Knight of the Fey (5e Class)

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Knight of the Fey[edit]

A dryad stands on a hill clad in shining armor embossed with vines that seem to bloom, her sword raised to the sunset as she faces a hoard of fiends for the glory of the summer court. An eladrin stands guard in the back of an elaborate fey party, carefully watching the lady he has sworn himself to, sure to keep her safe from those who would see her overthrown. A satyr travels the feywild between courts, subtly sowing seeds of discord amongst the upper echelons in the service of his mischievous lord.

Exploring the mundane[edit]

A Knight of the Fey is a knight that has pledged themself to the service of a specific Archfey or a Fey court as a whole. They are most often a fey creature or of fey descent. The knight pledges their complete loyalty to their patron archfey and work with and for them to further their goals, earning powerful magic abilities and protection for their fealty. Fey Knights may find themselves out of the feywild for a number of reasons. Perhaps their patron sent them out with an objective in mind. They might have been exiled for a perceived slight against their patron. Then again, they might have just simply gotten lost and now find themself traveling to find their way back to the feywild and to their duties.

Creating a Knight of the Fey[edit]

When creating a feyknight consider the following: Who does your character pledge their loyalty to? Why? Do they have an ulterior goal in mind or do they truly live and work for the betterment of their archfey patron? Did your character come originally from they feywild or did they find themselves there later in their life? Were they born into the service of their patron?

Quick Build

You can make a Knight of the Fey quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Charisma. Second, choose the Knight or Far Traveler background. Third, choose chainmail and a shield, a longsword, a longbow and 10 arrows, and the explorers pack

Class Features

As a Knight of the Fey you gain the following class features.

Hit Points

Hit Dice: 1d10 per Knight of the Fey level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Knight of the Fey level after 1st

Proficiencies

Armor: All armors, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose three from Athletics, Acrobatics, Animal Handling, Deception, Persuasion, Perception, Stealth, Survival

Equipment

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

Table: The Knight of the Fey

Level Proficiency
Bonus
Features Spells Known Spell Slots Slot Level
1st +2 Archfey Patron, Feysense - - 1st
2nd +2 Fighting Style, Fey Constitution, Fey Magic 2 1 1st
3rd +2 Patron Perk 3 2 1st
4th +2 Ability Score Improvement 4 2 1st
5th +3 Extra Attack 5 2 2nd
6th +3 Fey Companion 6 2 2nd
7th +3 Patron Perk 7 2 2nd
8th +3 Ability Score Improvement 8 2 2nd
9th +4 9 2 3rd
10th +4 Glamour 10 2 3rd
11th +4 Fey Blade 10 3 3rd
12th +4 Ability Score Improvement 10 3 3rd
13th +5 11 3 4th
14th +5 Suspicious Mind 11 3 4th
15th +5 Patron Perk 11 3 4th
16th +5 Ability Score Improvement 12 3 4th
17th +6 12 4 5th
18th +6 Fairy Door 12 4 5th
19th +6 Ability Score Improvement 13 4 5th
20th +6 Patron Perk 13 4 5th

Archfey Patron[edit]

At first level, you choose an Archfey that you have pledged your services to. Choose from the following options, all of which are detailed here: Archfey Patrons. Your choice grants you features at 1st level and again at 3rd, 7th, 15th, and 20th level.

Feysense[edit]

You detect fey energy as a warm and comforting feeling. As an action, you attune yourself to the energy of the feywild. Until the end of your turn, you know the location of any fey within 160 ft that isn't behind total cover. You can identify the type of fey, (dryad, archfey, pixie) but not its specific identity (the Satyr Prince Hyrsam, for instance). You can use this power a number of times equal to half of your level (rounded down). You regain all your expended uses after completing a long rest.

Fey Magic[edit]

At 2nd level, your fey heritage and the magic bestowed on you by your archfey patron have given you familiarity with magic.

Spell Slots

The Knight of the Fey table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your knight of the fey spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell cure wounds, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st Level and Higher

At 2nd level, you know two 1st-level spells of your choice from the knight of the fey spell list.

