Fairy King, Variant 2 (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: 1d6 per level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per level after 1st

Proficiencies

Armor: Light Armor
Weapons: Spirit Spear
Tools: One kind of Artisan's tools
Saving Throws: Dexterity and Intelligence
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 3d6*10 GP in funds.

Table: The

Level Proficiency
Bonus
Features Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spirit Spear, Defence Witout Armor, Spellcasting, Configuration 2 2
2nd +2 Solar NRG 2 3
3rd +2 Ability Creations 2 4 2
4th +2 Ability Score Improvement, Sacred Tree 2 4 3
5th +3 Especialization, Extra Attack, 5th Configuration 3 4 3 2
6th +3 Magic Abomination 3 4 3 3
7th +3 Spear Mastery 3 4 3 3 1
8th +3 Ability Score Improvement, Wing Sprout V1, Spirit Fusion 3 4 3 3 2
9th +4 Disaster V1 4 4 3 3 3 1
10th +4 Full Especialization 4 4 3 3 3 2
11th +4 3rd Configuration 4 4 3 3 3 2 1
12th +4 Ability Score Improvement, Wing Sprout V2 4 4 3 3 3 2 1
13th +5 Disaster V2 5 4 3 3 3 2 1 1
14th +5 Extra Action 5 4 3 3 3 2 1 1
15th +5 7th Configuration, 10th Configuration 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 6 4 3 3 3 2 1 1 1
17th +6 6 4 3 3 3 2 1 1 1 1
18th +6 Disaster V3 6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 7 4 3 3 3 3 2 1 1 1
20th +6 Full Wings 7 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

As a Fairy King, your knack for magic makes you a conduit for natural energy and allows you to channel spells from the wizard spell list.

Cantrips

At 1st level, you know two cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Fairy King table.

Preparing and Casting Spells

The Fairy King table shows how many spell slots you have to cast your fairy spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a short rest.

You prepare the list of fairy spells that are available for you to cast, choosing from the wizard spell list. When you do so, choose a number of fairy spells equal to your Intelligence modifier + your fairy king level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level Fairy King, you have four 1st-level and two 2nd-level spell slots. With a Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of fairy spells requires time spent channeling the knowledge of ancient fairy kings, at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your main spellcasting ability for your fairy spells, as you have spent your time practicing spells and learning as much as you could before the rituals. You use your Intelligence modifier whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a fairy spell you cast and when making an attack roll with one.

  • Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
  • Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting

You can cast a fairy spell as a ritual if that spell has the ritual tag and you have the spell in your prepared.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your fairy spells. This can include your Spirit Spear.

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 rounds), 1 round 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 times.

  • Spirit Spear save DC = 8 + Proficiency bonus + Dexterity Modifier

Defence Witout Armor[edit]

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

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. 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. At level 6, attacks with your Spirit Spear are considered magical.

Natural Form- It takes the form of a square cushion with green moss patterns spread across it, this can act as a shield, although it is not as good as the guardian, the cushion has half the wearer's HP and a base AC of 14, the wearer You can use a reaction to position your pillow in front of a possible blow (if this configuration is activated at the moment) causing the damage that the bearer would take to be dealt to the pillow, if the HP of the pillow reaches 0 the bearer will have need to repair it (2 rounds naturally or 1 round if the bearer spends all his actions trying to repair it) in order to use other spear configurations. You can change configurations using your bonus action.

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. The spear can make attacks at a distance equal to the user's speed, dealing d8 damage with the blades and d6 with the back. Main damage increases to 2d8 at level 5, 3d8 at level 11, and 3d12 at level 17, while rear damage increases to 2d6 at level 5, 3d6 at level 11, and 4d6 at level 17. All attacks using this setting count as one attack action.

