Faerie Knight

by Gannoh2

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Faerie Knight

Faerie knights are warriors who have undergone a mystical ritual done by representatives of each of the five main fairy races: the brave sprites, the magically-gifted pixies, the water-loving nixies, the mushroom-loving, four-winged atomies, and the half-cricket, music-loving grigs. These knights gain the power to turn into a fairy themselves. In return, the faeries demand that the knight protects wilderness from being despoiled and the small and weak from the big and mighty.

Fairy Form

Starting at 3rd level, you can spend a bonus action to turn into a fairy. Your size becomes Tiny; your height is 1-2 feet and your weight 5-20 pounds. Everything you are wearing and carrying changes size with you. Any item you drop returns to normal size at once. If you were able to wield weapons with the heavy property before you transformed, you may continue wielding them. This transformation lasts until you die or until you spend a bonus action to either revert to your original form or change to a different fairy form.

While transformed, you have disadvantage on Strength checks and Strength saving throws, and all the damage you deal with weapon attacks is halved. However, you make very little noise. You have advantage on Dexterity (Stealth) checks. In addition, you can Disengage or Hide as a bonus action.

Each time you transform, choose whether you turn into a sprite, pixie, nixie, atomie, or grig.

Sprites, pixies, and atomies have movement speeds of 10 feet and flying speeds of 30 feet. However, you lack the full power of faeries, and can fly only 5 feet above the ground.

Nixies have a movement speed of 10 feet and a swimming speed of 30 feet. They can breathe both air and water.

Grigs have a movement speed of 10 feet. However, as a bonus action, you can jump up to 20 feet horizontally or 8 feet vertically. Moving this way does not provoke opportunity attacks.

Fairy Strike

At 3rd level, you can empower your attacks with magic from the five faeries. Once per round, when one of your weapon attacks hits a creature, you can make it a fairy strike. Choose which type of fairy strike it is. If the target has to make a saving throw, the DC is 8 + your Charisma modifier + your proficiency bonus.

Sprite. A sprite strike hits the target in a weak spot, putting it off balance. The next attack against the target before the end of your next turn has advantage.

Pixie. A pixie strike puts the target to sleep. The attack deals no damage, instead creating a soft lullably. Roll 5d8. If the target's hit points are equal to or less than the total, it falls unconscious until the end of your next turn, until it takes damage, or until someone uses an action to shake or slap the sleeper awake. Undead and creatures immune to being charmed aren’t affected by this feature. At 7th, 13th, and 19th level, roll an additional 2d8.

Art Credit: Sprite in Monster Manual, Wizards of the Coast and Fairy Duelist by Yongjae Choi

Nixie. A nixie strike fills the target's lungs with water. The target must make a Constitution saving throw. If it fails, it cannot use its reaction until the start of its next turn and it loses its bonus action on its next turn as it coughs and splutters. Creatures without lungs or creatures that do not need to breathe air are unaffected.

Atomie. An atomie strike assails the target with toxic fungi. The target must make a Constitution saving throw. If it fails, it is poisoned until the start of your next turn.

Grig. A grig strike compels the target to perform a jig. The attack deals no damage, instead creating the music of a fiddle. The target must make a Wisdom saving throw. If it fails, for 1 minute, it becomes incapacitated and can do nothing but dance in place. It can repeat the saving throw at the end of its turn, ending the effect on a success. The effect also immediately ends if the target takes damage. Creatures that cannot be charmed are immune. This is a concentration effect.

You can use this feature twice. However, if you use a fairy strike while in fairy form and you started your turn in fairy form, that use does not count against the limit. In addition, if you use a fairy strike while in fairy form, you cannot revert to your normal form until the start of your next turn. You regain any expended uses when you finish a short or long rest.

Fey-Touched

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.

Favored Fairy

At 7th level, you are particularly close to one group of faeries. 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 Fairy Strike DC, you also know the creature's Alignment. 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 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. You gain the Goodshroom feature. As an action, up to ten magically-infused mushrooms appear in your hands. A creature can use its action to eat one mushroom. Eating a mushroom restores 1 hit point, and the mushroom provides enough nourishment to sustain a creature for one day.

The mushrooms lose their potency if they have not been consumed within 24 hours of their creation. Once you use this feature, you can't use it again until you finish a long rest.

Grig. You gain the Fiddle Master feature. You are gifted a finely-made fiddle from the Feywild. You gain proficiency in fiddles and in Performance. You add double your proficiency bonus to any Performance checks made using fiddles.

Wily Fairy

Starting at 7th level, you gain proficiency in either Intelligence or Charisma saving throws (your choice).

Fairy Dodge

At 10th level, if you are hit by an attack while in your fairy form, you can use your reaction to halve the damage as you rapidly dart out of the way.

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

Reactionary Transformation

Beginning at 10th level, as a reaction when a creature hits you with an attack while you are not in your fairy form, you can turn into your fairy form. You gain a +5 bonus to AC against the triggering attack, as you unexpectedly become a far smaller target.

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

Mass Fairy Form

At 15th level, you can spend an action to turn any number of willing creatures you can see within 30 feet of you into a fairy. They are affected as if transformed by your Fairy Form feature. Each creature can turn into a different type of fairy. This effect lasts for 1 hour or until a creature spends a bonus action to revert to its previous form.

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

True Fairy Form

At 18th level, you wield a greater portion of the faeries' power when you use your fairy form. These benefits extend to creatures affected by Mass Fairy Form.

While in sprite, pixie, or atomie form, you can now fly to any height.

While in nixie form, your swimming speed increases to 40 feet.

While in grig form, as a bonus action, you can now jump up to 25 feet horizontally or 10 feet vertically.

 

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