The Spells Known column of the Knight of the Fey table shows when you learn more knight of the fey spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 9th level, for example, you learn a new knight of the fey spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the knight of the fey spells you know and replace it with another spell from the knight of the fey spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your knight of the fey spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a knight of the fey spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your knight of the fey spells.

Fighting Style[edit]

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Fey Blessing

You learn two cantrips of your choice from the bard spell list. They count as knight of the fey spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the bard spell list.

Fey Constitution[edit]

At 2nd level, your time in the feywild has left you hardy. You gain resistance to disease and poison and an immunity to sleep spells.

Ability Score Increase[edit]

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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fey Companion[edit]

At 6th level you can cast find familiar as a ritual, to summon a fey companion. This works exactly as the spell, but you can summon two additional options of familiars: a pixie[1] or a sprite, as your fey companion.

Glamour[edit]

At 10th level, you can target one humanoid or beast that you can see within 30 feet of you. If the target can see you, it must succeed on a Wisdom saving throw against your spell save DC or be magically charmed for 1 minute, or until you or your allies do anything harmful to the target. The target can repeat the saving throw in each of its turns to end the effect. You can have no more than one creature charmed at the same time.

If a target's saving throw is successful, the target is immune to this feature for the next 24 hours.

Fey Blade[edit]

At 11th level, your weapon attacks are imbued with fey magic. Choose one of the following damage types when you gain this feature: cold, fire, lightning, radiant, or necrotic.

As a bonus action, you can make a melee weapon or 10 pieces of ammunition emit a faint glow with faery dust, shedding bright light in a 10-foot radius.

The weapon or ammunition becomes magical for 1 minute, if it wasn't already, and deals an additional 1d8 damage of the type you chose. This feature can't be used again until the duration has ended

Suspicious Mind[edit]

At 14th level, you become resistant to the trickery of the fey. You are immune to the charmed condition. Also, you can use your bonus action to touch a creature and end the charmed condition in it.

In addition, you gain advantage on your Wisdom (Insight) checks to discern lies.

Fairy Door[edit]

At 18th level your connection to the Feywild has become stronger than ever. As an action, you can create a tether to the Feywild, appearing as a door to a random location. This works as the spell gate, not requiring material components and leading to a random place into the Feywild.

Once you use this feature, you can't use it again until you finish a long rest.

Archfey Patrons[edit]

The Bear King[edit]

Dressed in hunting leathers with a thick bearskin cloak around his shoulders, the bear king sits upon a throne carved from a whole tree trunk. A crown of holly leaves wreathes his head, and a blackened maul rests near his hand. An ornate clay pot filled with honey hangs at his hip at all times.

The Bear King and his court of bear jarls, witches, and oracles spend most of their time hunting in the hills, feasting, brawling, and drinking mead. Old Honey Paws maintains his rulership over this court by besting all rivals in a yearly series of challenges.

The challenges are open to anyone, but the Bear King has defeated all comers since he rose to the throne.

Friend of the Bears and the Bees

At 1st level, your time spent traversing the Bear King's court has given you an excellent sense of direction. When you are in a forested area, you gain advantage on all Wisdom (Survival), Wisdom (Nature), and Wisdom(Perception) checks.

Keen Smell

At 3rd level, your honed primal instincts give you advantage on Wisdom (Perception) checks that rely on smell.

Blessing of the Bear King

Starting at 3rd level, you are gifted with the power to transform yourself into an aspect of a bear king, becoming an hybrid between human and bear. As a bonus action, you can transform into your hybrid form for up to 1 hour. You can speak, use equipment, and wear armor in this form, but can't cast or concentrate in spells. You can revert to your normal form earlier as a bonus action. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die.