  • Rose's Pin-Up- The spear is fired at high speed towards the enemy, he must perform a Dexterity save, if he fails he will take the base damage of the spear added to 2d12 and will be stuck on a nearby surface having to perform a strength test against the DC of the spear. spear to get out of there, if he passes he will only take half the base damage of the spear and will not get stuck. This attack can also be used to intimidate a target, missing on purpose causing only a slight cut (d4 slashing damage). The target must perform a Charisma test against the DC of the spear, if it fails it will become frightened. You can use this feature a number of times equals to half your proficiency modifier.
  • Razor Disk- The spear begins to rotate rapidly, targets within 10 feet of the spear must perform a strength test against the spear's DC, if they fail they will all be pulled into the center of the spear and receive the stunned condition until the end of their next turn, in addition to taking 2d4 damage from the sharp winds generated by the spear. You can use this feature a number of times equals to half your dexterity modifier.
  • Gamma Ray- The spear begins to condense energy at its tip, causing yellow particles to begin to gather at the tip of the spear and be fired towards an enemy (same range as the spear) exploding in a radius of 5 feet upon contact, all enemies hit must make a Dexterity test against the spear's CD, if they fail they will take 3d6 fire damage, if they pass they will only take half. You can use this a number of times equal to your Intelligence 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 Wolf. The wolf has an HP equal to the user's HP multiplied by half their Intelligence modifier and an AC equal to 12 + their Intelligence modifier, it is vulnerable to fire damage and resistant to cold damage. He can also perform some actions linked to the chosen animal and for any roll linked to these actions or safeguards, the guardian uses the user's Intelligence modifier and proficiency, the guardian begins to act right after the user in the initiative.

  • Bite- As an action, the wolf lunges to bite the enemy, dealing 2d6 piercing damage and d8 slashing damage.
  • Roar- As a bonus action the wolf begins to roar intensely at enemies within 30 feet, they must make an intelligence test against the spear's DC, if they fail they become frightened, if they succeed nothing happens. This feature can be used once per long rest.
  • Provoke- The animal growls at surrounding enemies, everyone within a radius of 3 meters must perform an intelligence test, if they fail they are forced to attack the dog on their next turn, if they pass they are immune to this effect for 24 hours. This feature can be used 3 times per long rest.

3rd Configuration: Fossilization- At 11th level, your Spirit Spear can take the form of a thin jagged 4 bladed spear that can fossilize whatever it may cut, the target must make a constitution test against the DC of you Spiritual Spear, if it fails the target takes no damage but begins to petrify, he must redo the test again at the beginning of each of his turns for 3 rounds, if he fails all saves the target is petrified until the fairy king or some magic removes this effect. You can use this feature a number of times equals to half your Inteligence Modifier rounded down, you regain the uses when completing a 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 (45 foot radius of bright light) and acts like a moving torch of light.

  • Burnout- Lumos approaches a target and, when triggered or destroyed, unleashes a bright flash of light and burns and heats targets within 10 foots of it, the target must make a Constitution Throw, if he fails he will be blinded for 1 round and will recive 2d6 fire damage, if he pass he will not be blinded and recive half the damage.

5th Configuration: Multiply- At 5th level, your spear can divide into several small Kunais, every time the user attacks with this active configuration it will deal d12 damage in a 5 foot area.

  • Swarm- All Kunais advance against a single target, make 4 attack rolls, for each successful attack add 2d4 to the Kunais' base damage. You can use this feature a number of times equals to your Proficience Modifier.
  • Cocoon- As a bonus action, the Kunais arrange themselves around the user, protecting them from possible attacks, the user gains 2d10 extra life and each melee attacker against the user receives d10 slashing damage.
  • Fight Fire with Fire- As an Attack action, all Kunais disperse and begin attacking several enemies in the location, all enemies within 30 feet of the user must make a Dexterity test against the CD of the spiritual spear, if they fail they will receive 4d8 damage slashing damage, if successful they only take half. You can use this feature a number of times equals to your Proficience Modifier.

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) . When burning your animal does 2d12 fire damage into a 10 feet area, your animal also has the same actions as the animal it is imitating.

7th Configuration: Ocarina of Nightmares- At 15th level, your spear can take the form of a dark ocarina, you can tune it if wanted. If the user touches it, enemies within a radius equal to 10 feet times their proficiency modifier must make an intelligence saving throw, if they fail they will take 6d8 necrotic damage to their maximum health and acquire a level of exhaustion, if they pass they will only take half damage. You can use this feature a number of times equal to half your Intelligence modifier.

8th Configuration: Moon Rose- At 1st level, as an action you can send your 1st Configuration: Aldenheim into the ground, it will take 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, it takes 1 round to grow 1 size. (Small, 5th Level - Medium, 11th level - Large and 17th level - Giant)

  • Droplet of Life- A small greenish drop falls from the tip of the flower, infiltrating the target the liquid touches, the target is cured of all bad conditions and receives d6 healing. You can use this feature a number of times equal to your Intelligence modifier you do not need to use an action to active this feature. The healing increases to 2d8 if the flower grows to medium size, 3d8 if it grows to large size, and 4d10 if it grows to giant.

