Base Class: Fighter
Magic flows through everything, wild and untamed. Whatever circumstance lead to it, Fey Knights became infused with that free flowing magic Be it a magical mishap, arcane inheritance, or attunement with the wild, Fey Knights can funnel this magic through combat.
Level 3: Weapon bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be
disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
Level 3: Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Cantrips
You learn two cantrips of your choice from the Druid/Fighter (Wizard) spell list. You learn an additional cantrip of your choice at 10th level.
Spell Slots
The Fey Knight Spellcasting table shows how many spell slots you have to cast your Druid spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher
You know three 1st level primal spells of your choice. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you an replace one of the primal spells you know with another spell of your choice from the primal spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Third Wind
Starting at 7th level, the free flowing magic revitalises you. You gain an additional use of Second Wind.
Fey Strike
At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Wrath of the Wildlands
At level 15 you have learned to call upon your allies of the natural world for assistance. Once per short rest you can put out a magical call for help to the world around you. All unaligned beasts capable of engaging in combat will answer the call on the next round of combat and stay for two rounds before again becoming unaligned. Roll a d4 twice. For grassland, forests, mountains, etc., 1) two grizzly bears, 2) four wolves, 3) five cougars, 4) 1 dire bear. In addition, you can use this feature to force a creature to make a wisdom saving throw. On a failed save, the creature is charmed and serves as your animal companion for 24 hours or until you break the spell.
Shadowless Strike
Starting at 18th level, you can draw your weapon and strike with an uncanny speed. If you take the Attack action on your first turn of a combat, you can make one additional melee weapon attack as part of that action.







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