Base Class: Fighter
“Yeh, there she was, armor and sword white as snow, standing like a statue. We moved in, and outta nowhere a shit ton of fockin’ plants and flowers and shit sprouted from the ground in a circle. Vines with thorns tore into one of me buddies, bunch of fairies start buzzing around casting magic and shit, and next thing I know I go blind when a bunch of spores shoot up me face. Was lucky I got away with only this fockin’ itchy rash. Ain’t getting close to one of those weirdos again, that’s for sure.” – Thamod, dwarven mercenary.
Errant knights with no lord or banner, whose aimless wanderings through dark forests led them to the Feywild. Children replaced by changelings, raised in the courts of the fae to be powerful weapons and infiltrators. Warriors who made a pact with a mysterious benefactor that came from the woods one day. A poor peasant whose dreams of being a famous knight attracted the interest of an Archfey.
Whatever their origin, the Fey Knights are skilled warriors that were chosen by the Seelie or Unseelie Court to receive their blessings. They wield a strange kind of nature magic that focuses on turning the battleground into a beautiful arena, in which they can show off the eerie and wondrous powers of the Fair Folk.
Deadly Nature
At 3rd level, choose a weapon that you have in your possession. The weapon becomes enchanted, adorned with vines, leaves and/or flowers, and it will become tinged with a white, yellowish-green or dark green color. If you did not already have it, you gain proficiency with this weapon. While you're physically inside your Fairy Ring, attacks with this weapon are considered magical, and give an extra 1d4 poison damage. This bonus increases to 1d6 at Fighter level 7, 1d8 at Fighter level 10, 1d10 at Fighter level 15, and 1d12 at Fighter level 18.
You also learn a ritual that allows you to transfer this enchantment to another weapon, called "Blessing of the Fae". The ritual takes 1 hour to complete, can only be done once per long rest, and the previous weapon is destroyed in the process. If the target weapon is a magical weapon, this enchantment’s effects are added in addition to the ones it already has. Only a single weapon can contain this enchantment at a time.
Fairy Ring
Beginning at level 3, you can use a bonus action to conjure a Fairy Ring. In a 10 ft. radius around you, the ground becomes covered in vines, leaves, shrubs, mushrooms and flowers. It is considered difficult terrain for any creatures hostile to you. It remains in place even if you step outside of it. The size of the Fairy Ring increases by 5 ft. at Fighter level 10 and at Fighter level 18.
At level 3, you gain one Blessing of Titania of your choice. You gain an additional Blessing of your choice at 7th, 10th, 15th, and 18th Fighter level. Each time you choose a Blessing, you can also replace one Blessing you have with a different one.
The Fairy Ring has an AC of 18 and a number of Hit Points equal to five times your Fighter level. It is considered a Large fey creature of Neutral alignment. It is resistant to poison damage and immune to psychic damage. It is immune to all conditions, and all of its ability scores are to be treated as 10 (+0) if it needs to make Ability checks or Saving throws, unless otherwise stated by a Blessing of Titania. It can be healed by any healing spells. It disappears if it is reduced to 0 Hit Points or after 10 minutes. It can be dismissed early as an action.
You can summon the Fairy Ring once per long rest. When you reach Fighter level 15, you can summon it twice per long rest.
Blooming Spy
When you reach level 7, you can choose to use your action to magically implant a seed inside the flesh of a creature that you are touching. You must make a Sleight of Hand check against the target’s Perception check. If the target succeeds, they successfully stop you from placing the seed inside them; if they fail, they do not notice you doing so, and are only bothered by an itchy rash in the location you touched. They can repeat the Perception check every 24 hours afterwards, with a DC of 10 + your Wisdom modifier. If the creature is aware of the seed’s presence, they can use an action to remove it, taking 1d4 points of piercing damage in the process. The seed immediately turns to dust when removed.
For up to one hour a day, while the seed is inside the creature, you can use an action to focus on it. When you do, you can see the immediate surroundings of the affected creature as if illuminated by dim light and hear any sounds around them as if they were muffled, as long as they are in the same plane of existence as you.
A week after the seed is implanted, it germinates out of the creature’s body as a flower, immediately alerting the creature of its presence and causing them 1d4 points of piercing damage. Removing the flower at this point does not cause damage to the affected creature. Upon removal, the flower immediately wilts and turns to dust. If you use an action to focus on it at this stage, you can clearly see and hear the immediate surroundings of the affected creature.
You can choose to kill the seed or the flower at any moment with an action, causing it to instantly disappear from the affected creature’s body. You can only have one seed implanted in one creature at a time. While you have one seed implanted in a creature, you are unable to conjure another seed.
Elegant Strike
Beginning a level 10, after you successfully damage an opponent using a weapon with the “Deadly Nature” enchantment, you can choose to make it so a burst of flower petals suddenly fills the air around you. Attacks against you have disadvantage until the beginning of your next turn. Once you use this feature, you must finish a short or a long rest before you can use it again.
Chains of Nature
Starting at level 15, you can use a bonus action to make one large, spiny vine burst out of one of your arms or your back. The vine increases the reach of a melee weapon attack using a weapon with the “Deadly Nature” enchantment by 30 ft. In addition, as an action, you can use this vine to attempt to grapple one creature at a distance of 30 ft. After a successful grapple, you can only move towards the grappled creature until you decide to release it or it escapes the grapple. You can choose to move the grappled creature 10 ft. towards you using your entire movement.
The vine remains active for 10 minutes, after which it withers away. It can be dismissed early as a bonus action. Once you use this feature, you must finish a short or a long rest before you can use it again.
Of the Fair Folk
At 18th level, your deep connection to the Feywild allows you to take a form akin to its rulers. Once per long rest, you can use a bonus action to assume your Archfey form. The transformation lasts for one hour, or until you are reduced to 0 Hit Points. You can use a bonus action to revert to your original form.
