Fary King (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 Lance. Due to the power you possessed, enemies refrained from attacking the Forest while it flourished. One day, you were forced to leave the Fairy King's Forest, leaving it unguarded by its powerful defender. Legend has it that the only thing capable of destroying the Fairy King's Forest is the purgatorial flames of a powerful demon. While you were away, you encountered a formidable opponent and fell to their hands, but instead of dying, you lost your memory. For years you wandered, trying to rediscover the purpose and strength you once had. Upon discovering a vast scorched forest biome, memories began to flood back – memories of your past, your relationships, your duty, and your long-lost people and home. Realizing your failure as the Fairy King, you rush to the heart of the Fairy King's Forest; the source of power from which your Spirit Lance is derived: the Sacred Tree. After ravaging the scarred base of the Sacred Tree, you notice a small, sudden glow beneath the ashes of its complex roots. Clearing the debris, you find the seed of the Sacred Tree, unharmed and protected. A burning sensation on your left calf reveals a red mark on your skin – a reminder of the grievous sin of Sloth you committed. Determined to make amends, you set out to usher in a new era for the Fairy King's Forest, to rediscover your lost strength, and to forge new bonds in this world.

Creating a Fairy King[edit]

Must take the race of a Half-Fairy

As a Half-Fairy, you naturally levitate and can fly (30 ft. flight speed) while your walking speed is 25 ft. You require only 2 hours of sleep to count as a short rest and 4 hours as a long rest. You receive an Ability Score Increase of +2 to Dexterity or Intelligence and +1 to Constitution, Wisdom, or Charisma. You can live up to 2000 years as the Fairy King. You are Small in size. You possess Darkvision (60 ft.), Fey Ancestry, Druidcraft, and Dancing Lights. You also have Keen Senses (with proficiency in Perception), Naturally Stealthy, and Tiny Hands. You can read, speak, and write in Common, Sylvan, and one additional language of your choice. Typically, you are around 5 ft. tall and weigh about 100 lbs.

Quick Build

To quickly build a Fairy King, make Dexterity your highest ability score, followed by Wisdom, with Strength as your lowest. Second, choose the Folk Hero background.

Class Features

As a Fairy King you gain the following class features.

Hit Points

Hit Dice: 1d8 per level per Fairy King level
Hit Points at 1st Level: 1d8 per level + Constitution modifier
Hit Points at Higher Levels: 1d8 per level (or Expression error: Unrecognized word "per".) + Constitution modifier per Fairy King level after 1st

Proficiencies

Armor: None
Weapons: Spirit Lance
Tools: One type of artisan's tools
Saving Throws: Dexterity and Wisdom
Skills: Choose two from: Stealth, Arcana, 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:

  • (a) Spirit Lance (You must give your Spirit Lance a name, e.g., Spirit Lance Aldenheim) or (b) {{{item1b}}}
  • (a) Seed of the Sacred Tree or (b) {{{item2b}}}
  • If you are using starting wealth, you have 2d6 gp in funds.

Table: The Fairy King

Level Proficiency
Bonus
Features
1st +2 Spirit Lance, Unarmored Defense, Cantrips
2nd +2 Additional Configurations
3rd +2 Ability Score Improvement
4th +2 Ability Score Improvement, Expertise, Extra Attack
5th +3 Linked Vision
6th +3 Wing Bud v1
7th +3 Disaster v1
8th +3 Ability Score Improvement, Advanced Configurations
9th +4 Wing Bud v2
10th +4 Disaster v2
11th +4 Spiritual Renewal
12th +4 Ability Score Improvement, Master Configuration
13th +5 True Sight
14th +5 Sacred Treasure Release, Complete Wings
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

Progression Table[edit]

Level Proficiency Features Spirit Points
1 +2 Spirit Lance, Unarmored Defense, Cantrips 2
2 +2 Additional Configurations 3
3 +2 4
4 +2 Ability Score Improvement 5
5 +3 Expertise, Extra Attack 6
6 +3 7
7 +3 Linked Vision 8
8 +3 Ability Score Improvement, Wing Bud v1 9
9 +4 Disaster v1 10
10 +4 Complete Expertise 11
11 +4 Advanced Configurations 12
12 +4 Ability Score Improvement, Wing Bud v2 13
13 +5 Disaster v2 14
14 +5 15
15 +5 Spiritual Renewal 16
16 +5 Ability Score Improvement 17
17 +6 Master Configuration 18
18 +6 True Sight 19
19 +6 Ability Score Improvement 20
20 +6 Sacred Treasure Release, Complete Wings 25

Main Resource: Spirit Points[edit]

As a Fairy King, you have Spirit Points that fuel your special abilities. You have a number of Spirit Points equal to those listed in the progression table.

