Base Class: Fighter
Prerequisite: Eladrin
The Eladrin are born of fey magics tied so closely to the wilds itself that any craft they take-up tends to emanate arcane energies.
Deadly Nature
At 3rd level, choose a weapon that you have in your possession. If you did not already have it, you gain proficiency with this weapon. While you're physically inside your Fairy Ring, attacks with this weapon are considered magical and give an extra 1d4 damage according to the type of Eladrin you are. This bonus increases to 1d6 at Fighter level 7, 1d8 at Fighter level 10, 1d10 at Fighter level 15, and 1d12 at Fighter level 18.
You also learn a ritual that allows you to transfer this enchantment to another weapon, called "Blessing of the Fae". The ritual takes 1 hour to complete, can only be done once per long rest, and the previous weapon is destroyed in the process. If the target weapon is a magical weapon, this enchantment’s effects are added in addition to the ones it already has. Only a single weapon can contain this enchantment at a time.
Spring
The weapon has green vines, pink flowers, and flower buds. the metal is green. A breaze sends pink flowers at their face and the pollen gets dusted around the victim giving them poison damage
Summer
The weapon has green foliage and vines on it the metal is gold. A bright light and wave of heat the victom takes fire damage
Fall
Fall leaves the mettle in copper. A strong wind carries small pumpkins that smash agenst the victim thay take bludgeoning damage
Winter
Frost covered vines or ice, metal is blue. A blizzard comes and the victim takes Cold damage
Fairy Ring
Beginning at level 3, you can use a bonus action to conjure a Fairy Ring. In a 10 ft. radius around you the ground in covered in something different depending on the season your in. It is considered difficult terrain for any creatures hostile to you. It remains in place even if you step outside of it. The size of the Fairy Ring increases by 5 ft. at Fighter level 10 and at Fighter level 18. It has a movement of 10f
At level 3, you gain one Eladrin Magic of your choice. You gain an additional Eladrin Magic of your choice at the 7th, 10th, 15th, and 18th Fighter levels. Each time you choose one, you can also replace the one you have with a different one.
The Fairy Ring has an AC of 18 and a number of Hit Points equal to five times your Fighter level. It is considered a Large fey creature of Neutral alignment. It is resistant to poison damage and immune to psychic damage. It is immune to all conditions, and all of its ability scores are to be treated as 10 (+0) if it needs to make Ability checks or Saving throws unless otherwise stated by a Blessing of Titania. It can be healed by any healing spells. It disappears if it is reduced to 0 Hit Points or after 10 minutes. It can be dismissed early as an action.
You can summon the Fairy Ring once per long rest. When you reach Fighter level 15, you can summon it twice per long rest.
Spring
Light pink, light purple, light yellow flowers.
Summer
Vines, leaves, shrubs, mushrooms, and flowers the colors red, yellow, and orange.
Autumn
Vines, leaves, and shrubs in Autumn colors. A couple of punken plants.
Winter
Ice towers, snow, vines covered in frost, frost-covered flowers, in colors of blue, and white.
Hidden Paths
Starting at 7th level, you can use the hidden, magical pathways that some fey use to traverse space in a blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Spring
you dissolve into flower petals and then reappear in them
Summer
You dissolve into leaves and then reappear in them
AutumnYou dissolve into fall leaves and then reappear in them
WinterYou dissolve into snow and then reappear in it
Elegant Strike
Beginning a level 10, after you successfully damage an opponent using a weapon with the “Deadly Nature” enchantment, you can choose to make it so a burst something depending on your season suddenly fills the air around you. Attacks against you have disadvantage until the beginning of your next turn. Once you use this feature, you must finish a short or long rest before you can use it again. At
Spring
Flower petals
Summer
Leaves
Autumn
Fall leaves
Winter
Snow
Chains of Nature
Starting at level 15, you can use a bonus action to make something depending on the season burst out of one of your arms or your back. It increases the reach of a melee weapon attack using a weapon with the “Deadly Nature” enchantment by 30 ft. In addition, as an action, you can use it to attempt to grapple one creature at a distance of 30 ft. After a successful grapple, you can only move towards the grappled creature until you decide to release it or it escapes the grapple. You can choose to move the grappled creature 10 ft. towards you using your entire movement.
It remains active for 10 minutes, after which it withers away. It can be dismissed early as a bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.
Spring
Flowery vine.
