5E Shiradi Champion Prestige Class

by Formion

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Shiradi Champion






































































A Homebrewed Prestige Class

Shiradi Champion

Myriad archfey band together several times a year at the congress known as the Court of Stars, where they engage in diplomacy, schemes, marriages, betrayals, and legendary revels.

Although dozens of lesser factions make up the Court of Stars, they mostly acknowledge the leadership of Her Summer Majesty, Queen Tiandra. And the Queen of Summer, when the need arises, turns to her anointed warriors for the defence of her subjects and allies. These warriors are known as Shiradi Champions, the shields of the fey.

Shiradi Champions are usually individuals who have earned the respect and trust of Queen Tiandra. Archfey of all courts assemble at Senaliesse to bear witness to a champion’s anointing. Some eye these protectors with suspicion, arrogance, or envy, but their pettiness is ill placed.

As a Shiradi Champion, you are the ultimate defender of all the good things represented by the Court of Stars. Your powers reflect the ephemeral and radiant nature of the Feywild’s rulers.



Shiradi Champion
Level Features Fey Gifts
1st Fey Anointment, Archfey Patronage, Fey Gift, Audience with the Queen 2
2nd Fighting Style, Armor of Stars 2
3rd Archfey Patronage Feature 3
4th Ability Score Improvement 3
5th Archfey Patronage Feature 4

Prerequisites

In order to advance as a Shiradi champion, you must meet the following prerequisites (in addition to the multiclassing prerequisites for your existing class):

  • Character level 10th. Only someone who is strong enough to attract the attention of the Archfey can hope to become a Shiradi.
  • Have a fey connection. In order to advance in this class you must have the Fey Origin, or Fey Ancestry racial trait, or have an Archfey otherworldly patron.
  • Gain the approval of the Archfey of the Court of Stars. Either through your actions in fighting their enemies, or through a great service to them, or perhaps through your relationship with them, several Archfey must approve of your anointment.

Class Features

As a shiradi champion, you gain the following class features.

Hit Points

  • Hit Dice: 1d8 (5) + Constitution modifier per shiradi champion level
  • Hit Points per Level: 1d8 (5) + Constitution modifier per shiradi champion level

Proficiencies

  • Armor: None
  • Tools: One musical instrument of your choice
  • Saving Throws: Charisma
  • Skills: Arcana, History

Fey Anointment

Starting at 1st level, you are inducted in the Court of Stars as one of its champions. Your Charisma score increases by 2 and the maximum possible score your Charisma can reach is 22.

You gain the ability to cast spells and you can use a wand, orb or rod as a spellcasting focus.

Charisma is your spellcasting ability, so you use your Charisma whenever a spell refers to your spellcasting ability.

In addition, you use your Charisma modifier when setting the saving throw DC for a shiradi champion spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency modifier + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

If you have the spellcasting or pact magic class feature from another class then you can use the spell slots gained from that feature to cast shiradi spells that you know.

You gain the Fey Origin racial trait:

Fey Origin. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

You have advantage on saving throws to resist the effects of the Feywild and add your proficiency to saving throws to resist such effects. You are considered a fey for all intents and purposes.

Archfey Patronage

Also at 1st level, depending upon the archfey that sponsored you, you can choose one of the following groups to be part of: Fey Beguiler, Shiere Sentinel or White Horn Knight.

Audience with the Queen

In addition, at 1st level you gain the right to petition the Queen of Summer for a boon. As an action you can magically teleport yourself to the Court of Stars. While there, you can petition an audience with Tiandra, Queen of Summer and receive up to three boons, detailed below:

  • You are healed of all diseases and poison, regain all your hit points up to your maximum HP and also regain all your spent hit dice.
  • Your hit point maximum increases by 2d10, you become immune to poison and the frightened condition. These benefits last for 24 hours.
  • When you make an attack roll, ability check or saving throw, you add 1d4 to the roll. In addition all your attacks count as magical. These benefits last for 24 hours.

