Base Class: Paladin
An elf slowly rises from the shade of a tree, marching onward along the perilous path of life. Their sword gleams in the daylight as a soft melodic tune makes their presence known and appreciated to those that pass it by.
A dwarf controls the crowd with its sheer passion as hundreds cheer on, their eyes be speckled with a radiant purple haze, their hearts and chalices overflowing. The night is young.
A Tyrant oversees a soulless crowd, spirits depleted under his boot. But, beyond the droll of the Tyrant's hollow words, the crowd hears a trumpet blare, and the gates are smashed open. A human, emblazoned in Bronze armor, atop a chariot led by tigers and panthers, strewn with vines, charges forward with sword drawn.
You have bound yourself to the ways of the cosmos, an uncaring but interesting universe that is beyond morality. Unlike other Paladins, you are not confined to the illusions of Good or Evil. These are but constructs used to bind others, whereas you serve a higher purpose, one which you create with the Will of the Fey.
Your oath, ordained by the a great power within the Fey, is often made in the interest of improving your capabilities in some way, testing yourself against greater and greater foes. As you excel, your life becomes endowed with the blessed fruits of meaning. Though at first this is a lonely venture, along the way you might find how a meaningful life is best when shared with others.
The circumstances by which you came to make this oath matter little, as the Fey welcomes those who strive to grow their power, and liberate the world from powers that would suppress their might.
Oath of the Fey Spell Table
3rd Level - Color Spray, Chaos Bolt
5th Level - Enhance Ability, Wither and Bloom
9th Level - Hunger of Hadar, Plant Growth
13th Level - Grasping Vine, Hallucinatory Terrain
17th Level - Destructive Wave, Wrath of Nature
Channel Divinity
Ecstatic Melody. You can use your Channel Divinity to invoke an out of body experience for your allies, giving them the nimble glean of a midsummer dance. As an action, you grant a number of your allies equal to your Dexterity modifier (minimum of 1) a bonus to Armor Class equal to your half your proficiency bonus. Allies must be within 20 feet of you. This effect lasts for one minute.
Aura of Intoxication. The gift of the vine is meant to be shared. You emit an aura of intoxicating bliss with a radius of 20 feet. When an enemy creature enters the aura or starts its turn there during a battle, they must make a Charisma saving throw. The first time that a creature makes a save against this ability, they have advantage on their saving throw. The second time, the creature rolls without advantage. One each subsequent saving throw in this combat phase, the creature has disadvantage on the saving throw. On a failed save, the creature is charmed by you for one minute. The charmed condition ends when it takes damage, or another creature uses an action to disillusion the creature. This effect lasts for 1 minute. If the charmed creature is unable to end the effect within 1 minute, it does not know that it was charmed by you, and ends the effect with friendly feelings towards you and your party.
The Spirit of Music. While music is playing, Oath of the Fey paladins may invoke both of these Channel Divinities at the same time for one minute. The Spirit of Music ability must be declared at the beginning of the player’s turn, and cannot be used while the player is already using a Channel Divinity. When using The Spirit of Music, the bonus to allies Armor Class from Ecstatic Melody is only granted to a maximum of 3 creatures within 15 feet, and creatures effected by the Aura of Intoxication may roll Charisma saving throws at the end of each of their turns to end the charmed condition. After The Spirit of Music feature is finished, make a charisma saving throw with a DC of 13. On a failed saving throw, this ability ends, and roll a d4 and take the corresponding level(s) of exhaustion. On a successful role, the ability ends and you take a level of exhaustion equal to half the d4 roll (minimum of 1). On a roll of 20, you regain the ability to use your channel divinity once again without requiring a long rest or taking any levels of exhaustion. On a roll of 1, you lose the ability to use your Channel Divinity for 1d4 days and instantly take 4 levels of exhaustion.
Unstoppable Will
At the beginning of each turn where you attack a player with a melee weapon that you've attacked previously during this combat phase with a melee weapon, progressively add an additional d4 to one of your subsequent attack rolls made with melee weapons on each of your actions. This die increases to a d6 at level 17. When an attack is made with disadvantage, these rolls are also made with disadvantage. You may only use a total number of additional dice equal to your Dexterity modifier (minimum of 1).
When there is music playing that you can hear, these dice may also be added to your damage rolls. This progression is broken if you miss with an attack, attack a separate creature, attack without a melee weapon, or use your action on something else.
While embracing your Will, you attract the attention of powerful Fey spirits, who may choose to play tricks on you. When you make an attack roll with 2 or more additional dice because of this feature, make a Charisma saving throw with a DC of 12. Each time you roll successfully during this combat phase, the DC increases by 1. On a failed roll, roll on the Will Surge table to create a magical effect.
If you are rolling with 3 or more additional dice because of this feature and and bring the final enemy of the combat phase to 0 hit points, you add you gain expertise on Charisma checks for the next hour. But if you are rolling with 3 or more additional dice because of this feature and miss an attack, you must make Charisma checks and Charisma saving throws with disadvantage until you take a long rest.