In this form, your skin acquires a different tint, your eyes change color, and plant life grows around your body. You gain the following attributes:
- You are considered a fey creature;
- You have advantage on saves against being Charmed, and magic can’t put you to sleep. If you already have these features, you instead become immune to being Charmed;
- You have advantage on Persuasion and Intimidation checks against fey creatures with a CR rating equal to or below your Fighter level;
- Your movement speed increases by 10 ft., and you gain a flying speed of 30 ft. If you already have a flying speed, it increases by 10 ft. You can fly even if you are wearing Medium or Heavy Armor;
- You do not have to by physically inside your Fairy Ring for the bonuses granted by the Deadly Nature feature to be applied;
- You can cast the Charm Person spell at 3rd level at will;
- You can cast the Conjure Fey spell at 8th level once per long rest. If your concentration is broken, you lose control of the creature, but it does not become hostile towards you;
- As a bonus action, you can magically shift from the plane you are to the Feywild, or vice versa. While on the Feywild, you can see and hear the plane you originated from, which appears to you as if covered in plant life. You can move as normal while in the Feywild. You can only affect and be affected by other creatures on the Feywild. Creatures that aren't there can't perceive you or interact with you.
Blessings of Titania
These blessings are presented in alphabetical order.
Blanket of Spores
As an action, you can make a cloud of spores rise from the Fairy Ring. Choose up to three creatures inside the Fairy Ring; they must make a Constitution saving throw with a DC of 10 + your Wisdom modifier. On a fail, they gain the Blinded condition until the end of your next turn. The number of possible affected creatures increase by 1 at Fighter level 10 and at Fighter level 18. If you have the “Breath of Life” Blessing, you can choose to add the effects of this Blessing to that one when you use it. Doing so counts as a use of both Blessings. You can only use this feature once per long rest. Starting at Fighter level 15, you can use this feature twice per long rest.
Breath of Life
The plant life inside the Fairy Ring sprays a healing cloud of spores. As an action, three creatures of your choice inside the Fairy Ring regain a number of Hit Points equal to 1d8 + your Wisdom modifier. The healing increases by 1d8 at Fighter level 10 and at Fighter level 18. If you have the “Blanket of Spores” Blessing, you can choose to add the effects of this Blessing to that one when you use it. Doing so counts as a use of both Blessings. You can only use this feature once per long rest. Starting at Fighter level 15, you can use this feature twice per long rest.
Ember Sap
A warm orange glow emanates from all plant life within the Fairy Ring. It gains a resistance to fire. In addition, every creature hostile to you that starts their turn in the Fairy Ring suffers 1d4 points of fire damage. This damage increases to 1d6 at Fighter level 10 and to 1d8 at Fighter level 18.
Grove of the Feywild
When you have your Fairy Ring summoned, you can use an action to summon one fey or beast creature of Challenge Rating 2 or lower, two fey or beast creatures of Challenge rating 1 or lower, or four fey or beast creatures of Challenge rating 1/2 or lower. The summoned creatures must appear inside the Fairy Ring, but they are not restricted to it and may move outside of it. A summoned creature disappears when it drops to 0 Hit Points or when the Fairy Ring disappears. The summoned creatures are friendly to you and your companions. Roll Initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no Actions. The DM has the creatures' Statistics. The number of creatures you can summon increase by 1 at Fighter level 10 and at Fighter level 18. You can only use this feature once per long rest.
Nature’s Embrace
As an action, you can order the Fairy Ring to grapple any creature currently standing on it. Treat the Fairy Ring’s ability scores as being equal to your own for the grapple attempt and if the creature attempts to break free of the grapple. Only one creature can be grappled by the Fairy Ring at a time; if you attempt to make it grapple another creature while it already has one grappled, it loses the grapple on the previous one. If you have the “Path of Thorns” Blessing, the creature takes 1d4 piecing damage on a successful grapple. If you have the “Ember Sap” Blessing, the creature takes 1d4 fire damage on a successful grapple. Both damage dice increase to 1d6 at Fighter level 10 and 1d8 at Fighter level 18.
One with Nature
As a bonus action, you can disappear and re-appear at any point inside your Fairy Ring. Moving this way does not trigger reactions.
Path of Thorns
Sharp thorns sprout from the vines and flowers of the Fairy Ring. Creatures hostile to you moving inside it suffer 1d4 piercing damage for every 5 feet traversed. This damage increases to 1d6 at Fighter level 10 and to 1d8 at Fighter level 18.
The Forest that Moves
The Fairy Ring gains a moving speed of 10 ft. As a bonus action, you can order it to move, which it immediately does. It takes all creatures inside it with it as it moves, maintaining their relative positions on top of it. It cannot move if there are five or more medium creatures on top of it. Five Tiny creatures count as one medium one, two Small creatures count as one medium one, Large creatures count as two medium ones, and Huge or larger creatures count as five medium ones. If the Fairy Ring attempts to move into a space occupied by another creature, including you, it must make a Strength check against that creature’s Dexterity saving throw. Treat the Fairy Ring’s ability scores as being equal to your own for this check. A creature can choose to willingly lose their saving throw. If the creature loses, they enter the Fairy Ring, that can then continue its movement. If the creature wins, the Fairy Ring cannot continue to move in their direction. If a creature entering the Fairy Ring this way makes it exceed its carrying capacity, its movement immediately ends. If you have the “Path of Thorns” Blessing, hostile creatures that enter the Fairy Ring this way suffer damage as per that Blessing’s description. The Fairy Ring’s moving speed increases by 5 ft. at Fighter level 10 and at Fighter level 18.
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