If you receive only one boon, then you teleport back to your original location after 1 hour. If you receive two boons, then you return after 2d4 hours. If you receive all three boons then you return after 3d6 hours.

Once you used this feature, you can't use it again until seven days have passed.

Fey Gift

As part of your induction as a shiradi, the archfey of the Court of Stars gift you with magical abilities.

At 1st level, you pick two such fey gifts from the ones listed at the end of this class. Whenever you gain a level in this class you can replace one gift you have with another one.

You are granted additional fey gifts when you reach 3rd and 5th level in this class.

Fighting Style

Beginning at 2nd level, you adopt a particular style of fighting as your speciality. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Fey Weapon Expertise

When you wield a lance, longsword, spear, pike or glaive, you gain a +1 bonus to the attack roll and damage.

Fey Power

When you cast a spell that calls for an Intelligence, Wisdom, or Charisma saving throw the DC increases by 1.

Precision Casting

You gain +2 to spell attack rolls when using a cantrip.

Two Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Armor of Stars

Starting at 2nd level, the power granted to you by the Court of Stars can protect you from harm. As an action you can cause tiny motes of starlight to surround you for 1 minute.

While the motes exist, you emit bright light in a 10 feet radius and dim light in a 20 feet radius and also gain a +1 bonus to your AC. This bonus increases to +2 if you are at your maximum hit points.

Furthermore, a creature that deals damage to you with a melee attack takes radiant damage equal to your Charisma modifier.

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

Ability Score Improvement

When you reach 4th level in this class, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. This increase can bring your total in either score to above 20.

Archfey Patronages

Fey Beguiler

Nathair Sgiathach, the faerie dragon minstrel of the Court of Stars, has been impressed with your slyness and sneakiness and has taken special interest in you, teaching you how to remain unseen and how to befuddle your opponents.

As you progress along the path of the fey beguiler, you learn an array of methods to move around unseen while bedeviling your foes.

You can turn invisible, distract your foe with a globe of fey light and dash away unseen, or dumbfound an opponent, leaving it vulnerable to your allies’ attacks.

You can be sly and sneaky, moving quietly and skulking through the shadows. Subtlety is a valuable tool, and secrecy can save your life. But sometimes a forthright attack on an enemy’s mind is just the right tool for the job.

Disappearing Trick

Starting at 1st level, you know the invisibility spell and can cast it a number of times without expending a spell slot, equal to your shiradi champion level.

You can cast the spell at levels above 2nd, if you expend more uses gained from this feature. For every extra use you expend, you can cast the spell at one extra level above 2nd.

You regain spent uses of this feature when you finish a long rest.

Fey Tongue

Starting at 1st level, you know the friends cantrip. You also know the charm person and suggestion spells, and can cast them at 2nd level once each without expending a spell slot and regain the ability to do so when you finish a short or long rest.























Bedazzling Orb

When you reach 3rd level in this class, you learn to weave an entrancing illusion that distracts your enemies.

Once, as an action you magically weave together an illusion of a multicolored orb hovering in place at a location within 30 feet of you that you can see.

On each of your turns, as a bonus action, you can move the orb 30 feet.

When you create the orb, with the same action you also can cast the enthral spell, targeting any creature that can see the orb.

Furthermore, creatures have disadvantage on saving throws against any enchantment or illusion spell you cast, while the orb exists and they can see it.

The orb lasts for one minute. You gain the ability to use the orb again when you finish a short or long rest.

Entrancing Power

When you reach 5th level in this class, the Court of Stars
grants you more power. When you cast an enchantment or illusion spell the DC for the spell increases by 1.

Furthermore, you know the spells geas, hold monster, mislead and modify memory. You can cast one of them without using a spell slot and regain the ability to do so when you finish a short or long rest.

