Paladin
Base Class: Paladin

Just as there are those who pledge themselves to the path of righteousness, there are those who follow somewhat darker paths. Some follow a path through sharp hawthorn and bright foxglove to the secretive Courts of the Fair Folk. Mortals who pledge their service to the Lords and Ladies of the Courts are known, by those who know of them, as Fairy Knights or, more rarely, Witch Knights.

 

Tenets of Devotion

Although the exact oath taken by Fairy Knights may vary from court to court, all paladins of the Courts share these basic tenets.

Loyalty to the Court. Your service and loyalty must always lie first and foremost with your Court and its ruling Lord or Lady.

Tell no lies. The fey speak no lies and they expect the same of their servants; however, they and their knights are not quick to give away secrets of any kind.

Owe no debt. Do not come to owe any debt that you cannot repay, and quickly. Do not thank those who do you favor; rather, repay them in action and deed as soon as is possible.

Divine Sense

In addition to celestials, fiends, and the undead, your divine sense also allows you to sense the presence of fey.

Channel Divinity

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

Court Dance. As an action, you can use your Channel Divinity to cause one creature within 10 feet of you that you can see to hear ethereal music, the sound of which distracts them from all else. The creature must make a Wisdom saving throw (DC {{savedc:cha}}). On a failed save, the creature begins to dance and is effectively restrained. The creature repeats the saving throw at the end of each of its turns. On a success, it stops dancing.

You can end this effect on your turn as part of any other action. If you are incapacitated or if you fall unconscious, this effect ends.

Fey Glamor. As an action, you can use your Channel Divinity to enchant your enemies. Hostile creatures within 30 feet of you that can see you must make a Wisdom saving throw, unless they are immune to being charmed. On a failed save, targeted creatures are charmed for 1 minute. While charmed, they have disadvantage on Wisdom (Perception) checks made to perceive any creature other than you.

The spell ends if you are incapacitated or if the target can no longer see you.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

The Sight

Starting at the 7th level, you are steeped in fey magic that creates an aura, allowing you and friendly creatures within 10 feet of you to see through glamors and illusions. Those granted the Sight by this aura can detect visual illusions that are created by magical means within 100 feet of you and automatically succeed on any rolls to see through them. At the 18th level, the range of this aura increases to 30 feet.

Agonizing Beauty

Starting at the 15th level, those who dare strike your illustrious form are punished for their sin. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.

Guise of the Fey Folk

At the 20th level, you can use your action to become as mutable as the fey themselves. For 1 minute, you gain the following benefits:

  •  You take on one or more features of the various fey races, such as insect wings, pointed ears, cloven hooves, a shaggy mane or tail, webbed fingers and feet, sharp teeth, or glowing eyes.
  • Enemy creatures within 10 feet of you have disadvantage on attacks against you and on saving throws against your paladin spells and Channel Divinity options.
  • You have advantage on Wisdom and Charisma saving throws. Once you use this feature, you can’t use it again until you finish a long rest.

Once you use this feature, you can’t use it again until you finish a long rest.

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