Base Class: Bard
Not all Archfey are so tied to their affinity to nature. This subclass explores more martial options while keeping the themes of the Archfey.
Archfey are themed around Understanding, Power, and Influence. This subclass balances each but allows Archfey to focus on one to tap into their true nature.
Note: Must use the Archefey Race and Archfey Background.
Archfey Expanded Spell List
You gain additional spells at the bard levels listed in the Archfey Bard Spells table.
| Level | Additional Spells |
|---|---|
| 3rd | Shillelagh, Goodberry, Wither and Bloom |
| 5th | Summon Fey |
| 7th | Guardian of Nature |
| 9th | Tree Stride |
| 11th | Druid Grove |
* Spells will need to be added manually
Archfey Choice
Choose between Power, Influence, and Understanding. You gain additional benefits based on your choice. After level 20, with the Racial Boon, you gain the bonus from one other level 3 subclass option.
If you chose:
Power you gain proficiency in Firearms. When you use your Source of Inspiration you may add a bonus equal to 1/2 your proficiency bonus on the result (after the 1/2 die roll) to cast Evocation Spells. You gain advantage on Strength ability checks.
Understanding you gain proficiency in an additional Tool. When you use your Source of Inspiration you may add a bonus equal to 1/2 your proficiency bonus on the result (after the 1/2 die roll) to cast Abjuration Spells.You gain advantage on Wisdom ability checks.
Influence you know an additional Language. When you use your Source of Inspiration you may add a bonus equal to 1/2 your proficiency bonus on the result (after the 1/2 die roll) to cast Enchantment Spells.You gain advantage on Charisma ability checks.
Influence
You know an additional Language. When you use your Source of Inspiration you may add a bonus equal to 1/2 your proficiency bonus on the result (after the 1/2 die roll) to cast Enchantment Spells.You gain advantage on Charisma ability checks.
Power
You gain proficiency in Firearms. When you use your Source of Inspiration you may add a bonus equal to 1/2 your proficiency bonus on the result (after the 1/2 die roll) to cast Evocation Spells. You gain advantage on Strength ability checks.
Understanding
Understanding you gain proficiency in an additional Tool. When you use your Source of Inspiration you may add a bonus equal to 1/2 your proficiency bonus on the result (after the 1/2 die roll) to cast Abjuration Spells.You gain advantage on Wisdom ability checks.
Archfey Prowess
Starting at 3rd level. You gain proficiency in martial weapons, medium armor, and shields. You can only wear armor that is not made of metal and use wooden shields (like Druid).
Source of Inspiration
Starting at 3rd level. As an action, you can expend a bardic die and roll it. You can cast a spell without expending a spell slot with a level equal to 1/2 the outcome rounded down. (If you roll a 1, you may cast a cantrip). If the spell is a higher level than a spell you can cast, you instead cast a spell at then highest level that you can cast. If you cast a spell with a casting time longer than one action, you begin to cast that spell and resolve the casting as normal for its cast time. You can use this feature twice and regain any expended uses on a long rest.
Archfey Inspired
Starting at 3rd level, Archfey are masters of Power, Understanding, and Influence. When they are under pressure to complete a task they do so with ease.
When you make a strength, wisdom, or charisma ability check you may expend a bardic inspiration and add it to the roll. You may choose this after you roll but before you know its results, potentially changing the outcome.
Archfey Power - Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
If you chose Power, you can replace one of the attacks you make with an attack action with a cantrip.
Archfey Influence - Charm Strike
Starting at 6th level. charm person becomes a known spell for you. When you take the attack action, if you hit with one or more attacks you may cast the charm person spell as a bonus action against one or more creatures you hit this turn. You can use this ability once without using a spell slot. Afterwards you can cast using spell slots as normal. You regain the one use after a short rest.
At 14th level this ability improves to also learn the charm monster spell and be able to cast it as part of the strike instead. You can cast this spell once without using a spell slot. Afterwards you can cast using spell slots as normal. You regain the use of each spell after a short rest.
If you chose Influence, you may instead of above when you take the attack action, if you hit with one or more attacks you may as a bonus action cast any charm spell you know. (Uses spell slots as normal, any spell that has charmed as inflicted or matters).
Note: charm monster needs to be added separately
Understanding Archfey Intellect
Starting at 6th level. You gain proficiency in Intelligence saves
If you chose Understanding you also gain advantage with intelligence saves.
Power Triple Strike
Starting at 14th level. When you hit a target with weapon attack that is the extra attack, if both attacks hit you may use your reaction to make an additional attack.
If you chose power, when you hit with a weapon attack you may use your reaction to cast a cantrip. You may use this reaction as part of either your first or second (the extra) attack. If you cast a cantrip as either attack, then you cannot use the reaction to make a weapon attack as first part of this ability.
Understanding Archfey Wisdom
Starting at 14th level. You gain proficiency in Wisdom Saves
if you chose Understanding you have advantage on Wisdom saving throws.
Archfey Influence
Starting at 14th level. You gain a +5 on charisma checks.
If you chose influence you gain an additional bonus equal to Charisma modifier.
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