None live to see the next day. To that end, his songs sow the seeds of rebellion wherever he goes, and his revelers offer whatever clandestine assistance they can to rebels and traitors. The creatures of this lore are foreign, and unfamiliar to yourself. Age: Half-elves mature at the same rate humans do and reach adulthood around the age of … At the 3rd level, you have learned of a feline trickster and stealer of souls. The target is deafened for 1 minute. Feymages are spellcasters of fey or elven race who choose to accept a slower spell progression in order to develop and enhance the skills, affinity with nature, and innate magical characteristics inherent in their fey heritage. A hero of the Court of Stars, Hyrsam has used his powers to topple numerous fomorian strongholds. While you are invisible you are able to use one attack that deals 3d12 damage. He grapples the second, and finds that it is solid. At 7th level, you can make a ranged spell attack against a target within 120 feet. Skills: Choose three from Athletics, Acrobatics, Animal Handling, Deception, Persuasion, Perception, Stealth, Survival. The creatures of this Lore are familiar, yet also quite different. The challenges are open to anyone, but the Bear King has defeated all comers since he rose to the throne. As a feywalker, you gain the following class features. At the 2nd level, you have learned how to emulate the magical powers of the little folk. In addition, you gain proficiency in Strength saving throws. Proficiencies. Armor: Light Armor, Medium Armor Weapons: Simple … You gain features for each lore at the 3rd, 7th, 11th, 15th and 18th levels. These deities may be included in the story themselves. Her hair falls in a cascade of curls and looks as if it is spun from copper. You can even learn a misty step spell and also it can cast it once without an expending a spell slot. Upon sensing this threat, you may choose as an action to disappear from view entirely, using foliage, tree trunks, crowds, alleyways, weather, or any other non-magical visual interruption. To qualify for multiclassing into the knight of the fey class, you must meet these prerequisites: 13 Strength or 13 Dexterity and 13 Charisma. If your steed is ever slain, you can perform an 8 hour ritual to ask for another steed to your, offering of 50 gp in precious gems and herbs to your him. The cost of this feature is 2 points of fey magic. If the creature can hear the horn, it must succeed on a Charisma saving throw against your spell save DC or be charmed for 8 hours. He attacks one, which bursts into dust. The spell counts as a knight of the fey spell for you, but it doesn't count against the number of knight of the fey spells you know. She has her eyes perfectly trained on her target, and closes in for the kill. On a hit you deal 2d8 fire damage plus 2d8 radiant damage. The Spells Known column of the Knight of the Fey table shows when you learn more knight of the fey spells of your choice of 1st level and higher. Creatures not in their natural form have disadvantage on the saving throw, and if they fail, they revert to their natural form immediately. Oct 2, 2020 - Explore Jacob Bishop's board "D&D Monsters: Fey", followed by 393 people on Pinterest. He and his Hunt move between the plane of shadow and the most ancient forests, so if he has a hidden seat of power, it is somewhere in one of those two places. You can choose to emulate the powers of those fey, by choosing the Sidh Lore or the Yokai Lore. You can use this feature a number of times equal to half of your Constitution modifier rounded down (minimum once) regaining all uses of this feature when you finish a long rest. At the 20th level, you have grown so attuned to the fey you are emulating that you are now practically one yourself. You can use this feature once per long rest. At the 17th level, you are able to restore an item or structure as long as it is made from a natural material, such as wood, stone or iron. Fey Magic. The attacker takes 2d10 piercing damage and 2d10 cold damage, or no damage with a successful Dexterity saving throw against your spell save DC. At 3rd level, when tracking a person or animal through any forested area you gain advantage on all checks relevant to finding and following your target, regardless of the conditions of the weather. Astride a midnight horse sits a shirtless elven huntsman. You can use this feature a number of times equal to your Charisma modifier rounded down (at a minimum of 1), regaining your uses of this feature after completing a long rest. The Lord’s court is the Wild Hunt itself, a group of huntsmen, revelers, intelligent hounds, and poor souls they sweep up in their frenzy. Though Hyrsam plays the fool for the nobles of the Feywild, he is both clever and erudite, with an in-depth understanding of how to manipulate others. You also gain advantage on Constitution rolls to avoid exhaustion or to being poisoned due to drinking. As an action, you can place a leaf on your forehead, and a perfectly identical double of yourself will appear in a cloud of dust anywhere within 10 feet of you, for the cost of one point of fey magic. You can use this feature a number of times equal to your Charisma modifier, and you regain all uses of this feature when you finish a short or a long rest. Medium fey, chaotic good. Her favor is highly sought after, and it is said that a single hair from her coppery head contains all the power a mortal might ever desire. As an action, you attune yourself to the energy of the feywild. You become aware of hidden threats within 25 feet of yourself if you spend 3 points of fey magic. You gain a +2 bonus to attack rolls you make with ranged weapons. At the 18th level, you have