Base Class: Fighter
As a fae knight, you harness the magic of the Fae, using it to create an elegant, deceptive, enthralling combat form.
Fae Strike
When you take the attack action on your turn, you may activate one of these effects:
Winter: One target of your attack must make a wisdom saving throw with a dc of 8 + your charisma modifier + your proficiency bonus or be frightened until the end of your next turn.
Summer: Your attacks deal 1d6 extra fire damage until the end of your turn.
Spring: You recover hit points equal to your charisma modifier, a minimum of one.
Autumn: One creature within 60 feet of you that you can see must make a wisdom saving throw with a dc of 8+your charisma modifier+your proficiency bonus or become charmed by you. They may repeat this saving throw at the end of each of their turns.
You may use this feature a number of times per short rest equal to your charisma modifier.
Otherworldly Grace
Starting at 7th level, you may take a bonus action on your turn to channel power from they Feywilde. For one minute, you may make one extra attack on your turn, you gain 10 feet of extra movement, and you have advantage on dexterity checks and saving throws.
You may use this feature once per long rest.
Court Champion
At 10th level, you become a champion of a specific fae court, gaining their related abilities.
Autumn Champion
As a champion of the Autumn court, you may use a bonus action to cause any creature charmed by you to take 2d8 psychic damage. This damage does not cause the charm effect to break.
Spring Champion
When you activate your otherworldly grace feature, you may distribute temporary hit points equal to your proficiency bonus * your charisma modifier to any creatures within 30 feet of you, including yourself.
Summer Champion
When you use the Summer option for your Fae strike, you deal an extra 2d6 fire damage.
Winter Champion
As a champion of the winter court, you gain advantage on all intimidation checks made while your otherworldly grace feature is active, and creatures have disadvantage on wisdom saving throws made against your intimidation.
Higher Grace
At 15th level, you may add your charisma modifier to attack and damage rolls made while your Otherworldly Grace feature is active.
Knight of the Queen
At 18th level, you reach mastery in the abilities of your court's magic, gaining their respective feature.
Knight of Autumn
When you use your Autumn Champion feature, you deal an extra 2d8 psychic damage. Additionally, when you use this feature, you may issue the charmed creature a one-word command as if by the command spell. The command portion of this feature may be used with or without the damage.
Knight of Spring
You always know the direction, numbers, and approximate distance of fiends or undead within 5 miles. Additionally, while your otherworldly grace feature is active, your attacks deal an extra 2d8 radiant damage to fiends and undead.
Knight of Summer
While your otherworldly grace feature is active, any number of creatures of your choice within 30 feet of you have resistance to fire and cold damage, and have advantage on all saving throws.
Knight of Winter
You may cast darkness as an action without expending a spell slot. While your otherworldly grace feature is active, any creature who is frightened by you is considered paralyzed and takes 2d6 cold damage at the start of each of your turns.
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