Once you use this feature, you must finish a short or long rest before you can use it again. You gain the following benefits:

Large Predator
Your size becomes Large, unless you were larger.
Mighty Claws
You can make unarmed strikes with your claws, dealing 1d6 slashing damage, instead of the bludgeoning damage. If you use your action to make an attack with your claws, you can use your bonus action to make another one.
Powerful Maw
Once in each of your turns can make one unarmed strike with your jaw, as part of your Attack action, dealing 1d8 piercing damage, instead of the bludgeoning damage. You have advantage on a melee attack roll that use your maws.
In addition, you can use your maws to grapple, allowing you to reroll one die of your grapple check. When you successfully start a grapple with your maws, you can deal 1d4 piercing damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
Dense Fur
Your body is covered in fur and a strong hide. You gain a number of temporary hit points equal to twice your level in this class.
Magical Attacks
You can enchant your bite or claws with your Faeric Blade feature.
Additional Spells

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Bear King Spells table. The spell counts as a knight of the fey spell for you, but it doesn't count against the number of knight of the fey spells you know.

Bear King spells
Knight of the Fey level Spells
3rd animal friendship
5th enlarge/reduce
9th conjure animals
13th dominate beast
17th commune with nature
Yearly Challenger

At 7th level, your time spent in friendly brawls and raucous parties with the bear king and his court has honed your battle senses. You gain advantage on all your contested Strength checks.

In addition, you gain proficiency in Strength saving throws.

Frightful Roar

At 15th level, you have learned to let out a bloodcurdling roar. All hostile creatures within 60 feet who can hear this roar must succeed on a Wisdom saving throw against your spell save DC or be frightened for 1 minute. The target can make another saving throw in each of its turns to end the effect.

A creature who succeed the saving throw is immune to the Frightful Roar for 24 hours.

Alternate Form

At 20th level, your loyal dedication to the bear king has given you the powers he himself wields. As a bonus action, you can assume the form of a shaggy grizzly bear. This transformation works exactly as the druid's wild shape feature, but transforming you into a black bear, brown bear or polar bear.

You remain in this form for 1 hour, until you are incapacitated or until you choose to return to your original form as a bonus action.

The Lord of the Hunt[edit]

Astride a midnight horse sits a shirtless elven huntsman. His broad chest is thickly muscled and sports tattooed knot work. Great stag antlers crest the huntsman’s head, curving above his rich brown hair. The pale green glow that shines from his eyes obscures the elf ‘s strong features, and a massive spear twined with glowing green vines drives forward in his clenched fist.

The baying of shadow hounds; thundering hoof beats; a brassy horn note; the Wild Hunt is coming, and pity its quarry. The Lord of the Hunt is an enigma among the fey nobles. His true identity beyond title and position as master of the Wild Hunt is unknown, but he has some connection to the Black Prince of the shadow fey-while also answering to elvish druids and consorting with powerful blood hags and dryads.

The Lord’s court is the Wild Hunt itself, a group of huntsmen, revelers, intelligent hounds, and poor souls they sweep up in their frenzy. His home, if he has any permanent dwelling, is as mysterious as his true identity. He and his Hunt move between the plane of shadow and the most ancient forests, so if he has a hidden seat of power, it is somewhere in one of those two places.

Hunting Horn

When you choose this patron at 1st level, you gain a hunting horn, a magical musical instrument gifted to you by your patron. You have proficiency with this horn, when whenever you blow it, you can add double of your proficiency bonus to your Charisma (Intimidation) checks.

In addition, you can blow the horn to inspire hunters, giving to all creatures within 30 feet a bonus equal to your Charisma modifier to Wisdom (Survival checks.

Faeric Steed

At 3rd level, you are gifted by a faeric steed to help you during your hunts. Your steed is a beast of CR equal 1/4 or lower, though is a fey, instead of a beast. This horse is your faithful companion, fighting for you with all of its might as you both pursue your prey. If your steed is ever slain, you can perform an 8 hour ritual to ask for another steed to your, offering of 50 gp in precious gems and herbs to your him. You can, instead of asking for another steed, pledge for the revival of your old one.

The steed obeys your commands as best it can. It moves on your turn and you determine its actions, decisions, attitudes, and so on. This steed can attack in addition to dashing, disengaging or dodging for its action when mounted as per mounted combat rules.

