as a reaction. Target's larger than Large size cannot be teleported. | 2 uses of each seal per long rest |

Again, you can create your own Ability Creations. Be sure to check with DM for permission to use the Ability Creations you choose to keep the game as balanced as possible. Feel free to alter some of the ideas provided to better adapt to your game.

Especialization[edit]

At 5th level, you can choose 3 of your skills to double your proficience bonus.

Extra Attack[edit]

Upon reaching 5th level, whenever you make an attack, you can make an additional attack as part of the same action.

Teleport Markers[edit]

Once you reach the 6th level, you are able to use Teleport Markers. In order to use this, you must find a crystal/gem worth over a reasonable amount of money (depending on the currency system of your game, ask DM) and carve a Slyvan symbol into it w/ Aldenheim, then bury it into the earth of the specified location. This will allow 1st Configuration: Aldenheim to turn into a portal that'll also open a portal to the stone surrounded by the specified color. The portal can expand up to 6 ft. tall and 5 ft. wide. Cannot be used in combat. Each crystal is linked to each other, so you can teleport from one crystal to another. Each crystal will have 5 uses, so every usage of a crystal will remove 1 usage when it's closed. (If one crystal is opened to another, 1 use will be removed from each). Half your level (rounded down) is the number Teleport Markers you can have at a time. You can detect where the crystals are as long as they're within the ground. If a crystal is dug up or part of it is revealing from the ground, the crystal will become unusable and you'll no longer be able to detect it or teleport to it until it's within the ground completely once again. Every use will cause more cracks to appear in the crystal. If all the uses of a crystal are used, then the crystal will erupt from the ground and crumble into useless dust when the portal is closed.

Linked Vision[edit]

Once you reach level 7, your vision will become linked with your Configurations, meaning you can see what they see. This only works on the 2nd, 4th, and 6th Configurations. Some Spirit Fusion animals also have this feature. The same applies with Configurations being able to speak.

Full Especialization[edit]

At 10th level, you can choose other 3 proficiences to gain expertice, above that, you canot take any dice above 10 with that skils.

Extra Action[edit]

At 14th level, you can use 2 actions in your turn, you can use this ability a number of times equal to your proficience bonus.

Wing Sprout[edit]

Wing Sprout v1- +2D6 to all damage rolls; +10 ft. flying speed; +1 to Wisdom and Dexterity modifier.

Wing Sprout v2- +3D8 to all damage rolls; +15 flying speed; +2 to Wisdom and Dexterity modifier

Full Wings- +4D12 to all damage rolls; +20 flying speed; +3 Wisdom and Dexterity modifier; uses half the amount of Solar NRG to preform Ability Creations (rounded up) and doubles Solar NRG max; all attacks have +2 to hit

Disaster[edit]

Disaster essentially grants the authority to rule over the Fairy King's Forest. This ability allows the Fairy King to exercise complete control over life and death by altering and controlling matter at a molecular level. For example, they can turn a shallow scratch into a fatal wound, a minor poison into a lethal toxin and a small benign growth into a cancerous tumor that can devour a body whole. It also gives them complete control over nature, allowing them to manipulate various flora, letting it flourish or perish in moments.

Disaster v1- able to alter matter and make something minute mild and vice versa | able to make a 150 ft. radius grow or wither with foliage and plants | Ex. arthritis can be triggered in an older target to make movement harder

  • Status Demotion- When someone suffers damage, you can lower the condition received, giving a cure equivalent 6d6 for the user. This does not waste an action. Can be used a number of times equal to your Intelligence modifier and you can spend a charge to increase the die by 1, it also reduces the amount of damage a target takes over time by half.[Bleed and Poison.]
  • Status Promotion- When an attack generates a wound, you can expand that wound even further, after expanding the location of the blow dealing additional damage equal to 6d6 . This does not waste an action. Can be used a number of times equal to your Intelligence modifier and you can spend a charge to increase the die by 2, it also doubles the amount of damage a target takes over time [Bleed and Poison.]

Disaster v2- can make something minute lethal and vice versa but can't use Disaster on a target except for Status Promotion/Demotion and increasing/decreasing severity of conditions | able to make 1500 ft. radius grow or wither with foliage and plants.

  • Status Demotion v2- Each charge gives 12d6 die instead of one.
  • Status Promotion v2- Each charge deals 12d6 extra damage, and now when you expand the wound the enemy need to do a Constitution check against your DC, if he fail he start to bleed, dealing 6d6 bleed damage for 5 turns.

Disaster Full Potential- able to make 5 mile radius grow or wither with foliage and plants | can now be used to alter body conditions and trigger or remove ailments and conditions completely

  • Status Demotion v3- You negate all efects given by the wound, the previous damage is denied and the ally gain extra health equals to 4 hit die.
  • Status Promotion v3- When you use this ability you double the damage previously dealt, and effects that deal damage over time are tripled.
  • Condense Power- takes the moisture in a plant/branch and condenses it. This becomes a deadly bullet that can be controlled freely by the Fairy King: 5D12 piercing damage and has 5 attacks, all can be dodged by target.

