Fey Knight (5e Class)
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Fey knights are knights in service to a queen of the faerie courts which are summer and winter and are mortal instruments that the queens play so they can kill a Mortal being or destroy their enemies from the inside.
Creating a Fey Knight
When creating a Fey Knight, ask yourself the following questions, what brought you into the service of a fairy queen? Are you a cool and collected Warrior? Or a volatile berserker? Do you serve Queen Titania or the Raven queen? How did you get to the feywild? Was it an elaborate spell? A planar portal? Or Did you stumble through a Fey Crossing?
- Quick Build
You can make a Fey Knight quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Charisma.
As a Fey Knight you gain the following class features.
- Hit Points
Armor: All Armor and shields
Weapons: All Simple and Martial Weapons
Saving Throws: Constitution, Charisma
Skills: Choose 2 from Athletics, Acrobatics, Animal Handling, Persuasion, Perception, Stealth, Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A lance or (b) Longsword
- (a) 2 Daggers or (b) 2 Hand Crossbows
- (a) Studded Leather Armor or (b) Scale Mail armor
- (a) Explorers Pack or (b) Adventurers Pack
|Features||—Spell Slots per Spell Level—|
|4th||+2||Ability Score Improvement||3||—||—||—||—|
|8th||+3||Ability Score Improvement||4||3||—||—||—|
|12th||+4||Ability Score Improvement||4||3||3||—||—|
|16th||+5||Ability Score Improvement||4||3||3||2||—|
|19th||+6||Ability Score Improvement||4||3||3||3||2|
The first gift bestowed upon you after your pact is a powerful and crystalline voice. At 1st level, you have advantage on all Charisma (Performance) checks made to sing, and add twice your proficiency bonus in all checks made with musical instruments.
In addition, humanoid creatures have disadvantage on saving throws against spells from the enchantment school from your Fey Knight spell list, if you have used a musical instrument as a spellcasting focus or if the spell have a verbal component.
Starting at 1st level, the faeric blessing bestowed upon you by the feywild have given you glamour. Your glamour is represented by an amount of glamour dice you have, and you can use your glamour to increase your natural charm and abilities.
Your glamour die is a d6, and you can roll the die and add the number rolled to one Dexterity or Charisma based check, attack roll, or saving throw you make.
You can use this feature a number of times equal to your Fey Knight level, and you regain your uses after finishing a long rest.
Your Glamour die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 11th level, and a d12 at 17th level.
Starting at 3rd level, your devotion and connection to the feywild have called the attention of powerful fey entities, that bestowed a gift upon you. Your gift grant you benefits at 3rd level, and again at 7th, 11th and 15th levels.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Well of Glamour
At 10th level, you can replenish your glamour. As an action, you regain a number of glamour points equal to your Charisma modifier. Once you use this ability, you can't do it again until you finish a long rest.
At 14th level, you can merge together your fighting abilities and magic with ease. When you use your action to cast a Fey Knight spell or use a Glamour ability, you can make a single attack with a weapon as a bonus action.
Gift of the Courts
At 18th level, you must choose to be completely loyal to one of the courts of the feywild. Your chosen court will grant you specific benefits, depending on your choice:
- Seelie Court
- Unseelie Court
Musician Pact Options
More than musical talent, you want to learn secrets of magic and old, powerful faeric powers from an ancient and eldritch entity. Your pact has bestowed the understanding and control over such abilities.
- Eldritch Gifts
Starting at 3rd level, you learn one eldritch invocations of your choice from the Warlock's eldritch invocation list. You are considered a warlock of half your level (rounded up) for the purposes of learning the invocation. You learn one additional invocation at 11th and 15th levels.
If a invocation requires a prerequisite, you must fulfill that prerequisite to be able to choose the invocation. Whenever you learn a new invocation, you can replace one you already know for a new one.
In addition, whenever you learn a new spell, you can choose from either the warlock's or Fey Knight list. Finally, you learn one cantrip from the warlock's list.
- Pact Boon
Also at 3rd level, you can choose one pact boon from the warlock's Pact Boon feature options available. You can also replace one invocation you know for a new one.
- Misty Escape
Starting at 7th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.
Once you use this feature, you can't use it again until you finish a short or long rest.
- Magical Secret
At 11th level, choose one spell from the warlock list, of 4th level or lower. You can cast that spell once, being unable to do it again until you finish a long rest.
You can replace this spell for a 5th level spell at 13th level and for a 6th level spell at 17th level.
- Superior Magical Secret
At 15th level, choose one spell from the warlock list, of 6th level or lower. You can cast that spell once, being unable to do it again until you finish a long rest.
You can replace this spell for a 7th level spell at 17th level and for a 8th level spell at 20th level.
Luring Voice Gift
Knights who receive this gift gain a magical voice as a gift, and the ability of greater magical prowess in relation to its voice.
- Arcane Talent
Starting at 3rd level, you can spend your talent dice to fuel your magic. You can create a Fey Knight spell slot by spending an amount of talent dice equal to 1, plus 1 for each level of the spell slot. The spell slot created must be from a level you are able to cast spells.
- Wheel of Magic
At 7th level, you can replenish your magical ability. When you finish a short rest you can choose to regain a number of spell slots whose total levels equal your proficiency bonus.
Once you use this ability, you can't do it again until you finish a long rest
- Talented Magician
At 11th level, whenever you finish a short or a long rest, you regain a number of Talent Dice equal to your proficiency bonus.
