OGC:Unseelie Knight (5e Subclass)
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Fighter Martial Subclass
The Unseelie Knights’ origins are shrouded by the haze of rumor and half-truths. Some believe they are the offspring of hags and humans. Others believe that the influence of the Unseelie Queen and her Winter Court have transformed otherwise elegant fey into monstrous enforcers.
The little-known truth is that Unseelie Knights are mortals who have sworn their lives to the service of the Winter Court. They enforce the will of the Queen of Air and Darkness on the Material Plane and beyond. Allegiance to the Unseelie Queen transforms these mortals into deformed monsters who hide their horrid countenance behind a pleasant mask. The Unseelie Queen—whose titles are too numerous and overblown to list—is jealous patron who keeps a close eye on her servants. Her soft whispers play on their vices and break their will … or their minds. For the Queen of Endless Winter, the broken are far greater servants than the willful.
Starting at 3rd level, you gain guile equal to your 2 + your Charisma modifier, and you gain more as you increase in level. Unseelie Knights use guile to enhance their battle prowess, confound their enemies, and strike with unparalleled ferocity. You may never have more guile than shown on the chart for your level. You regain all spent guile when you finish a long rest.
- 3rd level: 2 + your Charisma modifier
- 7th level: 3 + your Charisma modifier
- 11th level: 4 + your Charisma modifier
- 15th level: 5 + your Charisma modifier
- 17th level: 6 + your Charisma modifier
Beginning when you take this subclass, your Unseelie tutelage has granted you a variety of special techniques and magic.
Armor of Eternal Winter. The icy grasp of the Winter Court envelops your body, hardening your defenses. As a reaction, you may spend 1 guile to add your Charisma modifier to your AC. This effect lasts until the beginning of your next turn. Attacks that deal fire damage ignore this bonus to your AC.
Icy Roots. You may spend 2 guile to cast entangle with a spell save DC equal to 8 + your proficiency bonus + your Charisma modifier.
Face of the Hag’s Child
Starting at 7th level, you may spend 2 guile as an action to reveal your true appearance to your foes. Any creature that can see you must succeed on a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Charisma modifier or become frightened for 1 minute. The creature may repeat this saving throw at the end of each of its turns to end this condition.
Mark of the Unseelie Queen
At 10th level you grow a pair of elk’s antlers from your forehead. You gain proficiency with these antlers and the ability to make a goring melee attack. This attack does piercing damage equal to 1d6 + your Strength modifier.
By spending 1 guile, you may also make a charge attack as an action. If you move at least 20 feet straight toward a target and then hit it with a gore attack on the same turn, the target takes an additional 2d6 piercing damage. If the target is a creature that is the same size or smaller than you, it must succeed on a Strength saving throw with a DC equal to 8 + your Strength modifier + your proficiency bonus or be knocked prone.
Allies of Frozen Groves
Starting at 15th level, you may spend 3 guile to cast conjure fey, requiring no spell slots or material components.
At 18th level, you may spend 3 additional guile to cast conjure fey as a 7th-level spell.
Fury of the Corpsefens
At 15th level, you may spend 1 guile as a bonus action to invest any weapon that you are using with the wrath of the Unseelie. Your melee attacks with this weapon cause it to do an additional 1d6 necrotic damage. You may expend additional guile; for each additional guile that you spend, you may increase the damage done by an additional 1d6 up to 3d6.
Grasp of Eternal Winter
Beginning at 18th level, you may spend 5 guile as an action to target one frightened creature that you can see within 30 feet of you. The creature must succeed on a Constitution saving throw equal to 8 + your proficiency bonus + your Charisma modifier. On a failure, the target takes 18d10 necrotic damage, or half on a successful save. Once you use this ability you must complete a long rest before you can use it again.