Summer
Vine
AutumnFall vine
Winter
Frost covered vine
Archfey
At 18th level, your deep connection to the Feywild allows you to take a form akin to its rulers. Once per long rest, you can use a bonus action to assume your Archfey form. The transformation lasts for 2d4 rounds, or until you are reduced to 0 Hit Points. You can use a bonus action to revert to your original form. If reverted after the rounds are over you get to level 5. If reverted as a bonus action level three
| Level | Effect |
|---|---|
| 1 | Disadvantage on Ability Checks |
| 2 | Speed halved |
| 3 | Disadvantage on Attack rolls and Saving Throws |
| 4 | Hit point maximum halved |
| 5 | Speed reduced to 0 |
Archfey
Armor Class 18
Hit Points 475 (50d8+250)
Speed 35 ft., fly 60 ft.
STR 11(+0) DEX 26(+8) CON 20(+5) INT 13(+1) WIS 15(+2) CHA 22 (+6)
Saving Throws Str +7, Dex +15, Con +12, Wis +19, Cha +13
Damage Immunities necrotic, radiant, bludgeoning, piercing and slashing from nonmagical weapons
Condition Immunities charmed, paralyzed
Senses truesight 120 ft.
Languages Abyssal, Celestial, Common, Druidic, Elvish, Gnomish, Goblin, Sylvan, Primordial
Freedom of Movement The archfey ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Innate Spellcasting. The archfey’s innate spellcasting ability is Charisma (spell save DC 14). The archfey can innately cast the following spells, requiring no material components:
At will: animal messenger, detect magic, druidcraft, friends
3/day each: commune with nature, conjure woodland beings, disguise self
1/day each: dream, geas, plane shift (willing targets only)
Iron Intolerance. The archfey can’t willingly touch iron unless it succeeds on a DC 25 Constitution saving throw. It must make the same saving throw at the start of its turn if it’s currently touching iron, and if it fails, must stop touching it if possible. if continued to touch take 1d10 damage per round.
Speak with Beasts and Plants. The archfey can communicate with beasts and plants as if they shared a language.
Actions
Multiattack. The archfey makes three Magic Vine attacks, each of which it can replace with one use of Fling.
Scepter. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage. If the target is a creature grappled by the Magic Vine, it vanishes and is transported to an isolated demiplane where it is wrapped in leaves. If the archfey wishes, the leaves are covered in thorns and the creature on this demiplane takes 42 (12d6) magical piercing damage at the start of each of the archfey’s turns. If the demiplane takes 50 damage or more on a single turn from a creature inside it, the archfey must succeed on a DC 25 Constitution saving throw at the end of that turn or all of its demiplanes release their contained creatures, which fall prone in a space within 10 feet of the archfey. If the archfey dies or is incapacitated, this happens automatically. The archfey can release a creature from its demiplane at any time.
Magic Vine. Ranged Magic Attack: +7 to hit, range 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled where it stands by an indestructible vine (escape DC 18). Until this grapple ends, the target is restrained. The archfey can grapple up to 10 targets with magic vines. If the archfey dies, is incapacitated, or isn’t within 200 ft. of the vine, the vines dissipate. If a creature escapes or is released from a vine, the vine also dissipates.
Spring
Flowery vine
Summer
Vine
Autumn
Fall vine
Winter
Ice
Fling. One Large or smaller object held or creature grappled by a Magic Vine is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.
Feywild’s Wrath. The archfey magically creates three bolts of energy, each of which can strike a target the archfey can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) damage on a failed save, or half as much damage on a successful one, radiant damage
Legendary Actions
The archfey can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The archfey regains spent legendary actions at the start of its turn.
Magic Vine or Fling. The archfey uses Magic Vine or Fling.
Feywild’s Wrath (Costs 2 Actions). The archfey uses Feywild’s Wrath.
Fairy Dust (Costs 3 Actions). The archfey magically summons something a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the archfey. Each creature that isn’t a fey that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong wind disperses the cloud, which otherwise disappears at the end of the archfey’s next turn.
Spring
Spring flowers spit polen
Summer
Summer flowers Spit pollen
Autumn
Punken flowers spit pollen
Winter
Snow
Eladrin Magic
Blinding Nature
As an action, you can make a cloud of spores rise from the Fairy Ring. Choose up to three creatures inside the Fairy Ring; they must make a Constitution saving throw with a DC of 10 + your Wisdom modifier. On a fail, they gain the Blinded condition until the end of your next turn. The number of possible affected creatures increase by 1 at Fighter level 10 and at Fighter level 18. If you have the “Breath of Life” Blessing, you can choose to add the effects of this Blessing to that one when you use it. Doing so counts as a use of both Blessings. You can only use this feature once per long rest. Starting at Fighter level 15, you can use this feature twice per long rest.
