Fighter
Base Class: Fighter

The archetypal Fey Knight uses their mischievous fey magic in tandem with their combat expertise to achieve mystical feats. As they are associated with fey, they rarely study any but two of the eight schools of magic: enchantment and transmutation. Enchantment spells that can bring out the mischievous fey in their combat, and transmutation spells that can alter the world around them. These knights are commonly associated with warlocks, as it's quite easy for Fey Knight to be tricked into a pact for more power. That is why a good Fey Knight must have a grasp on their wisdom.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.

Cantrips

You learn two cantrips of your choice from the bard spell list. You learn an additional bard cantrip of your choice at 10th level.

Spell Slots

The Fey Knight Spellcasting table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level bard spells of your choice, two of which you must choose from the enchantment and transmutation spells on the bard spell list.

The Spells Known column of the Fey Knight Spellcasting table shows when you learn more bard spells of 1st level or higher. Each of these spells must be an enchantment or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the bard spells you know with another spell of your choice from the bard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or transmutation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Wisdom is your spellcasting ability for your bard spells, since you learn your spells through the illusive and temptatious fey. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Fey Knight Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

4th

2

4

3

5th

2

4

3

6th

2

4

3

7th

2

5

4

2

8th

2

6

4

2

9th

2

6

4

2

10th

3

7

4

3

11th

3

8

4

3

12th

3

8

4

3

13th

3

9

4

3

2

14th

3

10

4

3

2

15th

3

10

4

3

2

16th

3

11

4

3

3

17th

3

11

4

3

3

18th

3

11

4

3

3

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Fey Weapon

At 3rd level, you learn a ritual that creates a magical bond between yourself and one melee weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, your weapon glows faintly with fey magic. While you are wielding the melee weapon, it gains an increase in reach equal to 5 feet.

You can only bond to one weapon.

Misty Strike

Beginning at 7th level, you learn to use your fey magic to move around the battlefield. When you use the attack action on your turn, you can choose one creature you can see within 40 feet of you. You instantly teleport behind that creature and make the attack roll.

You can use this feature a number of times equal to your wisdom modifier (minimum of one), and you regain all expended uses when you finish a long rest.

Magical Step

At 10th level, you learn how to maneuver around the battlefield while casting. When you cast a spell, you can also cast the Misty Step spell as a free action.

Whimsic Pull

At 15th level, your bond with your weapon is stronger than ever before. If you are separated from your Fey Weapon, then as a bonus action you can call it to your hand. Any creatures in the way of you and the weapon must make a Dexterity Saving Throw against your Spell Save DC, taking 4d6 force damage or half as much on a success.

You cannot call upon your weapon if it is more than 80 feet away from you.

Improved Misty Strike

Starting at 18th level, you perfect your art of teleporting around the battlefield. When you use the attack action on your turn you can choose one creature you can see within 60 feet of you. You instantly teleport behind that creature and make the attack roll. This ability can be used multiple times in one turn.

You can use this feature a number of times equal to your wisdom modifier (minimum of one), and you regain all expended uses when you finish a long rest.

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