Will Surge Table:
- For the next two attack actions, when you deal melee damage against another creature, you take half of that damage in acid damage.
- You can speak every language except common for 1 hour.
- A Camel, a Lion, and a Faerie Dragon (Younger) appear, and the DM rolls a d4. On a 1, they attack each other. On a 2, they attack you. On a 3, they attack for you, and on a d4 they explode into confetti. When these creatures die because of combat, they explode into pixies who scatter away.
- 13 ducklings begin to follow you, until they become disgruntled by your leadership and form their own self-governing body and declare independence. These ducklings use the stats of Hares.
- For the next turn, spell attacks made within a 60 foot sphere of you deal critical damage.
- For the next 2 turns, spells made from the Oath of the Fey Spells table do not require the use of spell slots.
- You are transported to a place in the feywild of high significance to the patron that ordained your pact for 1d4 rounds.
- You temporarily experience an ego death, and assume identity of a holy Monk devoted to the entity that ordained your oath. Flashes of memory from a different life fill your mind. While under this condition, you lose the ability to use your Channel Divinity ability, but gain the ability to deflect missiles. When you do so, the damage you take from the Attack is reduced by 1d 10 + your Dexterity modifier + your Charisma modifier. You may make a Wisdom saving throw with a DC of 12 at the end of each of your turns, ending the effects of this condition on a success.
- You are surrounded by a faint, etherial music for an hour.
- When you strike a creature with a melee weapon, it must make a Charisma saving throw. On a failed save, it takes on the effect of the Confusion spell.
- Cast fireball as a 3rd level spell, centered on yourself.
- Roll a d10. You cast Infernal Calling and summon a devil of that challenge rating. For every challenge rating above 6, you take a level of exhaustion. If you are currently concentrating on a spell, you break that concentration and focus on this spell. You may break this concentration at the end of your turn, but at that point will have no say over the decisions of the Devil.
Beyond Good and Evil
Those of Good and Evil cannot challenge Champions of the Fey. When you take damage from attack rolls from an aberration, celestial, elemental, fey, fiend, or undead that would take you down to 0 hit points, you drop to 1 hit point instead. When this ability is activated, a bright purple haze explodes from your body and a thunderous, harmonious chord rings out that can be heard within 100 feet. Every creature around you within a 30 foot radius must roll a Charisma saving throw, taking 5d8 psychic damage on a failed roll, or half as much on a success. If the player's race is part orc, their allies take no damage on a successful roll. As long as you maintain 1 hit point, your body sheds purple light in a 10 foot radius, and dim light for an additional 10 feet. This light fades when you regain health.
This ability is triggered immediately after taking damage. This ability can only be used once per long rest, and has a number of charges equal to your proficiency bonus. Charges do not restore on a long rest. Once the uses of this ability are exhausted, you may only regain your charges by performing a ritual sacrifice of a sacred creature to the being who ordained your Oath. If you are brought to 0 hit points by an aberration, celestial, elemental, fey, fiend, or undead while the uses of this ability are exhausted, you must roll death saving throws with disadvantage. If you are brought to 0 hit points by an aberration, celestial, elemental, fey, fiend, or undead while you still have charges of this ability, death saving throws with rolls of 18, 19, or 20 give you hit points equal to your Charisma modifier (minimum of 1) and bring you back to consciousness.
The Will of the Fey
Once per long rest, when you drink wine, you may enter a state of pure Will for ten minutes and gain the following abilities:
- Once per turn, when you successfully hit a creature with a melee weapon attack, it must make a charisma saving throw. On a failed save, the creature takes on a type of short term madness.
- The creature must roll a d100 and refer to the madness table to determine the effects. Creatures may only be affected by one type of madness at a time. Creatures may roll a Charisma saving throw at the end of each of its turns, even while unconscious, ending the effect on a successful roll.
- You have channeled chaos and become its master. You may use the bonuses of Unstoppable Will on all weapon attacks. Every time you roll on the Will table, you may roll 2d12 dice, and select your preferred outcome between the two rolls.
- Music articulates the power of your devotion. If there is music playing that you can hear, you can use your reaction to channel the music to attack one creature that casts a spell within 30 feet of you. The target makes a charisma saving throw against your spell save DC. On a fail, the target takes 2d6radiant damage, or half as much on a success. If the creature fails the save by 5 or more, it has disadvantage on maintaining concentration rolls until the end of your next turn, and disadvantage on spell attack rolls until the end of your next turn.
- Your Wisdom and Charisma scores become 22. If your Charisma is already 22 or above, it increases by 2 as does your Charisma maximum.
Will of the Fey cannot be dismissed until the 10 minutes have passed. After the effects of this ability wear off, roll a d20 with a DC 6. The DC of this ability increases by 1 each time this ability is used successfully and never resets. On a failed roll, your soul is reincarnated into the body of an infant chosen by entity that ordained your pact. This infant is born with a mark indicating the favor of the Fey.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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