Fighter
Base Class: Fighter

Fey Paths

Starting at 3rd level, you gain some control over the ever-changing magic of the fey. It imbues you and gives you an edge in battle. Choose one of the following powers:

  • Stealthy. After using your action on a turn. You can use your bonus action to become invisible, this effect lasts until the start of your next turn.
  • Ephemeral. You can use your bonus action to teleport up to 30 closer to an creature.
  • Beguiling. As an action, you target one humanoid or beast that you can see within 30 feet of you. If the target can see you it must succeed on a Wisdom saving throw (DC = 8+proficiency+Charisma modifier), or be magically charmed. It does so with advantage if it is hostile to you, or you or your companions are fighting it. The charmed creature regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or Actions in the most favorable way it can. Each time you or your allies do anything harmful to the target or ask it to perform an action that would be harmful to it, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 10 minutes or until you end the effect as a bonus action. If a target's saving throw is successful, the target is immune to this ability for the next 24 hours.

You can use the powers granted by this ability a number of times equal to your Charisma modifier per long rest. You can change which power you can use as part of a long rest.

 

Heart Throb 

Also at 3rd level, you can touch a creature and magically knows the creature's current emotional state. If the target fails a Charisma saving throw (DC= 8 + Proficiency bonus + Charisma) you also learn the creature's alignment.

 

Shifting Form

Starting at 7th level, you cast the spell disguise self at will without expending a spell slot. Charisma is your spellcasting ability for this spell.

In addition while under the effect of the spell, you can add a 1d6 bonus to your Charisma (Deception) checks. 

 

Empowered

Starting at 10th level, the powers granted by your Fey Paths ability improve.

  • Stealthy. Your first attack after using this ability deals an additional 1d12 force damage.
  • Ephemeral. You can touch another willing creature to bring it with you when you teleport, and aren't restricted to telorting towards an enemy.
  • Beguiling. The duration increases to 1 hour, and hostile creatures no longer have advantage on the save but creatures you are fighting still do.

 

Restless Power

Starting at 15th level, when you roll initiative and have no use of Fey Paths remaining, you regain 1 use of it.

 

Fey Blood

The fey has forever changed you, the very core of your being is infused with their magic. Starting at 18th level, you become proficient in Wisdom Saving throws (if you already are, then you become proficient in Charisma saving throws instead), you are immune to being charmed and magic can't put you to sleep. In addition you can now telepathically communicate with any creature within 60 feet of you.

 

Fey Paths

Starting at 3rd level, you gain some control over the ever changing magic of the fey. It imbues you and gives you an edge in battle. Choose one of the following powers:

  • Stealthy. After using your action on a turn, you can use your bonus action to become invisible, this effect lasts until the start of your next turn.

  • Ephemeral. You can use your bonus action to teleport up to 30 closer to an enemy creature.

  • Beguiling. As an action, you target one humanoid or beast that she can see within 30 feet of you. If the target can see the you it must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier), or be magically charmed. It does so with advantage if it is hostile to you, or you or your companions are fighting it. The charmed creature regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or Actions in the most favourable way it can. Each time you or your allies do anything harmful to the target, or ask to perform an action that would be harmful to it, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 10 minute or until you end the effect as a bonus action. If a target's saving throw is successful, the target is immune to this ability for the next 24 hours.

You can use the powers granted by this ability a number of times equal to your Charisma modifier per long rest. You can change which power you can use as part of a short or long rest.

Heart Throb

Also at 3rd level, you can touch a creature and magically knows the creature's current emotional state. If the target fails a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma modifier), you also learn the creature's alignment.

Shifting Form

Starting at 7th level, you cast the spell disguise self at will, without expending a spell slot. Charisma is your spellcasting ability for this spell.

In addition while under the effect of the spell, you can add a 1d6 bonus to your Deception (Charisma) checks.

Empowered

Starting at 10th level, the powers granted by your Fey Paths ability improve.

  • Stealthy. Your first attack after using this ability deals an additional 1d12 force damage.

  • Ephemeral. You can touch another willing creature to bring it with you when you teleport, and aren’t restricted to teleporting towards an enemy.

  • Beguiling. The duration increases to 1 hour, and hostile creatures no longer have advantage on the save but creatures you are fighting still do.

In addition you can now decide at the start of each of your turn which power you want to use, instead of after a rest.

Restless Power

Starting at 15th level, when you roll initiative and have no use of Fey Paths remaining, you regain 1 use of it.

Fey Blood

The fey has forever changed you, the very core of your being is infused with their magic. Starting at 18th level, you become proficient in Wisdom Saving throws (if you already are become proficient in Charisma saving throws instead), you are immune to being charmed and magic can't put you to sleep. In addition you can now telepathically communicate with any creature within 60 feet of you.

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