  • Recovery:* You recover all spent Spirit Points when you finish a short or long rest. Additionally, if you roll initiative with 0 Spirit Points, you regain a number equal to your Wisdom modifier (minimum 1).
  • Usage:* Spirit Points are used to activate special abilities from your Configurations and other Fairy King powers. Each ability has a specific Spirit Point cost.

Class Features[edit]

Unarmored Defense[edit]

At 1st level, while you are not wearing any armor, your base AC is 10 + your Dexterity modifier + (half your proficiency bonus, rounded down).

Cantrips[edit]

At 1st level, you gain control over the elements of nature. You know the following cantrips:

- Eldritch Blast – 120 ft. range | 1d10 Force damage (scaling at higher levels)
- Fire Arrow – 120 ft. range | 1d10 Fire damage (scaling at higher levels)
- Ice Bite – 60 ft. range | 1d6 Cold damage plus disadvantage on the next attack; target must succeed on a Constitution save (DC = 8 + Wisdom modifier + proficiency) or suffer additional effects (scaling at higher levels)
- Mold Earth – 30 ft. range; affects a 5 ft. cube

Spirit Lance[edit]

At 1st level, you summon your Spirit Lance through a colorful portal of light. This magical weapon is uniquely bound to you. If damaged, it repairs itself naturally in 2 turns (or in 1 turn if you spend 1 Spirit Point as a bonus action).

  • Color Choice:* At character creation, choose a primary color that your Lance will emanate in all its Configurations.

Ability Score Improvement[edit]

At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score by 2 or two ability scores by 1. You cannot raise an ability score above 20 with this feature.

Expertise[edit]

At 5th level, choose 2 skills in which you double your proficiency bonus.

Extra Attack[edit]

At 5th level, whenever you attack with your Spirit Lance, you can make one additional attack as part of the same action.

Linked Vision[edit]

At 7th level, you gain the ability to see through your active Configurations. As a bonus action, you may switch your vision to that of any active Configuration until you switch or it is deactivated.

Complete Expertise[edit]

At 10th level, choose one additional proficiency to gain expertise (doubling your proficiency bonus).

Advanced Configurations[edit]

At 11th level, you unlock more powerful Configurations (8th level and above) and enhance your existing ones: all damage from your Configurations increases by one die, and the DC for all effects increases by +1.

Spiritual Renewal[edit]

At 15th level, when rolling initiative, if you have less than half of your maximum Spirit Points, you recover half of your maximum Spirit Points.

Master Configuration[edit]

At 17th level, you can maintain up to two active Configurations simultaneously. You may use this ability a number of times equal to your Wisdom modifier (minimum 1) per long rest. While both Configurations are active, the activation cost of any special ability increases by 1 Spirit Point.

Wing Bud[edit]

  • Wing Bud v1 (8th level):* You manifest incipient wings as a bonus action (cost: 2 Spirit Points) for 10 minutes, gaining +1d6 to all Spirit Lance damage rolls and a flying speed of 30 ft.
  • Wing Bud v2 (12th level):* Your wings further develop: the damage bonus increases to +2d6 and your flying speed to 40 ft.
  • Complete Wings (20th level):* Your wings reach their final form: activation cost is reduced to 1 Spirit Point, damage bonus increases to +3d6, flying speed to 60 ft., and you permanently gain +1 Wisdom and +2 Dexterity.

Disaster[edit]

At 9th level, you gain control over organic matter.

