Base Class: Fighter
A fey knight
Fey Paths
When you choose this archetype 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. Whenever you would finish a short/long rest, you can choose one of the following effects. You can always change whatever you have picked after completing a short/long rest:
• Umbral Steps. After using your action on your turn, you can use your bonus action to become invisible as if the spell Invisibility was casted on you. In addition, while you retain this effect, you do not suffer disadvantage given to your stealth checks from your armor.
• Ephemeral Form. You can use your bonus action to cast the spell Misty Step.
• Beguiling Charm. As an action, you target one humanoid or beast that you can see within 30 ft of you. If the target can see you, it must succeed on a Charisma Saving Throw (DC {{savedc:cha}}), or become magically charmed by you for 10 minutes. It gains advantage if it is hostile towards you or you and your allies are fighting it. The charmed creature regards you as a trusted friend. Each time you or your allies do anything harmful to the target; it can repeat the saving throw. You cannot ask the creature to commit harmful actions to itself or friends it knows (beasts normally dont have friends). You can end this effect as a bonus action. If that creature successfully passes any of the saving throws of this effect, it is immune to this effect for the next 1 hour. If the duration expires and you did not make any hostile actions against that creature, it does not realize that you tried to charm it.
If In addition, you gain proficiency with Persuasion and Deception skills. You can use the powers granted by this ability a number of times equal to your Charisma Modifier + your Proficiency bonus before you need to make a long rest. Charisma is your spellcasting modifier for any spell given from this subclass.
Emotional Reading
Also at 3rd level, you can touch a creature and magically know the creature's current emotional state. If a creature fails a charisma saving throw within 60 ft of you, you also know that creature's alignment.
Shifting Form
At 7th level, you can cast the spell Disguise Self at will. While disguised this way, you roll 2d4 on Deception checks.
Empowered Fey Magic
At 10th level, the powers granted by your Fey Paths ability improve.
• Umbral Steps. Your attacks on your first turn deals an additional 1d12 force damage.
• Ephemeral. As a free action, you can touch another willing creature to bring it with you when you teleport. If you use this effect on a non-willing creature, that creature must make a Charisma Saving throw against your Spellcasting DC given from your Fey Paths effect, teleporting away with you on a fail.
• Beguiling Charm. You can use attempt to charm each creature within 10 ft of you. Creatures charmed by you can have their allegiances alter and temporarily join your side for the duration and fight in your place or try to protect you as much as possible.
Restless Power
At 15th level, when you roll initiative and have no use of Fey Paths remaining, you regain 1 use of it.
In addition, whenever you would deal damage with your attacks, you may switch your Fey Paths for another option.
Fey Blood
At 18th level, You gain immunity to being Charmed, Frightened and magic cannot put you to sleep or become petrified. In addition, you gain proficiency with Wisdom saving throws.
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