Faerie Enchanter (5e Class)

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Faerie Enchanter[edit]

Those associated with this magic believe that the nature of the Unseen World is as important to protect as that of the Seen World (i.e. the Material Plane). They typically have a direct and close relationship with a particular Court of Faerie. Though they are deadly serious about protecting flora, fauna, fae, and the ecologies that support them, they are fairly irreverent about everything else. This includes, for instance, the pride of dwarves, the ego of high elves, the self-centeredness of humans, and most aspects of “civilized” society. They tend to get along best with wood elves, halflings, gnomes, and other races with close ties to the animal/natural world.

Faerie Magic[edit]

Some mages study magic in her purest forms by specializing in one of the magic schools. But the faerie Enchanter is different. Maybe because of the charm of the fairys or maybe because intrigued by their power, this special kind of magic decided to concentrate on the ethereal permitting them to cast spells in an uncunventional way. This special healer are usually friends with druids and fey lords but most of the times it's just a facade to obtain magical secrets. For their imprevedibility and powerful enchanting spells, capable of putting out even the most powerful knight, they're usually feared by normal people, but powerful is the hero that receives the blessing of the fairys.

Creating a Fae healer[edit]

Quick Build


You can make a Faerie Enchanter quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Wisdom or Dexterity. Second, choose any background.

Class Features

As a Fae Healer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Fae Healer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Fae Healer level after 1st

Proficiencies

Armor: Light armour, shields
Weapons: Simple melee weapons, martial melee weapons
Tools: Healer's kit
Saving Throws: Wisdom, Charisma
Skills: Medicine and choose 2 from Animal Handling, Investigation, Persuasion, Perception, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a wand or (b) a dagger or (c) a Javelin
  • (a) a component pouch or (b) an arcane focus
  • (a) explorer's pack or (b) priest's pack
  • leather armour, a trident, a healer’s kit and a net

Table: The Fae Healer

Level Proficiency
Bonus
Features Cantrips known Spells known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Faerie Protection 2 2 2
2nd +2 Faerie Spring 2 3 3
3rd +2 Faerie PathFavored Fairy 2 4 4 2
4th +2 Ability Score Improvement 3 5 4 3
5th +3 3 6 4 3 2
6th +3 Enchanted Reflection 3 7 4 3 3
7th +3 Faerie Path feature 3 8 4 3 3 1
8th +3 Ability Score Improvement 3 9 4 3 3 2
9th +4 Wellspring Boost 3 10 4 3 3 3 1
10th +4 Faerie Reroll, 4 11 4 3 3 3 2
11th +4 Faerie Path feature 4 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 12 4 3 3 3 2 1
13th +5 4 13 4 3 3 3 2 1 1
14th +5 Faerie Path feature 4 13 4 3 3 3 2 1 1
15th +5 Enchanted Protection 4 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 14 4 3 3 3 2 1 1 1
17th +6 Faerie Path feature 4 15 4 3 3 3 2 1 1 1 1
18th +6 Faeries Wraith 4 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 15 4 3 3 3 3 2 1 1 1
20th +6 Faerie Dust Overload 4 15 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

See chapter 10 for the general rules of spellcasting and below for the Faerie Enchanter spell list.

Cantrips

At 1st level, you know two cantrips of your choice from the Faerie Enchanter spell list. You learn additional Faerie Enchanter cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Faerie Enchanter table.

Spell Slots

The Faerie Enchanter table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Faerie Enchanter 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. For example, if you know the 1st level spell cure wounds and have a 1st level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Faerie Enchanter spell list. The Spells Known column of the Faerie Enchanter table shows when you learn more Faerie Enchanter spells of your choice Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Faerie Enchanter spells you know and replace it with another spell from the Faerie Enchanter spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your Faerie Enchanter spells. Your power comes from training and studying. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Faerie Enchanter spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Faerie Enchanter spells.

Faerie Protection[edit]

At 1st level, you learn to shine light upon the mind's most dire moments, shielding those you protect. When a creature within 30 feet of you makes an attack role you can shine your light from within and cause them to roll with disadvantage.