Hunter

At 3rd level, when tracking a person or animal through any forested area you gain advantage on all checks relevant to finding and following your target, regardless of the conditions of the weather.

Additional Spells

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Lord of the Hunt Spells table. The spell counts as a knight of the fey spell for you, but it doesn't count against the number of knight of the fey spells you know.

Lord of the Hunt spells
Knight of the Fey level Spells
3rd hunter's mark
5th pass without trace
9th nondetection
13th locate creature
17th conjure volley
Expert Rider

At 7th level, while you are mounted, any attack directed at your steed targets you instead. The steed uses your saving throws. If the mount succeeds on a saving throw against a damaging effect, it takes no damage.

Tenacious Hunter

At 15th level, you can use your bonus action to magically mark a target you can see within 120 feet. You have advantage on attack rolls against the marked target until the target is defeated or until the target moves out of range of the mark for 24 hours.

Call the Hunt

At 20th level, you can blow your hunting horn and choose one creature you can see within 60 feet. If the creature can hear the horn, it must succeed on a Charisma saving throw against your spell save DC or be charmed for 8 hours. A charmed creature joins your party and follows the verbal instructions you give it, treating all former allies as enemies. If a charmed creature damages or is damaged by a former ally, it can repeat the saving throw at the end of its turn, ending the effect on itself on a success. Once a creature successfully saves or the effect ends for it, it is immune to Call the Hunt for the next 24 hours.

Hyrsam, the Satyr Prince[edit]

The eldest son of Oran, the Green Lord, Hyrsam remembers the earliest days of the Feywild, before the Fey Courts were formed, and even before the fomorians held dominion over the plane. Though Hyrsam plays the fool for the nobles of the Feywild, he is both clever and erudite, with an in-depth understanding of how to manipulate others. His true goals are both far-reaching and ambitious: Hyrsam seeks no less than the complete collapse of all fey kingdoms so that the Feywild might return to its original pristine state. To that end, his songs sow the seeds of rebellion wherever he goes, and his revelers offer whatever clandestine assistance they can to rebels and traitors.

A hero of the Court of Stars, Hyrsam has used his powers to topple numerous fomorian strongholds. He can wield his magic fiddlestick like a rapier, to deadly effect. His music can charm allies and enemies alike, allowing him to manipulate them both on and off the battlefield.

Hyrsam welcomes everybody into his circle, regardless of race or alignment. The only requirements for his revelers are a sincere love of the Feywild, a talent for music or storytelling, and a willingness to set aside the prejudices of their former lives and live in harmony with the other revelers.

Reveler

At 1st level, you gain proficiency with the Performance skill as well as two musical instruments of your choice. You gain one of these instruments alongside your other gear. You also gain advantage on Constitution rolls to avoid exhaustion or to being poisoned due to drinking.

Great Liar

At 3rd level, you can give yourself advantage on any Charisma checks or impose disadvantage on resisted Wisdom (Insight) checks. You can use this feature a number of times equal to your Charisma modifier, and you regain all uses of this feature when you finish a short or a long rest.

Discordant Note

At 3rd level, you can weave magic into your instrument, targeting one creature at a range of up to 60 feet. The creature has to make a Wisdom saving throw against your spell save DC, and on a failed save takes 1d10 + Charisma psychic and 1d10 + Charisma thunder damage. The target is deafened for 1 minute. On a success, the target takes half damage and is not deafened.

You can use this feature a number of times equal to your Charisma modifier rounded down (at a minimum of 1), regaining your uses of this feature after completing a long rest.

Additional Spells

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Hyrsam, the Satyr Prince Spells table. The spell counts as a knight of the fey spell for you, but it doesn't count against the number of knight of the fey spells you know.

