Base Class: Fighter
These fighters draw their powers from the fey realms, using it to render themselves unpredictable in battle. They undergo extensive training in order to master control over the powers held in their body; before being able to manifest them. These remarkable soldiers often guard the realms from creatures that lost their ways.
Fey Paths
Starting at 3rd level, you gain some control over the ever-changing magic of the fey. It imbues you and gives you an edge in battle.
You can use the powers granted by this ability a number of times equal to your charisma moditier per long rest. You can change which power you can use as part of a short or long rest.
Choose one of the following powers:
Beguiling
As an action, you target one humanoid or beast that she can see within 30 feet of vou. If the target can sec the you it must succeed on a Wisdom saving throw (DC= 8 + your proficiency bonus + your Charisma modifier) or be magically charmed. It does so with advantage if it is hostile to you, or you or your companions are fighting it. The charmed creature regards you as a trusted friend to be heeded and protected. Although the target isn't under your control it takes your requests or actions in the most favorable way it can. Each time you or your allies do anything harmful to the target, or ask to perform an action that would be harmful to it, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts one minute or until you choose to end the effect as a bonus action. If a target's saving throw is successful, the target is immune to this ability for the next 24 hours.
At level 10, the duration increases to 1 hour, and hostile creatures no longer have advantage on the save but creatures you are fighting still do.
Ephemeral
You can use vour bonus action to teleport 30 feet closer to to an enemy creature.
Starting at Level 10, you can touch another willing creature to bring it with you when you teleport, and aren't restricted to teleporting towards an enemy.
Stealthy
After using your action on a turn, you can use your bonus action to become invisible. this effect lasts until the start of vour next turn.
Starting at Level 10, your first attack after using this ability deals an additional 1d12 force damage.
Hearthrob
Also at 3rd level, you can touch a creature and magically knows the creature's current emotional state. If the target fails a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma modifier. You also learn the creatures alignment.
Shifting Form
Starting at 7th level, you cast the spell disguise self at will without expending a spell slot. Charisma is your spellcasting ability for this spell.
In addition, while under the effect of the spell, you can add a 1d6 bonus to your Deception (Charisma) checks.
Empowered
Starting at 10th level, the powers granted by your Fey Paths ability improve.
- Stealthy, Your first attack after using this ability deals an additional 1d12 force damage.
- Ephemeral You can touch another willing creature to bring it with you when you teleport, and aren't restricted to teleporting towards an enemy.
- Beguiling. The duration increases to 1 hour, and hostile creatures no longer have advantage on the save but creatures you are lighting still do.
In addition you can now decide at the start of each of your turn which power you want to use. instead of after a rest.
Restless Power
Starting at 15th level, when you roll initiative and have no use of Fey Paths remaining. you regain 1 use of it.
Fey Blood
The fey has forever changed you, the very core of your being is infused with their magic. Starting at 18th level, you become proficient in Wisdom Saving throws (if you already are become proficient in Charisma saving throws instead) you are immune to being charmed and magic cant our vou to sleep. In addition, you can now telepathically communicate with any creature within 60 feet of you.







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