You can use the feature equal to your proficiency bonus, regaining all expended used when you finish a long rest.

Faerie Spring[edit]

Starting at 2nd level, as an action, you may create a link to the Fae Land, calling forth the waters of the plane, creating a wellspring of regenerative energies.

You may create this spring at any location centered within 30 ft of you. The spring has a radius of five ft around its center. Any creatures you select within range of the spring are healed for 1d4 hit points at level 2. On their turn, these creatures may choose to expend their action to drink from the spring and gain the effect of the wellspring again. Springs last one round. On your next turn, you may choose to expend one additional wellspring charge to maintain an existing spring, effectively recasting the ability at the existing wellspring's location. You may cast this 3 times before needing a long rest.

At higher levels the dice go up. 5th : 1d8 8th: 1d10 11th: 1d12

Favored Fairy[edit]

At 3rd level, you are particularly close to the faeries. As a bonus action choose one of the five types of faeries. You gain an ability depending on the type of fairy you choose.

Sprite: You gain the Heart Sight feature. As an action, you can touch a creature and magically knows its current emotional state. If the target fails a Charisma saving throw against your spell DC, you also know the creature's Alignment, and if they cannot lie to you. Celestials, Fiends, and Undead automatically fail the saving throw.

Pixie: You gain the Pixie Lights feature. You know the Dancing Lights cantrip, and when you cast it, it is not a concentration spell and the lights last until you dismiss them.

Nixie: You gain the Nixie's Gift feature. As an action, you gain the ability to breathe underwater and when you can kiss one creature, It gains the ability to breathe water and a swimming speed equal to its walking speed. The effect lasts 24 hours or until you select another creature to receive the gift.

Atomie: Choose 6 creatures , they gain the featherfall attribute for 1 hour.

Grig: You gain the ability to create a hallucinatory dust. Enemies with 10 must make a wisdom save against your spell save dc. On a failed save they are blinded on a successful save nothing happens.

Faerie Path feature[edit]

When you reach 3rd level, you determine your own Path by choosing in which way you wish to Enchant. Tapping for the first time into deeper wells of knowledge and magic you choose your path. Your choice will grant you new skills at 3rd, 7th, 11th 14th and 17th level.

Ability Score Increase[edit]

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. As normal, you can't increase an ability score above 20 using this feature.


Enchanted Reflection[edit]

Beginning at 6th level, you may choose up to six creatures in a 30-foot-radius sphere centered around yourself. Each creature you choose temporarily gain the ability to reflect damage done back to their attacker for up to 1 minute. a third of all damage done to each creature is reflected back to the attacker as radiant damage. If the damage taken is enough to reduce the creature to 0 hit points, no damage is reflected back to the attacker. If the attacker is more than 120' away from the creature it is attacking, it takes no damage from reflection. If the reflected damage kills the attacker, the creature gains temporary hit points in the amount of reflected damage dealt.

you may use this ability as many times as your modifier before needing a long rest. The effect ends if the Enchanter is reduced to 0 hit points or incapacitated.

Wellspring Boost[edit]

At 9th level, the radius of the wellspring expands to 10ft.

Faerie Reroll[edit]

At 10th level, you have practiced healing so much you can easily fix mistakes in your healing process. You can reroll any 1’s or 2’s when you heal a creature. You must use the new roll.

Enchanted Protection[edit]

Starting at 15th level, your healing magic wards your allies from further harm. When you cast a spell or use an ability that restores hit points to a creature - including yourself - that creature gains a shield of divine energy around them. The next weapon or spell attack made against a shielded creature has disadvantage, at which point the shield around them dissipates. If not used, the shield lasts until the beginning of your next turn.

Can use as many times as Spell Modifier before long rest.

Faeries Wrath[edit]

When you reach 18th level, whenever you heal a creature, Enchanted dust swirls around them and moves with them for up to one minute. While this effect is active, any creature that makes an attack roll against them is hit by a violent blast of dust, taking damage equal to your Wisdom modifier + your Proficiency Bonus. This effect ends after the damage is dealt.