Hyrsam, the Satyr Prince spells
Knight of the Fey level Spells
3rd hideous laughter
5th suggestion
9th hypnotic pattern
13th compulsion
17th dominate person
Irresistible Dance

At 7th level, you can weave magic into a music that compels your enemy to dance uncontrollably. The target must make a Wisdom saving throw against your spell save DC or start to dance, until the end of your next turn. While dancing, the creature must use all its movement to dance, without leaving its space, and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it.

Creatures that can’t be charmed are immune to this effect.

Once you use this feature, you can't use it again until you finish a short rest or a long rest.

Hyrsam’s Song

At 15th level, you can use your action to play a song on your chosen musical instrument to create a protective bubble that extends 15 feet in all directions. Any ally that starts its turn in the area can reroll a saving throw against any effect. Any enemy in the aura must make a Wisdom saving throw against your spell save DC or it cannot take actions during your turn.

This effects lasts until the start of your next turn, and it requires concentration, as if you were concentrating on a spell.

Music Never Dies

At 20th level, provided you are not deafened, when you fall to 0 hit points, you teleport 20 feet in a random direction and regain half of your maximum number of hit points.

You can use this feature once, being unable to do it again until you finish a long rest.

The Moon Weaver[edit]

This statuesque woman towers over any tall man, and most ogres. Her hair falls in a cascade of curls and looks as if it is spun from copper. Her eyes are the color of moss beds, with no iris or pupil. A billowy robe of forest green enshrouds her body, and she grasps a great ring of etched silver in one massive fist.

The Moon Weaver is the Queen of Witches. She is not what one usually imagines in a fey lady, but she has an imposing figure of mass and power. Her stature speaks to great physical strength and the stalwart defiance of the mountain itself, but her true power is in her command of magic.

The Queen of Witches is one of the foremost patrons of those who seek power through a pact. Many hag covens offer her loyalty and tribute. She rules from beneath her mountain, attended by a court of fey witches, hags, and mortal supplicants. Her favor is highly sought after, and it is said that a single hair from her coppery head contains all the power a mortal might ever desire.

Shadow Slip

When you choose this patron at 1st level, you can use your bonus action to become nearly insubstantial, using illusions to avoid the next attack. When you do so, the next attack against you is made at disadvantage, and deal only half damage (rounded down) on a hit.

Master of Illusions

At 3rd level, your illusions are harder to discern. You can force a creature to reroll a saving throw to discern your illusions. You can use this a number of times equal to your Charisma modifier (minimum once), regaining all uses of this feature after a long rest.

Additional Spells

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the The Moon Weaver Spells table. The spell counts as a knight of the fey spell for you, but it doesn't count against the number of knight of the fey spells you know.

The Moon Weaver spells
Knight of the Fey level Spells
3rd silent image
5th moonbeam
9th dispel magic
13th hallucinatory terrain
17th mislead
Moonglow

At 7th level, you can cause a searing flare of moonlight to burst from a point you can see within 100 feet. All creatures within 30 feet of that point must make a Wisdom saving throw against your spell save DC, taking 3d8 radiant damage on a failed save, or half damage with a successful save. Creatures not in their natural form have disadvantage on the saving throw, and if they fail, they revert to their natural form immediately. You can use this feature a number of times equal to half of your Intelligence modifier rounded down (at a minimum of once) regaining all uses of this feature after completing a long rest.

Solid Light

At 15th level, you can cause a wall of softly glowing crystal to spring up from a solid surface. The wall is 60 feet long, 10 feet high, 5 feet thick, blocks line of sight, and sheds dim light out to 10 feet. Creatures within the wall’s area when it appears must succeed on a DC 15 Dexterity saving throw or take 4d6 radiant damage. The creature is pushed out of the wall’s space to whichever side it chooses. Each 5-foot section of the wall has AC 15, 10 hit points, resistance to fire, slashing, and piercing damage, immunity to poison and psychic damage, and vulnerability to thunder. The wall lasts until you use this action again or die. You can use this feature a number of times equal to half of your intelligence modifier rounded down (at a minimum of once) per long rest.