9th Configuration: Sunflower- As an action at the 5th level, you can send the 1st Configuration: Aldenheim into the ground, it 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 takes one round to grow a size, initially you can only use this ability with the small size, at level 8th you can use the medium, at level 11th the large and at 17th the giant.

  • Sun Ray- As an action, the sunflower releases a dense amount of solar energy toward a target; everyone within 20 feet of the radius (which can be thrown at a distance equal to the fairy king's speed) automatically takes 4d6 radiant damage. if it is small, 6d6 if it is medium, 8d6 if it is large, and 10d6 if it is giant, and in addition creatures within 40 feet (excluding the fairy king) must make a Constitution saving throw against the DC of the spear, If they fail, they will be blinded by the beam of light for one round. You can use this ability once per day, and only while it is daylight.

10th Configuration: Sacred Treasure Release- At 15th level, you unlock the fullest potential of Spirit Spear Aldenheim and becomes a stronger version of any Configuration it takes, you gain a 3d8 damage bonus to all your configurations, and effects you apply take another round to wear off. Bessides that, you can create a new ability to all your past configurations and you can now use a number of configurations equals to half your proficiency modifier at the same time.

  • Defender of the Sacred Tree- You can choose to release an immense amount of power for a short period of time as a last gasp to try to overcome adversity, for one minute, all damage caused by your settings is doubled, in addition you can use as many settings as you want at the same time. time, at the end of the skill you instantly faint and gain 4 levels of exhaustion that last for an entire month. This ability can only be used once per month.

Solar NRG[edit]

At 2nd level, you are constantly absorbing energy from the sun, both to use some of your special abilities and to increase your attack power. Every dawn you can roll 4d10, the result will serve as your maximum NRG for that day, you regain your entire NRG limit for the day upon completing a short rest. You can, as a free action and once on your turn, spend 2 NRG points to make your spear glow golden, this adds +1 to your hit die and an extra 1d10 damage on your next attack, loosing the buff after it. You can use this ability a number of times equal to your Intelligence modifier.

Ability Score Improvement[edit]

When you reach 4rd level, and again at 8th, 12th 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.

Ability Creations[edit]

When you reach the 3rd level you can start to develop some techniques of your own (not necessarily using your spear), now and once per level that you advance after the 3rd you can develop a new skill for you, by developing a skill you You must train with it for at least 1 hour every day for 10 days for a complete screen, if you don't do this the technique will be ready until you return to the training sequence with it. You can only develop a new skill after you have fully developed the previous one. (if you advance in level and haven't developed the one from the previous level, you can still develop the one from the next level when you complete the one from the previous one) These skills also use NRG to activate, following some that I developed as an example:

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]

From the 5th level onwards, your connection with nature increased and allowed you to access more specific knowledge of the ancient kings. Choose two of your proficiencies and when you roll with them you can double your proficiency bonus.

Extra Attack[edit]

When you reach 5th level, your mastery with your Spiritual Spear increases. When performing an attack action you can perform another attack as part of the same action, instead of performing another attack you can choose to cast one of your fairy spells as part of that Attack action.

Magic Abomination[edit]

At 6th level, your communion with nature strengthens your spells to a level beyond your abilities. You can choose a number of spells from the cleric or druid list equal to your proficiency bonus, these spells do not take a spell slot to be used, the spell slot this level occupies can be at most equal to half your level, when you reach a new level you can change these spells. You can use this feature a number of times equal to your Intelligence modifier.

Spear Mastery[edit]

When you reach level 7, you gain greater mastery with your spiritual spear due to your combat experiences. Therefore, you no longer need to perform hand movements to attack or give commands to your Spear, in addition, you can also change its settings as a free action now, but once per your turn. This switch (as a free action) can only be made a number of times equal to your proficiency bonus.

Full Especialization[edit]

At 10th level, your connection with the ancients increases even more, choose two other proficiencies and double your bonus with them. Additionally, you can no longer roll less than 10 on a d20 with these proficiencies.

Extra Action[edit]

At 14th level, an immense knowledge and battle experience makes you cunning and fast enough to be able to do even more than your limit. You can take an extra action on your turn, this ability can only be used a number of times equal to your proficiency modifier and a maximum of once per turn.

