Paladin
Base Class: Paladin
  1. Paladin Subclass: Oath of the Feyguard

    The Oath of the Feyguard is a paladin subclass that draws power from Seloria, the Eternal Sage, and the ever-changing nature of the Feywild. This subclass focuses on protecting life, harnessing fey dark energies, and defending against the unpredictable forces of the Feywild.

    Tenets of the Feyguard:
    • Protect the Weave: Safeguard the delicate balance of life and magic in the world, ensuring the preservation of nature and the Feywild.
    • Embrace the Unseen: Embrace the mysteries and the unpredictable nature of the Feywild, learning to adapt and thrive in ever-changing circumstances.
    • Champion of Life: Be a stalwart guardian of life, defending the weak, healing the wounded, and standing against all that threatens to bring harm.
    3rd Level: Fey-infused Strikes Your connection to the Feywild empowers your strikes with fey energies. Whenever you hit a creature with a melee weapon attack, you can choose to deal an extra 1d6 force damage. The damage increases to 2d6 at 11th level and 3d6 at 20th level. You can use this feature a number of times equal to your Charisma modifier (minimum of once) and regain expended uses after finishing a long rest.

    3rd Level: Fey Shield You can weave the energies of the Feywild to protect yourself and others. As a reaction when you or a creature you can see within 30 feet of you is targeted by an attack, you can impose disadvantage on the attack roll. You can use this feature a number of times equal to your Charisma modifier (minimum of once) and regain expended uses after finishing a long rest.
     
    7th Level: Fey Step You gain the ability to momentarily step through the Feywild, allowing you to move with an otherworldly grace. As a bonus action, you can teleport up to 30 feet to an unoccupied space that you can see. You can use this feature a number of times equal to your Charisma modifier (minimum of once) and regain expended uses after finishing a long rest.

    15th Level: Fey Enchantment Your presence becomes infused with fey enchantment, and you gain advantage on Charisma saving throws. Additionally, creatures that start their turn within 10 feet of you have a 25% chance to suffer a random effect from the Wild Magic Surge table.

    20th Level: Eternal Protector At 20th level, you become an unyielding guardian of life and the Feywild. As an action, you can emanate an aura of fey energy with a 30-foot radius, centered on you. Creatures friendly to you have advantage on all saving throws while within this aura, and any hostile creature that starts its turn in the aura takes 2d10 force damage. This aura lasts for 1 minute and can be used once per long rest.

Fey-infused Strikes

Your connection to the Feywild empowers your strikes with fey energies. Whenever you hit a creature with a melee weapon attack, you can choose to deal an extra 1d6 force damage. The damage increases to 2d6 at 11th level and 3d6 at 20th level. You can use this feature a number of times equal to your Charisma modifier (minimum of once) and regain expended uses after finishing a long rest.

 

Fey Step

You gain the ability to momentarily step through the Feywild, allowing you to move with an otherworldly grace. As a bonus action, you can teleport up to 30 feet to an unoccupied space that you can see. You can use this feature a number of times equal to your Charisma modifier (minimum of once) and regain expended uses after finishing a long rest.

Fey Enchantment

Your presence becomes infused with fey enchantment, and you gain advantage on Charisma saving throws. Additionally, creatures that start their turn within 10 feet of you have a 1d4 chance to suffer a random effect from the Wild Magic Surge table. On a 1 they suffer a random a effect from the wild magic table 

 

Eternal Protector

At 20th level, you become an unyielding guardian of life and the Feywild. As an action, you can emanate an aura of fey energy with a 30-foot radius, centered on you. Creatures friendly to you have advantage on all saving throws while within this aura, and any hostile creature that starts its turn in the aura takes 2d10 force damage. This aura lasts for 1 minute and can be used once per long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
7/27/2023 1:04:32 AM
18
2
5e
Coming Soon
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