At 15th level, you can cast a spell you know once, without spending a spell slot. This spell is cast at its highest level, regardless of the level of the spell.
After doing so, you regain 6 talent points, that may or may not be used immediately, on the same turn, without requiring an action, and can't use this feature again until you finish a long rest.
Wild callers learn how to use their glamour to summon creatures from the feywild, bond with them and cause them to fight alongside you.
- Faeric Call
At 3rd level, you can use an action to summon a fey or a beast on a unoccupied space within 30 feet. You can choose any fey or beast with a CR of 1/4 or lower. It takes its turn immediately after yours in initiative.
The fey disappears after one minute, until you use this ability again, or when it drops to 0 hit points.
The fey or beast is friendly to you and your companions for the Duration. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the fey, it defends itself from Hostile creatures but otherwise takes no Actions.
You may use this ability a number of times equal to your Proficiency Bonus, and regain all uses after a long rest.
Starting at 5th level, you can spend 3 uses of this feature to summon a fey or beast with a CR of 1, and additional 1 in its CR for each additional use spent after the third.
- Faeric Warden
Starting at 7th level, when you would take damage from an attack, you can spend a use of your Faeric Call to summon a fey or beast using your reaction, causing it to take damage instead. The fey or beast vanishes at the start of your next turn, taking any damage from attacks targeted towards you, vanishing earlier if reduced to 0 hit points.
Any damage that exceeds the fey or beast upon reducing it to 0 hit points is taken by you instead.
In addition, the natural attacks of your summoned fey or beasts are considered magical for the purposes of overcoming resistances and immunity to non-magical damage.
- Powerful Claws
At 11th level, when you summon a fey or beast through a spell or your Faeric Call, it causes additional damage equal to your proficiency bonus with its attacks.
- Superior Convocation
At 15th level, you can spend 1 use of your Faeric Call to summon a fey or beast with a CR of 4 or lower. The summoned fey have an additional number of hit points equal to twice your level in this class, and uses your spell attack bonus and spell save DC whenever it makes an attack or forces a creature to make a saving throw. This otherwise works as faeric call.
Once you use this ability, you can't use it again until you finish a long rest.
- Careless Attacks
Starting at 3rd level, while battling you let yourself be taken by the joy of fighting, without concerns for your own safety. You can choose to make one additional attack as part of your Attack action. If you do so, all attacks made against you are made at advantage.
- Ignore Pain
At 7th level, whenever you are reduced to half your maximum of hit points, you gain temporary hit points equal to 5 x half your level in this class (rounded down).
You lose these temporary hit points when you are no longer under half your maximum of hit points.
- Beguiling Taunt
At 11th level, whenever you use your action to use a glamour feature, you can force all creatures of your choice within 10 feet of you that are able to hear you to only attack you.
Until the start of your next turn, any attack made by the chosen creatures against targets other than you are made at disadvantage. In addition, when a target makes an attack with disadvantage against a creature other than you, the attack causes only half damage on a hit.
- Battle Scream
Starting at 15th level, you can unleash a powerful and terrifying scream. All creatures of your choice within 30 feet must succeed on a Wisdom saving throw against your spell save DC. On a failed save, they take 6d8 psychic damage and are frightened until the start of your next turn. On a success, they take half damage and are not frightened.
In addition, any creature frightened by this scream must use its reaction, if possible, to move up to its movement speed away from you, using the safest route possible.
You can't use this ability again until you finish a long rest.
- Fey's Lullaby
You can seduce even fey s with your voice. As an action, you can spend 2 talent dice to attempt to charm a beast or fey you can see within 60 feet that is able to hear you. The target must succeed on a Wisdom saving throw, or be charmed by you for 1 minute, as if charmed by a 'charm person spell. While charmed by this ability, the fey will protect you with the best of its abilities, and will be hostile towards any creature hostile towards you, acting as it normally would against its own enemies.
Whenever the fey takes damage, it can make another saving throw to end the effect of this song. The maximum CR of a fey affected by this feature is 2. At 5th level, you can spend 3 talent dice to charm a CR 4 or lower fey, and at 11th level you can spend 4 talent die to attempt and charm a fey with a maximum CR of 6.
- Whisper of Concealment
You emit a magically infused whisper that creates a magical illusion, concealing the presence of creatures and objects. As an action, you can spend 3 talent dice to conceal the presence of you and any other creature of your choice within 60 feet. All chosen creatures become invisible until the start of your next turn. The invisibility ends on a creature that makes an attack or cast a spell.
At 5th level, you can spend 1 additional talent die (total of 4) to target a 90-foot radius with this ability, and also conceal objects of choice for the duration. At 11th level, you can spend 5 dice to conceal any creatures, objects or structures of choice within a 120-foot radius, for 1 minute.
- Dreadful Strikes
You augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. As a bonus action, you can spend 2 glamour dice. For the next minute, you cause additional 1d4 psychic damage with your weapon attacks. On a critical hit, the additional damage die becomes 1d8.
At 5th level, you can spend 4 glamour dice as a bonus action to cause additional 1d8 psychic damage with your weapon attacks. On a critical hit, the additional damage die becomes 1d12.
Finally, at 11th level, you can spend 2 additional glamour when you use this feature to, on top of the damage increase, you force the creature you hit to make a Charisma saving throw, or be frightened until the end of your next turn.
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