Sacred Tree[edit]

The Sacred Tree is not only the heart of the Fairy King's Forest, but also the main source of power for the Fairy King. Upon the completed growth of the Sacred Tree, the Fairy King only gets stronger Requires at least a 10 mile radius of forestry, 100 HP from Droplet of Life across a 1 week span of time for 10 weeks (2000 HP in 10 weeks) | Upon failure to provide the 100 HP during the 1 week span will cause the current cycle to be redone. After every successful week, the tree will grow 20 ft. until it reaches its maximum height of 200 ft. The Sacred can ONLY receive at most 40 HP in one day, which means this'll have to be a commitment. Growing the Sacred Tree is completely optional, but it'll be beneficial for strength. If fully grown, this location can become a haven for fairies and half-fairies alike and it must be planted in order for the cycle of Fairy Kings to continue. The next Fairy King will be born from the Sacred Tree, just as you were.

Benefits: 2x the amount of damage King can do while using Aldenheim (applies to Configurations ONLY) | Aldenheim can alert King if Fairy King's Forest is being destroyed/invaded/in danger , While the Fairy King resides within his sacred tree range, he becomes a vessel for the energy of the tree, absorbing an equivalent amount of life force from the tree at every moment. This constant infusion of vitality imbues the Fairy King with unparalleled strength, fortifying his own essence with the radiant energy of nature , Upon the user's activation of this ability, while they and their allies remain within the area of the tree, they gain a +10 bonus to their Armor Class.

The radiant energy emanating from the fully grown Sacred Tree suffuses the Fairy King, imbuing them with unparalleled power and vitality. This divine infusion bestows upon the Fairy King a substantial enhancement to all of their attributes, granting a remarkable increase of +10 to each attribute: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.

Furthermore, the fairy king find themselves blessed with immunity to all manner of detrimental effects. Whether it be disease, poison, or the machinations of dark magic, they are shielded by the radiant aura of the Sacred Tree, rendering them impervious to harm. This divine protection serves as a testament to their dedication and valor, fortifying their resolve as they continue to safeguard the sanctity of the Fairy King's Forest ,The ability to remove the seed of the Sacred Tree, dispersing its forms into pure energy and healing all life within a 400km radius, holds immense significance. While this action may seem drastic, it serves as a powerful means of rejuvenating the land and restoring vitality to the ecosystem.

Crucially, the preservation of the seed ensures that the potential for new life remains intact. With the seed safeguarded, it can be planted anew, initiating the growth of a fresh Sacred Tree. This cyclical process embodies the perpetual renewal of nature, allowing the cycle of life to continue unabated.

The Sacred Tree isn't defenseless as it possesses an enormous amount of magical power. It's extremely resistant and weapons are much more stronger than steel. It's able to emit healing pollen when injured which provides protection, the moss is able to shape-shift into sentinel beings that fight for it, grows a Sunflower on the top which is capable of firing powerful rays of Solar Energy (stronger than Stage 4 Sunflower), able to defend with ivy named Death Thorn from which the slightest cut seems to result in death. Roots are able to extend as far out as possible as long as there's forestry which can also be used to defend itself along with many other defense mechanisms.

Spirit Fusion[edit]

Spirit Fusion is a beneficial perk to have and allows you to become more in tuned with nature while also recruiting some allies to help you in your adventures. You must learn Condensation as an Ability Creation and be level 8 or higher before you can use this.

When you learn Condensation, you can feed the pill to an animal that you have fully and successfully tamed. Giving the pill to the animal will cause yo to lose Aldenheim for the total 24 hours of the process. You can do this to any kind of animal, just as long as it's tamed by the Fairy King (ex. doesn't work on dragons who are allies with the Fairy King rather than tamed). After you feed the animal the pill, the animal will begin reacting violently to the pill after about an hour. The pill will cause the animal to begin reacting violently to anyone as it'll cause the animal to contort from its normal form, eyes to glow, snarling/growling, the snapping and regenerating of bones/joints, etc. (The process will be most violent during its 20th hour and begin to wind down after). The animal will still be able to move and interact with its environment during the process (think of it as intervals of excruciating pain). The process will be very violent as the pill will try to pair with the animal as the animal tries to reject it. This is very risky as the animal must successfully roll a Constitution save: 14 to pass the process or be killed by it. (1 try) If the roll is unsuccessful, the animal will be severely contorted and bloody as Aldenheim floats above the corpse of the animal in its 1st Configuration.

If successful, the animal no longer needs to eat, can be located by King, considered to have magical attacks and to be magical creatures, grants animals 2 attacks/abilities, immune to Ocarina of Nightmares, necrotic, poison; resistant to radiant, piercing damage. Upon a success, roll a D10 and the animal will receive perks associated with its Configuration. 0 is 1st, 1 is 2nd, 2 is 3rd, and so on. You cannot have more than 1 animal with the same Configuration. You must re-roll if you get another animal with the same Configuration. Upon death of a Spirit Fusion animal, you cannot make another animal with the same Configuration, so you only have 10 slots to be successful, so take care of your animals.

