Fey Knight (5e Class)

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Fae Knight[edit]

Fae knights are knights in service to a queen of the faerie courts which are summer and winter and are mortal instruments that the queens play so they can kill a Mortal being or destroy their enemies from the inside. There can only be one fae Knight at a time for each court so in total they're are 2 knights in total, one summer and one winter

Creating a Feyknight[edit]

When creating a Fey Knight, ask yourself the following questions, what brought you into the service of a fairy queen? Are you a cool and collected Warrior? Or a volatile berserker? Do you serve Queen Titania or the Raven queen? How did you get to the feywild? Was it an elaborate spell? A planar portal? Or Did you stumble through a Fey Crossing?

Quick Build

You can make a Fey Knight quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Charisma.

Class Features

As a Fey Knight you gain the following class features.

Hit Points

Hit Dice: 1d10 per Fey Knight level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Fey Knight level after 1st


Armor: All Armor and shields
Weapons: All Simple and Martial Weapons
Tools: None
Saving Throws: Strength, Charisma
Skills: Choose 3 from Athletics, Acrobatics, Animal Handling, Persuasion, Perception, Stealth, Survival


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

  • (a) A lance or (b) 2 Daggers
  • (a) Longsword or (b) 2 Hand Crossbows
  • (a) Studded Leather Armor or (b) Scale Mail armor
  • (a) Explorers Pack or (b) Adventurers Pack

Table: The Fey Knight

Level Proficiency
Feyflight speed Features Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 -5 ft Feysense, Fairy Strength -
2nd +2 - Fey guide, Spellcasting, Fairy Strike, Fighting Styles 2 2
3rd +2 +5 ft Fey Sustinance, Fey choke, Fairy sight 3 3
4th +2 +5 ft Ability Score Improvement 3 3
5th +3 +10 ft Extra Attack 4 4 2
6th +3 +10 ft Fey Rest 4 4 2
7th +3 +15 ft Fairy Resistance 5 4 3
8th +3 +15 ft Ability Score Improvement 5 4 3
9th +4 +20 ft Fey Weapon 6 4 3 2
10th +4 +20 ft Greater Guide 6 4 3 2
11th +4 +25 ft Fey Strike Upgrade 7 4 3 3
12th +4 +25 ft Ability Score Improvement 7 4 3 3
13th +5 +30 ft 8 4 3 3 1
14th +5 +30 ft Feymind 8 4 3 3 1
15th +5 +35 ft Natures Protector 9 4 3 3 2
16th +5 +35 ft Ability Score Improvement 9 4 3 3 2
17th +6 +40 ft Swift Guide 10 4 3 3 3 1
18th +6 +40 ft Fairy 10 4 3 3 3 1
19th +6 +45 ft Ability Score Improvement, Feywild Boost 11 4 3 3 3 2
20th +6 +45 ft Fey Army 11 4 3 3 3 2


You detect fey energy as a sort of warm feeling, whilst presences without magic make you shiver. As an action, you make yourself. Until the end of your turn, you know the location of any construct, fiend, or fey within 60 ft that isn't behind total cover. You know the type (construct, fiend, or fey) of any being whose presence you sense, but not its identity (the Satyr Moonbeam the Great, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Fairy Strength[edit]

When upgrading your abilities for ability score improvements at levels 4, 8, and 16, you get twice the points to spend, however, you cannot upgrade intelligence at levels 4, 8, and 16. For the purpose of feats at these levels you can either select one feat and have 2 points or gain two feats.


You have tiny, insect wings growing out of your back. These wings give you a fly speed of your base speed -5 ft, increasing to be equivalent to it at 2nd level, adding 5 ft at lv 3 and gaining 5 ft every other level. If you already have a flight speed, this adds on to your flight speed.

Fey Guide[edit]

At Level 2, Fey Knights can summon a Fairy. If the Fey Knight had some sort of Familiar prior, the Familiar will become sentient and turn into the fairy. The Fey Knight's fairy will prevent any additional familiars being created. This Fairy is connected by a tether, and has to stay within 100 ft of its master. If it is forcefully brought beyond this distance, it is immediately destroyed. Destroyed Fairies are reborn after 24 hours. The Fairy is an unquestionably loyal companion, but will nudge its master in the right direction occasionally. It can be ordered to move in the area around it's Knight and communicate to them as a free action, but any other task requires use of Master’s Orders. Fairy Guide uses the Fey Knight's proficiency bonus in place of its own. Fairies can be any creature that isn't a fiend or undead. Add the following stat template when creating a fairy. These are Fairy Stats:


Starting at 2nd level you can choose two first level spells from the cleric spell list, and use fey knight spell slots to cast them. Charisma is your spell casting ability and DC.

Fairy Strike[edit]

Starting at 2nd level, when you hit a creature with an attack, you can expend one Fey Knight spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a fiend or a construct.

