Order of the Pixie (5e Subclass)
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Order of the Pixie[edit]
Blood Hunter Subclass
Pixies, nasty little buggers who really like to make treks into the Fey Wilds a hell of a lot more difficult. Illusions, transformations, pranks of all sorts, just all around annoying. Despite being more pests than monsters, a pixie's magic is something to be admired. With mastery of their magic mindset, hunters of this order can control the battle field unlike any other order. Hunters of this order can be very unsettling as they have a deranged joy to their demeanors. However, it is all a façade to get in close and slaughter their prey.
- Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Blood Hunter Level | Cantrips Known | Spells Known | 1st |
2nd | 3rd | 4th |
---|---|---|---|---|---|---|
3rd | Druidcraft + 2 | 3 | 2 | - | - | - |
4th | Druidcraft + 2 | 4 | 3 | - | - | - |
5th | Druidcraft + 2 | 4 | 3 | - | - | - |
6th | Druidcraft + 2 | 4 | 3 | - | - | - |
7th | Druidcraft + 2 | 5 | 4 | 2 | - | - |
8th | Druidcraft + 2 | 6 | 4 | 2 | - | - |
9th | Druidcraft + 2 | 6 | 4 | 2 | - | - |
10th | Druidcraft + 3 | 7 | 4 | 3 | - | - |
11th | Druidcraft + 3 | 8 | 4 | 3 | - | - |
12th | Druidcraft + 3 | 8 | 4 | 3 | - | - |
13th | Druidcraft + 3 | 9 | 4 | 3 | 2 | - |
14th | Druidcraft + 3 | 10 | 4 | 3 | 2 | - |
15th | Druidcraft + 3 | 10 | 4 | 3 | 2 | - |
16th | Druidcraft + 3 | 11 | 4 | 3 | 3 | - |
17th | Druidcraft + 3 | 11 | 4 | 3 | 3 | - |
18th | Druidcraft + 3 | 11 | 4 | 3 | 3 | - |
19th | Druidcraft + 3 | 12 | 4 | 3 | 3 | 1 |
20th | Druidcraft + 3 | 13 | 4 | 3 | 3 | 1 |
Cantrips
You learn the Druid Craft cantrip and your choice of two cantrips from the Druid spell list. You learn an additional Druid cantrip of your choice at 10th level.
Spell Slots
The Order of the Pixie Spellcasting table shows how many spell slots you have to cast your Druid 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 long rest.
For example, if you know the 1st-level spell Absorb Elements and have a 1st-level and a 2nd-level spell slot available, you can cast Absorb Elements using either slot.
Spells Known of 1st Level or Higher
You know three 1st-level Druid spells of your choice.
You know three 1st-level Druid spells of your choice, two of which you must choose from the conjuration and transmutation spells on the Druid spell list.
The Spells Known column of the Order of the Pixie Spellcasting table shows when you learn more Druid spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the Druid spells you know with another spell of your choice from the Druid spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Your chosen Hemocraft ability (Intelligence or Wisdom) is your spellcasting ability for your Druid spells, so you use your Hemocraft ability whenever a spell refers to your spellcasting ability. In addition, you use your Hemocraft modifier when setting the saving throw DC for a Druid spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus + your Hemocraft modifier.
Spell Attack Modifier = your proficiency bonus + your Hemocraft modifier.
- Wolf in Sheep's Clothing
Starting at 3rd level, you harness the transmutative power of the pixies to better hide amongst your prey. Once per long rest, you can use the Wild Shape ability from the Druid class. You obey all the same rules stated in the ability description, treating the Druid level requirements as half your level in this class. In addition, you cannot inflict blood curses while in Wild Shape, but you can apply a Crimson Rite to your natural weapons while in Wild Shape, which in turn causes your natural weapons to become magical.
- Distracting Visions
At 7th level, you can influence the blood in your opponent's brain and cause them to briefly hallucinate. When another creature you can see within 60ft of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.
You can use this feature a number of times equal to your Hemocraft modifier, and you regain all expended uses when you finish a long rest.
- Brand of the Mischievous
Starting at 11th level, your Brand of Castigation can prod at your enemies inner sense of fun. Whenever you hit a branded creature with a weapon for which you have an active crimson rite, they must succeed a Charisma saving throw or spend their next action doing nothing as they play.
- Blood Curse of the Day Dreamer
At 15th level, you grant your foes not fear, but fun. You gain the Blood Curse of the Day Dreamer for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Day Dreamer. As an action, you can force a creature within 30ft to make a Charisma saving throw. On a failure, the target sees the world as a pleasant dream, and you as their dream guide. You decide which actions they take on their next turn, which must be something positive and/or helpful. A target ignores this effect on a successful save. Creatures that are immune to being charmed are unaffected by this curse.
Amplify. The target will obey their command not matter what it is. In addition, a target can be affected by this curse even if they are immune to being charmed, unless they have Legendary Actions.
- Dreadful Crowd
At 18th level, you can project your will through others around you, influencing their blood to alter their DNA. As an action, you can choose a number of creatures up to your Hemocraft modifier that are within 90ft of you and cast Polymorph on each of them.
Once you use this feature, you cannot do so again until you finish a long rest.
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