   1st Con. Aldenheim: gains the ability of flight (30 ft.) | able to erect spikes out of its body and makes claws/talons/teeth/etc. sharper and longer (+1D6 type damage and +2 AC) | if land animal, creates a long sharp tail that can cut targets(5 ft. 1D6 slashing); if air animal, makes tail and wings sharp (1D6 slashing) and grants better aerodynamics, granting it +10 ft. flying speed | makes iris the main color of the Spirit Spear |
  2nd Con. Guardian: animal becomes bigger and is wrapped in green moss, making it resistant to fire damage, immune to bludgeoning, necrotic, and over-time damage, but vulnerable to ice/cold damage | if AC isn't 15, increases to 15 | animals teeth/talons/claws/etc. are able to make creatures paralyzed or poisoned (roll 1D4)(1,2 paralysis; 3,4 poison) on hit. Make a Con. saving roll DC: 13 or be paralyzed for a turn or take poison damage, 1D4 small animal, 1D8 medium animal, 1D12 large animal | able to change moss color (stealth proficiency) | 
  3rd Con. Fossilization: able to fly 30 ft., if already able to fly, +10 ft. | when animal deals damage, target must make a Con. saving roll DC: 9 or have the wounded limb will turn to stone | 
  4th Con. Luminosity: if willed or instructed to do so, animal can emit bright light from its body for 30 ft. and dim light for another 15 ft. (animal's vision isn't obstructed) (takes 1D4 fire damage if touched) | animal is able to channel its light to their eyes and flash it at a target's eyes and do 1D6 fire damage and make a Con. saving roll DC: 12 or be blinded for their next turn | vision is linked with the Fairy King's | able to fly 30 ft., if already able to fly, +10 ft. | 
  5th Con. Multiply: animal is able to make solid clones of itself (up to 5, all with half its HP rounded down) | able to fly 30 ft., if already able to fly, +10 ft. | AC increases by 2 | able to detect other magical traces and people (Perception and Investigation proficiency when detecting or tracking magic) | vision is linked with other clones but not with King | teeth/claws/talons/etc. gain 1D6 slashing damage | Able to speak Common and Slyvan | 
  6th Con. Blazing Beast: AC increases to 15 if not already there or higher | covered in green moss like Guardian and if outer shell is broken, becomes -> | animal is able to become a white version of itself as it emits blistering heat and will deal 3D8 radiant damage when it comes into contact with anything when in this state (lasts for 4 minutes) | if time limit is reached or commanded to stop by the Fairy King, animal will become a black mini figure of itself. After 12 hours or a 1 hour ritual, mini figure will expand back into its regular size in its green moss form | able to change color if moss (Stealth proficiency) | immune to fire and radiant damage | 
  7th Con. Ocarina of Nightmares: animal is able to emit sound waves from all over its body and places those in a 40 ft. radius under an illusion if a Wisdom saving roll of DC: 13 is failed, target become immobile and unable to take actions or reactions (must roll at the beginning of target's turn) | those caught under the illusion will suffer 4D8 necrotic damage every turn until successful | fur/feathers become a dark gray shade and eyes become red in color (Intimidation proficiency) | Fairy King is immune and vision is linked | AC increases by 2 | every physical attack done by animal can do 1D4 small animal, 1D8 medium animal, 1D12 large animal force damage | 
  8th Con. Moon Rose: if animal interacts with a wound ex. licking it, it's able to heal area and restore HP (2D6 small, 2D8 medium, 2D8 +1D6 large) | becomes a light grey shade and eyes turn light green | animal's HP doubles and gains 10 HP per turn | AC increases by 1 | Perception proficiency during the night | able to effectively communicate with King
  9th Con. Sunflower: animal becomes a light yellow shade and eyes become orange | animal is able to fire beams of light from its mouth/eyes and gets stronger the longer it's charged (1 turn 2D8, 2 turns 4D6, 3 turns 6D6, 4 turns 10D6 radiant) | if a creature tries to attack the animal when it's charging, animal will fire the beam at the attacking creature | HP doubles and AC increases by 2 | vision is linked with King | Perception proficiency during the day | able to effectively communicate with King
  10th Con. Sacred Treasure Release: all of the animal's stats (ability scores, damage, HP, etc.) are doubled, but can't exceed 25 | AC becomes 18 if not already or keeps AC if higher | fastest speed increases by 20 ft. and the slowest speed (flying\ground) will equal the fastest speed | All physical attacks earn an additional 2D8 slashing damage | vision is linked and able to speak all languages | animal gains a golden tint and eyes become light green

Don't forget to name your animals, so here are some name suggestions I enjoy: Void, Wisp, Dusk, Vexx, Tornado, Razor, Steel, Iorek, Gust, Glitch, Gladious, Ark, Blaze, Mother Catastrophe, Stormcutter, Lostvayne, Rhitta, Gideon, Psylocke, Stain, Spike, Bliss, Calamity, Cinnabon, Jolt, Chrysalis, Haze, Ivory, Squalla, Paradox, Wallaby, Frazzle

Multiclassing[edit]

You are unable to multiclass with this class.

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