Wing Sprout[edit]

Your wings have started to develop, you gain the following benefits:

  • Wing Sprout v1- 2d6 extra damage to any attack from you or your spear, a flying speed equal to your movement speed, and an additional 2 points to your dexterity and intelligence modifiers (which can exceed 20 points).
  • Wing Sprout v2- 3d8 bonus damage that replaces the previous one, +10 feet to your flight speed and +2 points in Dexterity and Intelligence (the points accumulate with the previous ones and can exceed 20 points).
  • Full Wings- 4d10 bonus damage, your flight speed is doubled, you gain +2 points in dexterity and intelligence (again more than 20 total points), your maximum NRG is doubled and your skills have their NRG cost reduced by one amount equal to your proficiency bonus (minimum of 1).

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- Initially, starting at 9th level, you begin to have control over life around you, being able to make a 150-foot forested area around you grow or die based on your will, and being able to manipulate things in that area at your discretion. I like. (How to use vines to trap an enemy) Doing so requires an action.

  • Status Promotion- When someone suffers some type of damage in your presence, you can use your reaction to increase the damage suffered, opening the wound even further or intensifying the pain of the attack even more, this increases the damage by a number of d4 equal to your bonus of proficiency radiant damage. You can only use this 3 times before taking a long rest.
  • Status Demotion- When someone is attacked near you, you can use your reaction (or bonus action if it's your turn) to lessen the damage from that attack. If you use your reaction, the damage of the blow is reduced by half, if you use your bonus action, the target heals for a number of hit dice equal to your proficiency bonus. You can use this feature 3 times before having to take a long rest.

Disaster v2- Now, at level 13, your mastery over life and nature has increased even further, meaning you can make flowers at a distance of 1500 feet.

  • Status Promotion v2- When someone suffers some type of damage in your presence, you can use your reaction to increase the damage suffered, opening the wound even further or intensifying the pain of the attack even more, this increases the damage by a number of d6 equal to your proficiency bonus radiant damage. You can only use this 4 times before taking a long rest. Additionally, the target gains weakness to the last type of damage dealt when using this reaction for 2 rounds. (if he has resistance it will count as if he didn't have it, if he is immune to the damage he will remain immune and the effect will not apply.)
  • Status Demotion v2- When someone is attacked near you, you can use your reaction (or bonus action if it's your turn) to lessen the damage from that attack. If you use your reaction, the damage of the blow is reduced by half, if you use your bonus action, the target heals for a number of hit dice equal to your proficiency bonus + your Intelligence modifier. You can use this feature 4 times before having to take a long rest. In addition, you also remove some bad conditions from this creature, minus exhaustion, petrified, grappled, prone, blind, frightened, and deaf. (or effects that are caused by factors external to the target, such as someone preventing them from doing something)

Disaster Full Potential- You have reached the limit of your ability with this power, at level 18, you can make a radius of 5 miles from you bloom at your command, in addition this created forest is completely resistant to any type of fire that spreads through it .

  • Status Promotion v3- When someone suffers some type of damage in your presence, you can use your reaction to increase the damage suffered, opening the wound even further or intensifying the pain of the attack even more, this increases the damage by a number of d8 equal to your proficiency bonus radiant damage. You can only use this 6 times before taking a long rest. Additionally, the target gains weakness to the last type of damage dealt when using this reaction for 2 rounds. (if he has resistance it will count as if he didn't have it, if he is immune to the damage he will remain immune and the effect will not apply.) Now you can also use this as a main action, if used like this the target must be below its full amount of health, when activated the target takes an amount of damage equal to half of its life lost as necrotic damage. You automatically reset the uses of this resource and gain 3 levels of exhaustion when using it in this way.
  • Status Demotion v3- When someone is attacked near you, you can use your reaction (or bonus action if it's your turn) to lessen the damage from that attack. If you use your reaction, the damage of the blow is reduced by half, if you use your bonus action, the target heals for a number of hit dice equal to your proficiency bonus + your Intelligence modifier*3. You can use this feature 6 times before having to take a long rest. Now, you can cure a creature of any condition using this feature (minus conditions caused by others) even cure people of natural birth conditions (although if cured this way, the cure will only last for a number of hours equal to your modifier of intelligence, after which the creature returns to its original condition), in addition, if used as a reaction, the creature has resistance to damage received for 4 rounds.


  • Condense Power- You condense the moisture to carry out a powerful attack against the enemy, 5 of these drops leave at an extreme speed, faster than a bullet towards the enemy, make 5 attack tests (can be on the same target or on different targets) each hit deals 5d12 magical piercing damage. You can use this feature a number of times equal to half your Intelligence modifier.

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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