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Paladin
Base Class: Paladin

Those sworn to the service and defense of the Unseelie Court are warriors much like their counterparts in the Oath of the Ancients. The major difference, however, is that knights of the Unseelie Court revel more deeply in the violence of battle and the delight of a well placed trick. Truly and uniquely fey, these paladins work to uphold the will of the Unseelie Court itself.

Tenets of the Unseelie

The tenets of the Oath of the Unseelie have existed for as long as the Unseelie Court itself. This oath emphasizes the principles of mischief and chaos above any concerns of good or evil. Its three central principles are simple.

Protect the Court. In the nature of the fey, take no action that would damage the members or reputation of the Unseelie Court.

Defend the Court. If necessary, lay down your own life in service of the Unseelie Court, her Lady, and her Queen.

Feed the Court. Through your actions you must nourish the will of the court, engaging in trickery and brutality to your heart's delight.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Unseelie Spells
Paladin Level Spells
3rd Hex, Inflict Wounds
5th Crown of Madness, Misty Step
9th Summon Shadow Spirit, Vampiric Touch
13th Blight, Storm Sphere
17th Cloudkill, Enervation

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Unseelie Presence. You can use your Channel Divinity to exude the beguiling energy of the Unseelie Fey. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Ironed Defenses. You can use your Channel Divinity to utter ancient words that invoke that which no fey may touch: iron. As an action, you whisper an incantation that transforms your skin to iron itself. Your AC is increased by 5 for the duration and any attack that lands on you by a fey creature deals 3d6 poison damage to them. This effect lasts for 1 minute. Once you exit this form, you take 3d6 poison damage.

Additionally, no hostile fey creature can target another creature while you are in this form, enraged as they are by your mere presence as an iron figure.

Aura of Silence

Beginning at 7th level, ancient Unseelie magic lies so heavily upon you that it dampens your footsteps. You and friendly creatures within 10 feet of you have advantage on Stealth checks.

At 18th level, the range of this aura increases to 30 feet.

Unseelie Sentinel

Starting at 15th level, your martial prowess and fey magic prevents foes from escaping your grasp.

You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits.

  • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
  • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature within 5 feet of you makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against the attacking creature.

Guardian of Air and Darkness

At 20th level, you gain the ability call upon the power of the Unseelie Court and the Queen of Air and Darkness to augment your defenses. Swirling, dark and thunderous magic takes shape around you, creating a supernatural armor and weapon. While in this form, you gain +5 to your armor class and any creature takes 5d6 thunder damage when they start their turn within 5 feet of you.Additionally, your physical attacks deal an additional 3d6 thunder damage while you are in this state.

This form lasts for a full minute and cannot be entered again until you have completed a long rest.

 

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