Magic sponge

At 20th level, until initiative count 20 on the following round, any creatures other than yourself or any fey who attempt to cast a spell must succeed on a DC 15 Constitution saving throw or the spell fails and the spell slot is expended, restoring one of your own spent spell slots of the same or lower level. A creature becomes aware of this effect the moment it begins casting a spell, and it can choose to take a different action instead. You can use this feature a number of times equal to half of your intelligence modifier rounded down (at a minimum of once) per long rest.

The Queen of Night and Magic[edit]

A fey lady of stunning beauty with hair the color of midnight stands before a shining field of stars. A gown seemingly woven from the night sky drapes her flawless ivory skin. Bright lights glitter like diamonds in her crown and raiment, and some drift about her body and dance near her hand. The Queen rules the Court of the shadow fey with grace and majesty. She is the head of the Summer court, which rules the shadow fey in its season.

The Queen of Night and Magic does not bear her moniker lightly. She is a devastatingly potent sorceress, augmented with command over the stuff of shadows. Though her nature is undeniably dark, she is hardly unreasonable. She is quick to recognize the value in any supplicant, mortal or fey, who manages to catch her royal eye.

Magic Resistance

At 1st level, you have advantage on saving throws against spells and other magical effects.

Shadowborn

At 1st level, when in lighting other than bright light or under the light of the moon, you have advantage on Dexterity (Stealth) checks made to hide, and you can hide even while actively being observed.

Absorb the Weave

At 3rd level, whenever you counter, dispel or resist a spell, you restore a number of hit points on you or a creature you can see within 60 feet equal to twice the spell slot of the spell.

Additional Spells

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the The Queen of Night and Magic table. The spell counts as a knight of the fey spell for you, but it doesn't count against the number of knight of the fey spells you know.

The Queen of Night and Magic
Knight of the Fey level Spells
3rd magic missile
5th darkness
9th dispel magic
13th arcane eye
17th teleportation circle
Star Strike

At 7th level, you can make a ranged spell attack against a target within 120 feet. On a hit you deal 2d8 fire damage plus 2d8 radiant damage. You can use this feature a number of times equal to half of your Charisma modifier rounded down (at a minimum of once), regaining all your uses after finishing a long rest.

Solid shadow

At 15th level, you can cause an opaque wall of writhing shadows to spring up from a solid surface within 120 feet of you. The wall is up to 60 feet long, 10 feet high, and 5 feet thick. Each creature in the area must make a successful DC 15 Dexterity saving throw or take 4d8 necrotic damage. Creatures in the wall’s space are pushed 5 feet out of the wall’s space, appearing on whichever side of the wall they choose. A creature can move through the wall, but the semimaterial shadow resists intrusion. For every foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, any creature that, during its own turn, occupies any part of the wall’s space takes 4d8 necrotic damage, or half damage with a successful on Constitution saving throw with a DC equal to your spell save DC. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to radiant damage, resistance to bludgeoning and piercing damage, and immunity to cold, poison, and psychic damage. The wall lasts until you use this action again, or until you die. You can use this feature a number of times equal to half of your intelligence modifier rounded down (at a minimum of once), regaining all uses of this feature on a long rest.

Shadow Rift

At 20th level, you can create a shadowy rift in a 20-foot sphere. Any creature within the rift takes 16d8 cold damage, or half damage with a successful Constitution saving throw against your spell save DC. Creatures that fail the saving throw are also restrained by icy wisps of shadow. A restrained creature repeats the saving throw at the end of its turn, ending the restrained condition on a success. You can use this feature once, being unable to do it again until you finish a long rest.

The Snow Queen[edit]

This severe elf has pale, almost white skin and tightly braided blond hair. Her gown is exquisite, fashioned of luminous blue fabric that catches light and shines from within. Lacy ice crystals accent the gown, and a snow-white mantle cascades from her shoulders. Icicles radiate in a crownlike halo behind her head, drifting gracefully through the air.