Spring
Flower petels
Summer
Leaves
Autumn
Fall colored leaves
Winter
Snow
Breath of Life
The plant life inside the Fairy Ring brings up a healing cloud. As an action, three creatures of your choice inside the Fairy Ring regain a number of Hit Points equal to 1d8 + your Wisdom modifier. The healing increases by 1d8 at Fighter level 10 and at Fighter level 18. If you have the “Blinding Natue” Blessing, you can choose to add the effects of this Blessing to that one when you use it. Doing so counts as a use of both Blessings. You can only use this feature once per long rest. Starting at Fighter level 15, you can use this feature twice per long rest.
Spring
Spring flowers spit polen
Summer
A wind kicks grass polen in the air
Autumn
A punken explodes
Winter
A big snowflake lands on there head and melts
Ember sap/ Blizard
A warm orange glow emanates from all plant life within the Fairy Ring. It gains resistance to fire. In addition, every creature hostile to you that starts their turn in the Fairy Ring suffers 1d6 points of fire damage.
A consent Blisard is within the Fairy Ring. It gains resistance to Cold In addition, every creature hostile to you that starts their turn in the Fairy Ring suffers 1d6 points of Cold damage.
This damage increases to 1d8 at Fighter level 10 and to 1d10 at Fighter level 18.
Grove of the Feywild
When you have your Fairy Ring summoned, you can use an action to summon one fey or beast creature of Challenge Rating 2 or lower, two fey or beast creatures of Challenge rating 1 or lower, or four fey or beast creatures of Challenge rating 1/2 or lower. The summoned creatures must appear inside the Fairy Ring, but they are not restricted to it and may move outside of it. A summoned creature disappears when it drops to 0 Hit Points or when the Fairy Ring disappears. The summoned creatures are friendly to you and your companions. Roll Initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no Actions. The DM has the creatures' Statistics.
At 10th level you can summon one fey or beast creature of Challenge Rating 3 or lower, two fey or beast creatures of Challenge rating 2 or lower, or four fey or beast creatures of Challenge rating 1 or lower, and six of 1/2 and lower
At 18th level, you can summon one fey or beast creature of Challenge Rating 4 or lower, two fey or beast creatures of Challenge rating 3 or lower, or four fey or beast creatures of Challenge rating 2 or lower, six of 1 and lower seven of 1/2 and lower.
Nature’s Embrace
As an action, you can order the Fairy Ring to grapple any creature currently standing on it. Treat the Fairy Ring’s ability scores as being equal to your own for the grapple attempt and if the creature attempts to break free of the grapple. Only one creature can be grappled by the Fairy Ring at a time; if you attempt to make it grapple another creature while it already has one grappled, it loses the grapple on the previous one. If you have the “Path of Thorns” Blessing, the creature takes 1d6 piecing damage on a successful grapple. If you have the “Ember Sap” Blessing, the creature takes 1d6 fire damage on a successful grapple. Both damage dice increase to 1d8 at Fighter level 10 and 1d10 at Fighter level 18.
Spring
Flowery vine
Summer
Vine
Autumn
Fall colored vine
Winter
Ice climbs up them and encases them.
Path of Thorns
Sharp thorns sprout from the vines and flowers of the Fairy Ring. Ice spikes cover the ground. Creatures hostile to you moving inside it suffer 1d6 piercing damage for every 5 feet traversed. This damage increases to 1d8 at Fighter level 10 and to 1d10 at Fighter level 18.
The Forest that Moves
The Fairy Ring gains a moving speed of 10 ft. As a bonus action, you can order it to move, which it immediately does. It takes all creatures inside it with it as it moves, maintaining their relative positions on top of it. It cannot move if there are five or more medium creatures on top of it. Five Tiny creatures count as one medium one, two Small creatures count as one medium one, Large creatures count as two medium ones, and Huge or larger creatures count as five medium ones. If the Fairy Ring attempts to move into a space occupied by another creature, including you, it must make a Strength check against that creature’s Dexterity saving throw. Treat the Fairy Ring’s ability scores as being equal to your own for this check. A creature can choose to willingly lose their saving throw. If the creature loses, they enter the Fairy Ring, which can then continue its movement. If the creature wins, the Fairy Ring cannot continue to move in their direction. If a creature entering the Fairy Ring this way makes it exceed its carrying capacity, its movement immediately ends. If you have the “Path of Thorns” Blessing, hostile creatures that enter the Fairy Ring this way suffer damage as per that Blessing’s description. The Fairy Ring’s moving speed increases by 5 ft. at Fighter level 10 and at Fighter level 18.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/22/2022 8:23:14 PM
|
4
|
0
|
--
|
Coming Soon
|
|
|
6/22/2022 9:06:55 PM
|
5
|
0
|
--
|
Coming Soon
|
|
|
6/22/2022 11:42:55 PM
|
6
|
0
|
--
|
Coming Soon
|
Comments