Oath of the Fae (5e Subclass)

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Oath of The Fae[edit]

Warriors who represent the spirits of the wilds, these Paladins embody the whims of the Wilds. These Paladins are most commonly sworn to the Fiadhaich Order rather than any particular religious organization, though most worship the many gods of nature. Though many serve archfey directly, many serve as intermediaries between the Fae and those who rely on the spirits of the wild plains. These warriors are sworn to preserve the old faiths, serve the spirits of the Fae, and protect those who respect the balance between man and the wilds.

(It is recommended that you play a character of the chaotic/good or chaotic/neutral alignment when choosing this oath.)

Tenets of The Fae[edit]

Split Your Bread Never forget to repay those who have treated you with kindness.
Share of the Milk Aid the downtrodden in times of need and never hoard good fortunes to yourself.
Respect the Sneachda Keep your anger in the face of misfortune. The fancies of the Fae will fall in your favor eventually.
Air Adhart Punish those who trespass against you, your family, your loved ones, and your people.

Oath of The Fae Spells[edit]

Paladin Level Spells
3rd bane, longstrider
5th misty step, pass without trace
9th bestow curse, mass healing word
13th death ward, blight
17th mass cure wounds, conjure elemental

Elder Magic[edit]

When you choose this Oath at 3rd level, Your spellcasting ability becomes Wisdom and all class features that mention your Charisma modifier now use your Wisdom modifier instead. Your Spell Save DC and Spell Attack Bonus use your Wisdom modifier instead of your Charisma modifier.

Unarmored Defense[edit]

Also at the 3rd Level, while you aren't wearing any armor or wielding a shield, your AC is equal to 10 + your Constitution Modifier + your Wisdom Modifier.

Channel Divinity: Fae Trickery[edit]

When you choose this Oath at 3rd level you gain access to the following Channel Divinity options:

Faeform As an action, you present your holy symbol and chant an evocation of trickery. You conjure a perfect illusion of yourself in an unoccupied space within 10 feet of yourself. The illusion lasts for 1 minute. As a bonus action, you may move the illusion up to 30 feet from its current location, so long as it remains within 60 feet of you, dispelling if it leaves the area of effect. Creatures that see the illusion must make a Wisdom saving throw with a DC equal to your Spell Save DC or they believe that the illusion is actually you. Attacks and spells that target the illusion pass through the illusion and hit the nearest creature to the illusion in a straight line.

Fae Curse As an action, you present your holy symbol and chant an evocation of ill fortune. A creature that you can see within 30 feet of you must make a Charisma saving throw or receive disadvantage on saving throws made against Enchantment Spells (Ex. Command, Geas, Suggestion, etc.) you cast for 1 minute.

Aura of the Wild[edit]

Beginning at 7th level you and friendly creatures within 10 feet of you gain advantage on saving throws against being charmed and frightened. This aura increases to 30 feet at the 18th level

Fae Mental Fortitude[edit]

Starting at 15th level, when you are subjected to an effect that allows you to make a Wisdom saving throw to prevent a harmful magical effect, you can use your reaction to gain advantage on that save. You can use this feature a number of times equal to half your Wisdom modifier, rounded up. You regain all expended uses after taking a short or long rest.

Fae Champion[edit]

At 20th Level, you can use an action to channel your connection to the wild magic of the Fae, emitting a small amount of obscuring mist and surrounding yourself with Sylvan whispers. For a number of turns equal to your Wisdom modifier, you gain the following benefits:

  • Your melee attacks now give the target disadvantage on the next attack roll they make.
  • As a bonus action, you may teleport up to 30 feet from your current position into an unoccupied space you can see.
  • All hostile creatures within 30 feet of you are under the effects of the bane spell.
  • You and all friendly creatures within 30 feet of you are under the effects of the bless spell.

After using this feature, you cannot use it again until you take a long rest.


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