Fighter
Base Class: Fighter

The professional warrior class of the Eladrin, the Shiere (pronounced 'Sheer') Knights are usually oath-sworn to protect the lands, holdings, or person of the ruler or other Noble of the Courts. As there are many beings of many sorts (particularly from the Prime Material) who come into the service of said nobility, it is thus no surprise that the ranks of this caste include all sorts of humanoids from various planes- the qualifications hinge upon a willingness to take an Oath to such a being, and the martial skill required to fulfil it. In return, the prospective Sheire Knight is granted status at court (in the form of a knightly title)- many Shiere Knights are Paladins of various Oaths, other sorts of Fighters, Bladesingers, et al. But those who avail themselves of the additional benefit of such an Oath, the training imparted by the elder Knights, warriors of a thousand battles against the Fomorians, Demons, Devils, abominations of the Far Realms and indeed opposing courts, are represented by this subclass. Melding deft bladwork and fey magics, these Knights are formidable obstacles to any who would defy their Liege or defile the Feywild.

 

Blade Magicks

Once you gain this feature, you learn 2 Blade Magick options. Once per turn, when successful on a melee attack roll, you may apply the effects of a single type of Blade Magick known to you. You have your proficiency bonus in uses of this ability, and regain all uses on a short rest.

If a Blade Magick Ability requires a saving throw, the DC is your 8+ your CON modifier+ your proficiency bonus.

You learn additional Blade Magick options at 7th, 10th, 15th and 18th level of this class. 

 

Lextalionis

This attack may only be used against a target whom has damaged you or forced you to make a saving throw in the current encounter. The attack does an additional 3d6 radiant or necrotic damage (your choice) and forces the target to make a DEX save or be outlined in a shimmering aura whose effects replicate that of faerie fire (as the spell) which persists until you attack another target. At 10th level the target gets disadvantage on this save. At 17th level the damage increases to 4d6 radiant or necrotic

 

Majesty of the Courts

This strike does an additional 2d6 force damage and forces the target to make a WIS save or suffer the effect of a Command Spell (uttered at the time that the weapon strikes the target). At level 10 the damage increases to 3d6. At level 15, the target additionally has disadvantage on their next attack roll.

 

Moonfire

This strike does an additional 2d6 radiant damage and forces any shapeshifted creature (including druids using Wild Shape and any creature using alternate form) to make a CON save or revert to it's natural form or to swap to it's other form. At level 10 the damage increases to 3d6. At level 17, the creature takes disadvantage on the save and cannot change form for d4 turns. 

 

Redcap's Fury

This strike does an additional d8 damage, and until the start of the your next turn you have resistance to slashing, bludgeoning and piercing damage. At level 10 the damage increases to 2d8 and the resistance is to all damage. At level 15, the damage increases to 3d8.

 

Sacrifice of the Sidhe

This attack forces every creature in a 10' radius, including both you and your allies, to make a DEX save- those who fail take 4d6 radiant damage, while those who fail take one-half of that damage. At 10th level the radius increases to 20'. At 17th level the damage increases to 5d6 radiant. No effect which would reduce this damage upon yourself has any affect on the damage resulting from this attack, apart from the saving throw, which you always make with disadvantage.

 

Sprite's Vengance

his attack does an additional d8 force damage and forces the target to make a WIS save or go to sleep (as the spell). At 10th level, the attack does 2d8 force damage and at 17th 3d8 force damage.

 

The Forgetting

Does an additional 2d6 psychic damage and forces the target to make an INT or WIS save (target's choice) or lose the ability to cast spells or use spell like abilities. The target may make a new save at the end of each of their turns to shake off the effects and regain their spellcasting features. At 10th level the damage increases to 3d6 psychic. At 17th level, you may decide which save the target must use. 

 

Knightly Instruction

You gain proficiency in 2 of the following skills: Animal Handling, Deception, Insight, Performance or Persuasion

 

Speed of the Bralani

When making use of the Action Surge class ability, you may (on the same round) use Misty Step (as the spell) as a bonus action.

Knight-Captain of the Shiere

You gain the ability to cast the Find Steed spell, which you may cast in order to summon a steed suitable for a Knight of your stature 

 

Lord of the Marches

On reaching 15th level, you select one of the following forms of High Blade Magick which you are granted access to- once made, this choice can be altered only by the will of an Archfey or via the use of a Wish spell

Knight of the Gloaming Court

You may cast the spell Mass Healing word, so long as you hold your weapon (without the use of components) once per day as though with a 7th level spell slot, using your CON modifier as your spellcasting ability

 

Knight of the Summer Court

Once per day, so long as you have a weapon in hand, you may (without components) cast the fireball spell as though with the use of a 7th level slot (12d6 fire damage) 

 

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