Fighter
Base Class: Fighter

The Feywild Champion is a martial archetype deeply intertwined with the mystical essence of the fey. Through unknown circumstances, whether by a blessing or a curse, they have been touched by the whimsical energies of the Feywild. This touch grants them unique abilities, blending martial prowess with otherworldly magic, making them formidable adversaries on the battlefield.

Fey Step and Improved Critical

Starting at 3rd level, you can teleport up to 30 feet to an unoccupied space that you can see as a bonus action. Once you use this feature, you can't use it again until you finish a short or long rest.

Your weapon attacks also now score a critical hit on a roll of 19 or 20.

Faery Fire Strike

At 7th level, your connection to the fae enhances your combat abilities. Once per short or long rest, whenever you hit a creature with a weapon attack, you strike with faerie magic. The target is outlined in faerie fire for one minute. While outlined in faerie fire, the target sheds dim light in a 10-foot radius, and attack rolls against it have advantage. Additionally, the target can't benefit from being invisible. This ability is always given when you land a critical hit.

Feywild Resilience

Upon reaching 10th level, your connection to the Feywild enhances your resilience. You gain resistance to poison damage and have advantage on saving throws against being poisoned. Additionally, you gain advantage on saving throws against spells and magical effects.

Faerie Fire Step and Superior Critical

Starting at 15th level, your connection to the Feywild grants you the ability to blend magic with your movement. When you use your Fey Step, creatures within 10 feet of your destination must make a Wisdom saving throw against your Dexterity Score. On a failed save, they are outlined in faerie fire for one minute. While outlined in faerie fire, the targets shed dim light in a 10-foot radius, and attack rolls against them have advantage. Additionally, they can't benefit from being invisible. Once you use this feature, you can't use it again until you finish a short or long rest.

Your weapon attacks also now score a critical hit on a roll of 18-20.

Champion of the Feywild

At 18th level, you have mastered the melding of martial prowess and fey magic to become a true champion of the ethereal realms. Once per long rest, when you drop to 0 hit points but are not killed outright, you can instead choose to be transported to the Feywild, where time flows differently. While in the Feywild, you regain hit points equal to half your maximum hit points, and you are resistant to all damage and immune to all conditions for a number of rounds equal to your proficiency bonus. Additionally, you can choose to return to the material plane in the same spot where you vanished or in an unoccupied space of your choice within 30 feet of that spot. After using this feature, you must finish a long rest before you can use it again.

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