The Snow Queen rules a northern kingdom and is perpetually shrouded in snow and ice, her domain is inhospitable to outsiders. She rules from a castle of delicate spires carved entirely out of ice. The dwelling catches and reflects even the faintest glimmer of light, shining like a beacon and enticing travelers to risk the dangerous winter realm. The Snow Queen is proud and cruel to any who cross her. Her daughters, the ice maidens, roam her kingdom with ease. Travelers who can’t give a good reason to be moving through the Queen’s territory meet a quick end in their chilly embrace.

Winter Step

At 1st level you ignore difficult terrain caused by ice and snow, including trying to climb. You also gain resistance to cold damage and cold weather.

Snowblind

At 3rd level one target that you can see within 100 feet must succeed on a Constitution saving throw against your spell save DC or be blinded by swirling snow until the end of its next turn.

Additional Spells

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the The Snow Queen spell table. The spell counts as a knight of the fey spell for you, but it doesn't count against the number of knight of the fey spells you know.

The Snow Queen
Knight of the Fey level Spells
3rd armor of agathys
5th snilloc's snowball swarm
9th sleet storm
13th ice storm
17th cone of cold
Frozen Shards

At 7th level, when hit with a melee attack you can use your reaction to strike your attacker with shards of ice. The attacker takes 2d10 piercing damage and 2d10 cold damage, or no damage with a successful Dexterity saving throw against your spell save DC. You can use this feature a number of times equal to half of your Constitution modifier rounded down (minimum once) regaining all uses of this feature when you finish a long rest.

Flash freeze

at 15th level you cause the temperature around you to drop dramatically for five rounds. Every creature within 30 feet of you must make a successful Constitution saving throw against your spell save DC, or suffer 1 level of exhaustion. If the creature stays within range of you they will continue to gain levels of exhaustion. Creatures immune to cold damage can't be affected by this feature. You can use this feature a number of times equal to half of your Constitution modifier rounded down (minimum once) regaining all uses of this feature when you finish a long rest.

Blizzard

At 20th level, you cause a severe storm to spring into existence. The snowstorm can span up to 10 miles and causes the following effects: Creatures in the storm radius take disadvantage on saving throws against cold damage, the ground within the storm radius becomes snowy making it difficult terrain, all fire based effects take disadvantage and are only half as effective, and all creatures unused to navigating in the storm take disadvantage on survival, perception, and nature checks. The storm lasts for up to 24 hours or until you actively decide to stop it or reach half of the health points you had when casting it. You can use this feature once per long rest.

Knight of the Fey Spell List[edit]

Knights of the fey spells are often related to charms, illusions and nature, drawing the power of the feywild to aid them in combat.

1st

absorb elements, animal friendship, charm person, cure wounds, comprehend languages, detect magic, detect poison and disease, disguise self, entangle, faerie fire, feather fall, fog cloud, goodberry, identify, longstrider, protection from evil and good, purify food and drink, sleep

2nd

alter self, animal messenger, barkskin, beast sense, blur, calm emotions, detect thoughts, enhance ability, enlarge/reduce, enthrall, find steed, gust of wind, healing spirit, invisibility, mirror image, misty step, moonbeam, see invisibility, suggestion, warding wind

3rd

blink, conjure animals, counterspell, daylight, dispel magic, enemies abound, fear, hypnotic pattern, fly, haste, major image, nondetection, phantom steed, protection from energy, sending, sleet storm, speak with plants, stinking cloud, tongues, water breathing, wind wall

4th

charm monster, compulsion, confusion, conjure woodland beings, dimension door, dominate beast, freedom of movement, grasping vine, greater invisibility, guardian of nature, ice storm, locate creature, polymorph, stoneskin, resilient sphere, wall of fire

5th

commune with nature, mislead, dream, dawn, far step, geas, hold monster, planar binding, legend lore, modify memory, scrying, seeming, tree stride, teleportation circle, wrath of nature'

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the knight of the fey class, you must meet these prerequisites: 13 Strength or 13 Dexterity and 13 Charisma.

Proficiencies. When you multiclass into the knight of the fey class, you gain the following proficiencies: light armor, medium armor, simple weapons, and martial weapons.

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