  • Disaster v1:* You can manipulate matter within a 30 ft. radius.
- **Status Reduction:** As a reaction (cost: 1 Spirit Point), when an ally takes damage, you mitigate the wound by healing 1d6 + your Wisdom modifier and reducing ongoing damage for 1 minute.
- **Status Promotion:** As a reaction (cost: 1 Spirit Point), when an enemy takes damage, you intensify the wound, causing an additional 1d6 damage; if the target suffers ongoing damage, that damage is doubled for 1 minute.
  • Disaster v2 (13th level):* Extends your control to a 60 ft. radius.
- **Status Reduction v2:** Healing increases to 2d6 + your Wisdom modifier.
- **Status Promotion v2:** Deals an extra 2d6 damage, and the target must succeed on a Constitution save (DC = 8 + Wisdom modifier + proficiency) or suffer 1d4 bleeding damage for 3 turns.

True Sight[edit]

At 18th level, as an action (cost: 3 Spirit Points), you gain True Sight for 1 minute, allowing you to see through illusions and perceive the true nature of things.

Sacred Treasure Release[edit]

At 20th level, as an action (cost: 5 Spirit Points), your Spirit Lance enters a transcendental state for 1 minute. During this time, all damage and healing effects from your Configurations are doubled, and abilities that normally cost Spirit Points can be activated without spending them.

Spirit Lance Configurations[edit]

The Configurations transform your Spirit Lance into various forms. Changing Configuration requires a bonus action. Each Configuration has basic abilities (no cost) and special abilities (with Spirit Point costs).

  • Natural Form:*

Available from 1st level. The Lance takes the form of a moss-covered cushion, capable of flight, hovering, and floating.

  • 1st Configuration: Aldenheim:*

Available from 1st level. The Lance becomes a double-faced spear:

- **Basic Attacks:**  
  * Melee: Attack with 1d8 slashing (scaling to 2d8 at 4th level, 3d8 at 8th, 4d8 at 12th).  
  * Ranged (60 ft.): Attack with 1d6 bludgeoning (scaling similarly).
- **Special Abilities:**  
  * Fix Rose (1 Spirit Point): An attack that deals normal damage plus 1d10 piercing; the target must succeed on a Strength check (DC = 8 + Dexterity modifier + proficiency) or be restrained.  
  * Razor Disc (2 Spirit Points): An area attack (10 ft. radius) that deals normal damage plus 1d12 slashing; targets may make a Dexterity save (DC = 8 + Dexterity modifier + proficiency) for half damage.
  • 2nd Configuration: Guardian:*

Available from 1st level. The Lance transforms into a sentient guardian (for example, a giant stuffed bear):

- **Statistics:**  
  * AC: 14 + (half your proficiency bonus).  
  * HP: Equal to twice your maximum HP.
  * Resistances: Fire, piercing, bludgeoning, and lightning.
- **Basic Attacks:**  
  * Bite: +5 to hit, 5 ft. reach, 1d8+4 piercing damage.  
  * Claws: +5 to hit, 5 ft. reach, 2d6+4 slashing damage.
- **Special Ability:**  
  * Counter-Attack (2 Spirit Points): As a reaction when attacked, you may make a claw attack with advantage.
  • 3rd Configuration: Petrification:*

Available from 2nd level. The Lance takes on a crystalline form with greenish reflections:

- **Basic Attacks:**  
  * Petrifying Touch: 1d6 force damage (scaling at higher levels).  
  * Paralyzing Throw: 1d6 force damage (scaling similarly).
- **Special Abilities:**  
  * Gradual Petrification (2 Spirit Points): As an action, make a melee attack; if it hits, the target must succeed on a Constitution save (DC = 8 + Wisdom modifier + proficiency) or have its speed reduced by 10 ft. and suffer a –2 penalty on Dexterity checks for 1 minute.  
  * Stasis (3 Spirit Points): As an action, target a creature within 30 ft.; if it fails a Constitution save, it is paralyzed for 1 round.
  • 4th Configuration: Luminosity:*

Available from 2nd level. The Lance becomes a small yellow orb of light with tiny wings:

- **Characteristics:**  
  * Emits light: 45 ft. of bright light and 15 ft. of dim light.  
  * Contact damage: 1d4 fire damage.
- **Basic Ability:**  
  * Illumination: Lights up dark areas.
- **Special Ability:**  
  * Explosion (2 Spirit Points): As an action, detonates to deal 2d6 fire damage in a 10 ft. area; targets must succeed on a Constitution save (DC = 10 + Dexterity modifier + proficiency) or be blinded.
  • 5th Configuration: Multiply:*

Available from 4th level. The Spirit Lance splits into multiple kunai-like projectiles:

- **Special Abilities:**  
  * Swarm (3 Spirit Points): As an action, unleashes attacks in a 20 ft. area dealing 4d8 slashing damage (scaling to 8d8 at 8th level, 12d8 at 12th, 16d8 at 16th); targets may make a Dexterity save (DC = 10 + Dexterity modifier + proficiency) for half damage.
  * Cocoon (2 Spirit Points): As a reaction, encases a target in a dome of kunai (up to 15 ft. in radius) with hit points equal to 10×(your Wisdom modifier + proficiency); any creature touching the dome takes 2d10 slashing damage.
  • 6th Configuration: Spirit Armor:*

Available from 6th level. The Spirit Lance transforms into a spiritual armor that covers your body:

- **Statistics:**  
  * AC: 16 + your Dexterity modifier (maximum +2).  
  * Resistances: Radiant and necrotic damage.
- **Basic Ability:**  
  * Natural Protection: Grants resistance to poison and acid damage.
- **Special Abilities:**  
  * Spirit Reflection (2 Spirit Points): As a reaction when taking damage, reduce the damage by 1d10 + your Wisdom modifier.
  * Protective Aura (3 Spirit Points): As an action, create a 10 ft. aura around you that grants allies +2 AC for 1 minute.
  • 7th Configuration: Pollen Garden:*

Available from 7th level. The Spirit Lance transforms into a translucent green dome filled with medicinal pollen:

- **Characteristics:**  
  * A sphere with a 20 ft. diameter; lasts up to 10 minutes with concentration; AC 16; hit points equal to your maximum.
- **Basic Ability:**  
  * Safe Shelter: Creatures inside gain total cover against ranged attacks.
- **Special Abilities:**  
  * Regeneration (2 Spirit Points): As a bonus action, all allies inside recover 1d6 + your Wisdom modifier in hit points.
  * Purification (3 Spirit Points): As an action, removes one harmful condition (poisoned, blinded, deafened, frightened) from up to three creatures within the area.
  • 8th Configuration: Lunar Rose:*

Available from 11th level. The Spirit Lance transforms into a delicate Lunar Rose that can grow or shrink:

- **Characteristics:**  
  * Transformation time: 1 turn to reach desired size; range: 5 ft.
- **Basic Ability:**  
  * Mental Communication: Enables telepathic communication with any creature that touches the rose.
- **Special Ability:**  
  * Drops of Life (3 Spirit Points): As an action, heals a target that touches the rose by an amount equivalent to 4 hit dice and removes one harmful condition.
  • 9th Configuration: Sunflower:*

Available from 15th level. The Spirit Lance takes the form of a sentient sunflower harnessing solar energy:

- **Characteristics:**  
  * Transformation: 1 action to initiate plus 1 turn to reach desired size; duration: up to 10 minutes with concentration.
- **Basic Ability:**  
  * Solar Harvest: Absorbs sunlight to recover 1 Spirit Point per minute of direct exposure.
- **Special Ability:**  
  * Solar Ray (4 Spirit Points): As an action, fires a ray that deals 7d6 + (character level) radiant damage; the target must succeed on a Dexterity save (DC = 12 + Wisdom modifier + proficiency) for half damage; on failure, the target is burned for 4 rounds, taking 2d4 fire damage per turn.
  • 10th Configuration: Sacred Treasure Release:*

Available from 17th level. Unleashes the full potential of all previous Configurations:

- **Transformation:** As an action (cost: 5 Spirit Points), lasting 1 minute.
- **Effect:** All Configurations gain a +2 bonus to attack rolls; all damage and healing effects from your Configurations are doubled; abilities that cost Spirit Points can be activated without spending points.

Multiclassing[edit]

You are unable to multiclass with this class.

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