Fighting styles[edit]

At 2nd level choose 2 Fighting styles from the Fighter class. You can't take a Fighting Style option more than once.

Fey Sustenance[edit]

At 3rd level, you begin to draw sustenance directly from the Feywild. You now need to eat only one meal per week if you come in contact with fey energy every week. Additionally, due to your body now existing fractionally in the Feywild, you add half of your proficiency bonus to acrobatics checks. If you are proficient with the Acrobatics skill, instead add one and a half times your proficiency bonus whenever making an Acrobatics check.

Fey Choke[edit]

At 3rd level, as an action you can use fey to choke your opponent. You can expend 1 Fey Knight spell slots to grapple any creature with feylight within visual range. They must succeed on a DC strength saving throw equal to 10 + your strength + your charisma or take 3d10 force damage. If they succeed, the effect ends. While in this effect, they can only take an action on their turn to try to escape, and they can't take a reaction. If they escape, they may take a bonus action. If they fail three saving throws in a row, they die from suffocation. Even if the target doesn't need air, they can still be killed from this. You may use this once per long rest. At level 12, you may use this twice per long rest, and the damage is increased to 4d10. At 19th level, you can kill anyone caught in this on two failed save throws, and the damage increases to 5d10.

Fairy sight[edit]

At 3rd level, you see partially through the reflections of the Feywild, granting you low-light vision 180 feet. If you already posses Darkvision from another source this adds 120 feet onto its range. Additionally, your adeptness at seeing what is hidden allows you to add half of your proficiency bonus to perception checks. If you are proficient with the perception skill, instead add one and a half times your proficiency bonus whenever making a perception check.

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.

Extra Attack[edit]

Beginning at level 5, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fey Rest[edit]

At 6th level you draw stamina from the Feywild, now requiring only one hour of sleep per day for a month if you meditate for four hours near a source of fey energy.

Fairy Resistance[edit]

At Level 7, You gain immunity to diseases and poison, and you can't be in the poisoned condition.

Fey Weapon[edit]

Starting at 9th level, you may mystically bind yourself with one weapon that you are proficient with. To do so, you must take a short rest to become one with the weapon. When you do so, the weapon takes on a magical appearance whenever you wield it. Whenever you make an attack with your fey weapon, you add 1d6 radiant damage. If any other creature were to use this weapon besides you, they have disadvantage with it. You may only do this with one weapon at a time. When the duel wielding feat is taken you may bond with two weapons rather than one. You can create a bond with a new weapon by performing a ritual that takes one hour.

Greater Fairy[edit]

At 10th level, by feeding from the Fey Knight's own energy, the fairy has grown stronger. The fairy grows one size larger with 20 health(4d8). The fairy can move up to 120 ft. from the Fey Knight, and Master’s Orders may be used as an Action or Bonus Action.

Fey Strike Upgrade[edit]

By 11th level, The fey and magic have altered you so that your weapon attacks carry magic power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Fairy Smite with an attack, you add this damage to the extra damage of your Fairy Smite.


At level 14, your mind has become so bound with the fey that you don't need to even sleep at all. You also gain Immunity to Sleep spells and mind-affecting spells that don't affect fey.

Natures Protector[edit]

At level 15, if you meditate near Fey energy, you gain an advantage to strength checks and saving throws for 1 hour.

Swift Fairy[edit]

At 17th level, the Fey Knight's bond with their fairy grows ever further, until both are almost one entity. If the Fairy is destroyed, it reforms in the Knight's amulet after 10 minutes. The Fairy can move up to 150 ft. away from the Fey Knight and Master's orders may be used as an Action, Bonus Action, or Reaction.


At level 18, the Fey Knight has become so in tune with fairies that they have become one themselves. They now count as a fey.

Feywild boost[edit]

At 19th level, you may upgrade any four abilities by four, but one must be Charisma and either Dexterity or Strength. These improvements can allow an ability to exceed 20.

Fey Army[edit]

You now have absolute control over the fey themselves. Starting at 20th level, by expending 5 spell slots, you may summon an army of soul-fairies for yourself. The casting time for this spell is two turns. From a 100ft radius, raise every living creature's shadow to form exact fey clones of those creatures with the exception of the health total for every fey is 5 Hit dice. They all attack at the will of the Fey Knight only on the fey knight's turn. This spell lasts until every fey is killed or the caster is incapacitated. You may not use this spell again on creatures whose shadows have already been affected by this spell once for 24 hours and you may not cast it again if there are still fey-clones under your control.

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Fey Knights may learn 2 of the 0-Level Spells in the Shadowcaster Spellbook from 5e Mysteries (all listed below) as Cantrips. At level 10, the Shadow Knight's arcane power has increased to the point where they may learn one additional Cantrip (totaling 3).


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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