learned of a creature from your nightmares. As a bonus action, you can assume the form of a shaggy grizzly bear. Creatures within the wall’s area when it appears must succeed on a DC 15 Dexterity saving throw or take 4d6 radiant damage. D&D Beyond You gain resistance to disease and poison and an immunity to sleep spells. Every creature within 30 feet of you must make a successful Constitution saving throw against your spell save DC, or suffer 1 level of exhaustion. A dryad stands on a hill clad in shining armor embossed with vines that seem to bloom, her sword raised to the sunset as she faces a hoard of fiends for the glory of the summer court. The cheers of the crowd favor her opponent. Dungeons and Dragons (D&D) Fifth Edition (5e) Monsters. At the 11th level, you have learned of a creature that is able to cut through almost anything caught in it's claws. At the 15th level, you have learned of a creature with command over the wind. They might have been exiled for a perceived slight against their patron. You can use this feature a number of times equal to half of your intelligence modifier rounded down (at a minimum of once) per long rest. Also, you can use your bonus action to touch a creature and end the charmed condition in it. At 1st level, you have advantage on saving throws against spells and other magical effects. Ropes, nets, vines, and much anything else natural are cut right through. After an attack is dealt using this feature, you become visible again. Choose one of the following options. Creatures that can’t be charmed are immune to this effect. Any creature that fails this save also believes that you are truly larger than you actually are. You learn two cantrips of your choice from the bard spell list. All creatures within 30 feet of that point must make a Wisdom saving throw against your spell save DC, taking 3d8 radiant damage on a failed save, or half damage with a successful save. A tiny item takes only a few seconds. Any enemy creature of your choice within 5 feet of you will take 1d6 fire damage for 3 turns. You also gain resistance to cold damage and cold weather. You can speak, use equipment, and wear armor in this form, but can't cast or concentrate in spells. You gain the following benefits: Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Bear King Spells table. at 15th level you cause the temperature around you to drop dramatically for five rounds. Some warlocks focus on eldritch blast and damage, and have little use for Charisma, but I don’t think that’s you—I imagine you’ll be taking few Eldritch Essences or Blast Shapes, and focusing a lot on invocations and other effects that … Afterward, you may close the opening you have created. It moves on your turn and you determine its actions, decisions, attitudes, and so on. At the 7th level, you have learned of a mysterious fireball that floats as if it has a mind of it's own. This horse is your faithful companion, fighting for you with all of its might as you both pursue your prey. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. They are most often a fey creature or of fey descent. This feature can't be used again until the duration has ended. The speed of the double is the same as your own. Did your character come originally from they feywild or did they find themselves there later in their life? At 2nd level, your time in the feywild has left you hardy. Armor Class 17 Hit Points 262 (25d8 + 150) Speed 35 ft. The Snow Queen rules a northern kingdom and is perpetually shrouded in snow and ice, her domain is inhospitable to outsiders. 4. She is not what one usually imagines in a fey lady, but she has an imposing figure of mass and power. They are arranged … Spellcasting Ability The knight pledges their complete loyalty to their patron archfey and work with and for them to further their goals, earning powerful magic abilities and protection for their fealty. At the 11th level, you have learned of a place where they fey of the land protect themselves. On a failed save, they are blinded for one turn. An assassin hunts her halfling prey through the crowded city streets. Any enemy in the aura must make a Wisdom saving throw against your spell save DC or it cannot take actions during your turn. At the 7th level, you have learned of a fearsome hound that strikes terror into the hearts of brave adventurers. Notably, their teeth show elongated canines, like that of a feline. The HP you steal becomes temporary HP for yourself. As a Fey Warrior you gain the following class features. Once you use this feature, you can't use it again until you finish a short or a long rest. Creatures in the wall’s space are pushed 5 feet out of the wall’s space, appearing on whichever side of the wall they choose. Skills: Choose two from Athletics, History, Intimidation, Nature, Perception or Persuasion. Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the The Snow Queen spell table. You can use this power a number of times equal to half of your level (rounded down). Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Hyrsam, the Satyr Prince Spells table. Well it's nice but DR doesnt really translate well to 5e I think, also I think that the way my DM rules it makes more sense, where cold steel weapons and ammo deal 1 damage dice lower than normal against non fey creatures since it's untreated steel so it's very brittle, and it gets destroyed easier because of that. The spell counts as a knight of the fey spell for you, but it doesn't count against the number of knight of the fey spells you know. At 14th level, you become resistant to the trickery of the fey. At 2nd level, you have learned how to conjure a fairy flame. The creature has to make a Wisdom saving throw against your spell save DC, and on a failed save takes 1d10 + Charisma psychic and 1d10 + Charisma thunder damage. On a successful save, they must make their next attack with disadvantage. Until the end of your turn, you know the location of any fey within 160 ft that isn't behind total cover. Her daughters, the ice maidens, roam her kingdom with ease. A satyr travels the feywild between courts, subtly sowing seeds of discord amongst the upper echelons in the service of his mischievous lord. The Moon Weaver is the Queen of Witches. Starting at 3rd level, you are gifted with the power to transform yourself into an aspect of a bear king, becoming an hybrid between human and bear. If a target's saving throw is successful, the target is immune to this feature for the next 24 hours. Your strength is also augmented to deal an extra 3d8 of attack damage. Somewhere is a land quite unlike your own. To qualify for multiclassing into the knight of the fey class, you must meet these prerequisites: 13 Strength or 13 Dexterity and 13 Charisma. Any ally that starts its turn in the area can reroll a saving throw against any effect. You can force a creature to reroll a saving throw to discern your illusions. Saving Throws: Dexterity, Charisma A character class is a fundamental part of the identity and nature of characters in the Dungeons & Dragons role-playing game.A character's capabilities, strengths, and weaknesses are largely defined by its class; choosing a class is one of the first steps a player takes to create a Dungeons & Dragons player character. Old Honey Paws maintains his rulership over this court by besting all rivals in a yearly series of challenges. With a swing of his mighty weapon, the dragonborn cuts through his enemies, and feels himself rejuvenating as he steals the life of his enemies. As a parallel plane to the Prime, the Feywild's geography was similar, though not entirely identical, to the geography of the Prime. The assassin turns around to see her halfling target standing at the ready, before flashing a blinding flame in her face. With a frightful cry that sends fear through their ranks, the bandits start getting cut down one by one. In addition, you know the Druidcraft cantrip and learn the following spells at the listed sorcerer level, none of which … The bandits have been pushed back, and the dragonborn disappears before their eyes. At 20th level, you can create a shadowy rift in a 20-foot sphere. A comprehensive list of all official monsters for Fifth Edition. Creatures who have you grappled when you use this feature must make a saving throw of DC 8 + strength modifier + proficiency bonus. You can use this feature a number of times equal to half of your Charisma modifier rounded down (at a minimum of once), regaining all your uses after finishing a long rest. Was it something they learned while they were lost in the Fey Wilds? Though you cannot use it to it's full effect, you are able to conjure a handful of pixie dust to throw at your enemies. At 3rd level, you can weave magic into your instrument, targeting one creature at a range of up to 60 feet. At 15th level, you can cause a wall of softly glowing crystal to spring up from a solid surface. At 15th level, you can use your bonus action to magically mark a target you can see within 120 feet. Once you use this feature, you must finish a short or long rest before you can use it again. 5e Fey Races. Suddenly, she is stabbed in the back and pushed away. The Bear King and his court of bear jarls, witches, and oracles spend most of their time hunting in the hills, feasting, brawling, and drinking mead. Suddenly, the halfling is gone. Hit Dice: 1d10 per Fey Warrior level For the cost of 3 points of fey magic, you can cast a magical mark on a creature and know their exact position within 200 feet of yourself. On a successful save, the creature takes an extra 1d8 necrotic damage, and is not knocked prone. You remain in this form for 1 hour, until you are incapacitated or until you choose to return to your original form as a bonus action. Tools: None As an action, you are able to magically open a locked door, or have bricks and stone magically rearrange themselves to create an opening, or a solid wall will crumble open. Half-Elf Traits Your half-elf character has some qualities in common with elves and some that are unique to half-elves. Upon reaching the 3rd level, you may choose to emulate the powers of the creatures of this lore for devastating effects on your enemies. Though you cannot actually steal the soul of your enemies, you are able to strike one creature within 5 feet of you, and steal 1d8 of HP from them. You can also learn to speak, read, and also write the sylvan language. A creature becomes aware of this effect the moment it begins casting a spell, and it can choose to take a different action instead. The steed obeys your commands as best it can. You can use this feature a number of times equal to half of your Intelligence modifier rounded down (at a minimum of once) regaining all uses of this feature after completing a long rest. On a success, they see through the trick and ignore it. As normal, you can't increase an ability score above 20 using this feature. You may choose one damage type to become resistant to from the following options: fire, cold, lightning, Poison or acid. As an action, and for the cost of 1 point of fey magic, you are able to surround yourself with three fireballs. An unseelie fey warlock: intense, compelling, mysterious. What I want to create is 4 articles you can give to your players as a DM to help them choose or give an idea of the character they want to play. First, Strength or Dexterity should be your highest ability score, followed by Charisma. Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Lord of the Hunt Spells table. Huge fey, neutral. As a bonus action, you may send this double forth onto the battlefield. Class Features. Her stature speaks to great physical strength and the stalwart defiance of the mountain itself, but her true power is in her command of magic. Conjure Fey 5e In this spell, you need to summon a fey creature which has challenge rating 6 or lower or you can summon a fey spirit which takes the form of a beast of challenge rating 6 or lower. 1. Tools: None The Ranger 5e is an intriguing blend of Druid-style spellcasting, Contender style battle capacities, and Rebel style abilities. A billowy robe of forest green enshrouds her body, and she grasps a great ring of etched silver in one massive fist. At the 13th level, you have learned to mimic the weightless qualities that sprites carry about themselves. If you choose to go upward, you must have a foothold to land on, otherwise you will take fall damage. The wall lasts until you use this action again or die. When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. A warrior with otherworldly powers to destroy their enemies. You can make a fey warrior quickly by following these suggestions. At 1st level, your time spent traversing the Bear King's court has given you an excellent sense of direction. Fey Knights may find themselves out of the feywild for a number of reasons. On a failure, they take 1d6 slashing damage, and are forced to release you. The snowstorm can span up to 10 miles and causes the following effects: Creatures in the storm radius take disadvantage on saving throws against cold damage, the ground within the storm radius becomes snowy making it difficult terrain, all fire based effects take disadvantage and are only half as effective, and all creatures unused to navigating in the storm take disadvantage on survival, perception, and nature checks. At the 18th level, you have learned of a monstrous ogre-like beast. The thieves all close in for the kill where they last saw their opponent, but they find that he has gone from his position. Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Fey Warrior level after 1st. At the 3rd level, you have learned of a creature that uses leaves to great effect. His true identity beyond title and position as master of the Wild Hunt is unknown, but he has some connection to the Black Prince of the shadow fey-while also answering to elvish druids and consorting with powerful blood hags and dryads. Second, choose the soldier or outlander background. You can't take a Fighting Style option more than once, even if you later get to choose again. Creatures immune to cold damage can't be affected by this feature. For the cost of 2 points of fey magic, you are able to break out of any non-magical restraints, and a few magical ones as well. For example, when you are 5th level, you have two 2nd-level spell slots. From D&D Wiki. When creating a feyknight consider the following: Who does your character pledge their loyalty to? You cannot use this feature again as long as at least one fireball is present. At 10th level, you can target one humanoid or beast that you can see within 30 feet of you. All are detailed at the end of the class description. Her gown is exquisite, fashioned of luminous blue fabric that catches light and shines from within. You can use this feature a number of times equal to half of your intelligence modifier rounded down (at a minimum of once), regaining all uses of this feature on a long rest. The wall is up to 60 feet long, 10 feet high, and 5 feet thick. Green: Good options. The spell counts as a knight of the fey spell for you, but it doesn't count against the number of knight of the fey spells you know. You start with the following equipment, in addition to the equipment granted by your background: At first level, you choose an Archfey that you have pledged your services to. For the cost of 5 points of fey magic, you become invisible. You may only use this feature twice, until your temporary HP is depleted. Source: Unearthed Arcana 73 - Feats. You can use this a number of times equal to your Charisma modifier (minimum once), regaining all uses of this feature after a long rest. When you do so, the next attack against you is made at disadvantage, and deal only half damage (rounded down) on a hit. At 7th level, your time spent in friendly brawls and raucous parties with the bear king and his court has honed your battle senses. Once you use this feature, you can't use it again until you finish a short rest or a long rest. The target must make a Wisdom saving throw against your spell save DC or start to dance, until the end of your next turn. The weapon or ammunition becomes magical for 1 minute, if it wasn't already, and deals an additional 1d8 damage of the type you chose. At the 14th level, your attacks count as magical for the sake of overcoming resistance. The pale green glow that shines from his eyes obscures the elf ‘s strong features, and a massive spear twined with glowing green vines drives forward in his clenched fist. Once a creature successfully saves or the effect ends for it, it is immune to Call the Hunt for the next 24 hours. You can have no more than one creature charmed at the same time. After surfing the web for a while, I could not find any place in which all the classes and subclasses were briefly explained for a quick read. Each 5-foot section of the wall has AC 15, 10 hit points, resistance to fire, slashing, and piercing damage, immunity to poison and psychic damage, and vulnerability to thunder. 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dnd 5e fey classes

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