Faerie Dust Overload[edit]

At 20th level, you are bathed in faerie Dust Using your action, you unleash a healing light around you, which confers you the following benefits for 1 minute:

You restore 10 hit points at the start of your turn. You have resistance against all non-magical damage. When creatures within the range of your Aura of Healing restore hit points from spells or abilities that use an action, bonus action, or reaction, you may add an extra 1d6 + your charisma modifier to the amount of hit points restored. Designated creatures within your Aura of Healing are cured of the blinded, deafened, paralyzed, petrified, poisoned, and stunned conditions, along with any diseases they are afflicted with. They are immune to these conditions as long as they remain in the aura. Once you use this feature, you can’t use it again until you finish a long rest.

Enchanter Path[edit]

You choose your own path that can change that of many others depending on your actions.

Faeries Song[edit]

The faeries sing your praise and bestow you with gifts beyond your wildest dreams

Protective Chrysalis

Upon choosing this Path at level 3, you can use your reaction to instantly encase you or an ally within 15 feet in a crystal chrysalis, preventing any damage or other effects from the triggering spell or attack. You or an ally emerge from the chrysalis at the end of your next turn.

While inside the chrysalis, the target is immune to all damage, conditions and other effects, and any conditions or other effects on it pause. the target is unable to move, remaining where it became encased until it emerges.

You can use this feature up to three times before needing a long rest.

Faerie Resistance

At 7th level your connection to the Feywild grants you advantage on saving throws against magic and magical effects.

The Gift of Music

By 11th level, the charming features of the faeries have begun to affect you. You gain a gift in the realm of music by enchanting your voice. Because of this, you are able to tame even the most savage of beasts. You gain a free cast of dominate beast. Once you use this feature, you can’t use it again until you finish a long rest.

Master Enchanter

At 14th level, you have mastered using the weave to heal creatures. Once per long rest, When you would normally roll one or more dice to restore hit points with a spell you instead use the highest number possible for each die.

Unearthly Fae Recovery

At 17th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum. Once you use this feature, you can’t use it again until you finish a long rest.

Nymph faerie[edit]

This secret faerie will enchant you with beauty.

Fae Knowledge

At 3rd level, you learn the Sylvan language. You have advantage on Intelligence checks to recall information about Fey. Fey creatures recognize that you have been touched by one of their own, giving you advantage on Charisma checks when dealing with them.

Unearthly Grace

At 7th level, a nymph bestows upon you incredible beauty. Choose either your Strength score or your Dexterity score. Your Charisma score increases to match that score, unless your Charisma score is already higher. You cannot increase your Charisma score above 16 with this feature.

In addition, you can now use Charisma instead of Strength and Dexterity for weapon attacks.

Distracting Glance

At 11th level, you can use your remarkable good looks to great effect. When a creature you can see within 30 feet of you that can see you makes an attack, you can use your reaction to impose disadvantage on it. Creatures immune to being charmed are unaffected. You can use this feature on an individual creature only once every 24 hours.

You can use this feature a number of times equal to your Charisma modifier. You regain any expended uses when you finish a long rest.

Blinding Beauty

At 14th level, your beauty is such that it can blind. As an action, choose any creatures within 30 feet of you that can see you. They must make a Constitution saving throw. Creatures that fail are blinded for 1 minute. Affected creatures can repeat the saving throw at the end of their turns, ending the effect on a success.

Stunning glance

Beginning at 17th level, you can focus your intense beauty on a single creature. As an action, you can choose one creature within 30 feet of you that you can see and that can see you. It must make a Constitution saving throw. If it fails, it is stunned until the end of your next turn. You can target an individual creature with this feature only once every 24 hours. The DC of this feature and other features from this subclass is 8 + your proficiency bonus + your Charisma modifier.

Once you use this feature, you can't use it again until you finish a short or long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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