Oath of the Fae, Variant (5e Subclass)
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Oath of The Fae
Warriors who represent the spirits of the wilds, these Paladins embody the whims of the Wilds. These Paladins are most commonly sworn to the Fiadhaich Order rather than any particular religious organization, though most worship the many gods of nature. Though many serve archfey directly, many serve as intermediaries between the Fae and those who rely on the spirits of the wild plains. These warriors are sworn to preserve the old faiths, serve the spirits of the Fae, and protect those who respect the balance between man and the wilds.
(It is recommended that you play a character of the chaotic/good or chaotic/neutral alignment when choosing this oath.)
Tenets of The Fae
Split Your Bread Never forget to repay those who have treated you with kindness.
Share of the Milk Aid the downtrodden in times of need and never hoard good fortunes to yourself.
Respect the Sneachda Keep your anger in the face of misfortune. The fancies of the Fae will fall in your favor eventually.
Air Adhart Punish those who trespass against you, your family, your loved ones, and your people.
Oath of The Fae Spells
|5th||misty step, pass without trace|
|9th||bestow curse, mass healing word|
|13th||death ward, blight|
|17th||mass cure wounds, conjure elemental|
Touch of the Fae
Your exposure to the Feywild's magic has changed you, granting you the following benefit: You learn the Minor Illusion cantrip and one 1st-level spell of your choice. The 1st-level spell must be an enchantment or illusion spell. The spell does not count against your total number of known spells, and if it is not a Paladin spell, it none the less count as a Paladin spell for you.
Channel Divinity: Fae Trickery
When you choose this Oath at 3rd level you gain access to the following Channel Divinity options:
Repel the Interloper As an action, you present your holy symbol and invoke your divine power to cast out those who would defile your presence. All humanoids within 30 feet of you, except those you specify by name, must make a Wisdom saving throw or be turned for 1 minute or until they take damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Fae Curse As an action, you present your holy symbol and chant an evocation of ill fortune. A creature that you can see within 30 feet of you must make a Charisma saving throw or receive disadvantage on saving throws made against Enchantment Spells (Ex. Command, Geas, Suggestion, etc.) you cast for 1 minute.
Aura of the Wild
Fae Mental Fortitude
Starting at 15th level, when you are subjected to an effect that allows you to make a Wisdom saving throw to prevent a harmful magical effect, you can use your reaction to gain advantage on that save. You can use this feature a number of times equal to half your Wisdom modifier, rounded up. You regain all expended uses after taking a short or long rest.
At 20th Level, you can use an action to channel your connection to the wild magic of the Fae, emitting a small amount of obscuring mist and surrounding yourself with Sylvan whispers. For a number of turns equal to your Wisdom modifier, you gain the following benefits:
- Your melee attacks now give the target disadvantage on the next attack roll they make.
- As a bonus action, you may teleport up to 30 feet from your current position into an unoccupied space you can see.
- All hostile creatures within 30 feet of you are under the effects of the bane spell.
- You and all friendly creatures within 30 feet of you are under the effects of the bless spell.
After using this feature, you cannot use it again until you take a long rest.