Base Class: Fighter
Although the Archfey possess significant magical and physical power, they still often rely on others to help defend the borders of their domains, or stand vigil with its halls. The first Shiere Knights were exclusively eladrin, but with time any that have been granted approval or seek the blessing of a powerful entity of the Feywild might undergo training akin to that of the original fey warriors.
While initially the power of the Shiere Knights was derived from their patron, over time as the archetype has developed the blessings of the Feywild as a whole can be found in their techniques, creating a highly unpredictable foe for those that deign cross blades with them.
Courtly Connection
Starting at 3rd level, you imbue one yourself with the four regions of the Feywild, bolstering your combat prowess. Each turn, you can choose one of the following powers:
Morningtide Manacle. After using your action on a turn, you can use your bonus action to summon burgeoning vines to bind a target you can see within 10 feet of you. The target must succeed on a Dexterity saving throw or be magically restrained. The DC for this saving throw equals 8 + your proficiency bonus + your Charisma modifier. On a failure, a target is restrained until the start of your next turn, or until it next takes damage.
Everbright Expediency. On your turn, you can use your bonus action to teleport up to 30 feet closer to a hostile creature you can see.
Twiblight Transfixion. As an action, you target one humanoid or beast that you can see within 30 feet of you. The target must succeed on a Wisdom saving throw or be magically charmed akin to that of the charm monster spell for a duration of 1 minute. The DC for this saving throw equals 8 + your proficiency bonus + your Charisma modifier. Once targetted, the same humanoid or beast cannot be targetted again for 24 hours.
Everdark Eclipse. After using your action on a turn, you can use your bonus action to become invisible. This effect lasts until the start of your next turn.
You can use the powers granted by this ability a number of times equal to your Charisma modifier (minimum of 1). You regain all uses when you finish a short or long rest.
Whimsical Ways
Also at 3rd level, you gain proficiency with one of the following skills of your choice: Deception, Performance or Persuasion.
Restless Change
Starting at 7th level, you can cast the alter self spell at will, without expending a spell slot. Charisma is your spellcasting ability for this spell.
Improved Courtly Connection
Starting at 10th level, your ties to the Feywild deepen, improving the powers afforded by your Courtly Connection.
Morningtide Manacle. On a failure, creatures also take 2d6 piercing damage.
Everbright Expediency. When using this power, you can touch one willing creature you can see within 5 feet of you and teleport yourself and them in the same bonus action.
Twiblight Transfixion. The duration of the charm increases to 1 hour.
Everdark Eclipse. The first time you hit a creature after using this ability, you attack deals an additional 1d12 psychic damage.
Puckish Perseverance
You never let the tiresome ache in your arms and legs or the headiness of your mind slow your dedication to the protection of the Courts. From 15th level, when you roll initiative and have no uses of your Courtly Connection features remaining, you regain 1 use of it.
Blessed by Srar
Your endless efforts to uphold and embody the ideals of the Feywild have started to manifest in definitive changes to your physiology. Starting at 18th level, you gain proficiency in Wisdom saving throws, you are immune to being charmed and magic cannot put you to sleep.
In addition, you can cast the mass suggestion spell as a 6th-level spell with this trait, requiring no material components. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Charisma is your spellcasting ability for this spell.
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