In addition, while your bedazzling orb feature is active, you can cast the synaptic static spell without using a spell slot, but the spell must be centered on the orb. The orb vanishes when casting the spell and you can't cast the spell again before you finish a long rest.

Archfey Patronages

Shiere Sentinel

The Warden of the Court, Bramble Gemdash has seen fit to choose you as one of the shiere, the sentinels of the archfey that guard the Court of Stars and the world.

Becoming a shiere sentinel involves more than attaining a title. As a champion of the Court of Stars, you become a living embodiment of the power of the Feywild. Your appearance is marked by a sign of the fey power within you: a faint glow that outlines your frame and burns in your eyes, an eldritch wind that constantly stirs the air around you, or some other manifestation of your otherworldly nature. You can channel this power to teleport in battle, confounding your enemies and to call upon the magical nature of the Feywild to aid you.

Grove Sentinel

Starting at 1st level in this class, you gain proficiency with shields and Wisdom (Perception) ability checks. If you are already proficient in Wisdom (perception) checks, then you add double your proficiency bonus when you make such checks.

Glimmering Blade

Also starting at 1st level, you have learned to combine the power of the Court of Stars with your fighting abilities.

When you take the attack action on your turn, you can then use a bonus action to magically teleport 10 feet to a position that you can see.


























Stab of the Wild

When you reach 3rd level in this class, you learn to call upon the magic of the Feywild to entangle your enemies.

When you hit a large or smaller creature with a melee attack that deals piercing damage, you can cause the weapon that dealt that damage to transform into magical vines, pinning and restraining your target in place.

A creature pinned in this way is restrained for 1 minute and you can't use the transformed weapon during this time.

The creature may use its action to attempt a strength saving throw versus your shiradi spell save DC to break out of the vines, and if successful the weapon also returns to its original form. You can choose to return the weapon back to normal earlier as a bonus action.

You have a number of uses of this feature, equal to your shiradi champion level. You regain spent uses when you finish a long rest.

In addition you know the entangle spell and can cast it once without spending a spell slot and regain the ability to do so when you finish a long rest.

Cloaked in Magic

When you reach 5th level in this class, the magic of the Court of Stars protects you from harm when you use it. Whenever you teleport, by using a class feature, racial trait or spell, you also take the dodge action without expending an action.

Archfey Patronages

White Horn Knight

Eachthighern (pronounced “Whitehorn”), the Lord of Unicorns, is one of the most respected archfey in the Court of Stars. His wisdom is valued and respected by Queen Tiandra, and rival archfey such as Baba Yaga begrudgingly acknowledge his strength. Eachthighern takes mortal heroes as his personal knights and sends them forth to stamp out evil creatures wherever they are found.

As a white horn knight, you must quest to do qood, anything from rescuing slaves from fomorian holds to guiding travelers safely through dangerous woodlands plagued by mad dryads, sly verbeeg, or ferocious owlbears.

The knights count evil fey such as lamias and hags as their greatest opponents, because these creatures often hunt unicorns for their hearts and horns, which such dark fey use in their horrid rituals.

A white horn knight is blessed with some of the Lord of Unicorns’ power and gains the service of a loyal unicorn steed. The knight’s abilities mark the character as a valiant leader in the fight against evil.

Fey Knight

Starting at 1st level in this class, you are anointed a knight of the Court of Stars and gain proficiency with heavy armor and the lance, and gain the mounted combatant feat.

If you already know the feat, then you can choose a different feat of your choice.































Unicorn Mount

Also starting at 1st level, you know the find greater steed spell and can cast it once without expending a spell slot.

You regain the ability to cast it this way again when you finish a long rest.

Unless you also learned the spell from another source, when you cast it the only form your steed can take is that of a unicorn destrier, detailed on the next page.

Graceful Serenity

When you reach 3rd level in this class, your fey nature alerts you of danger. You add your proficiency bonus to initiative checks and cannot be surprised.

Blessing of Unicorns

When you reach 5th level in this class, you gain access to the healing powers that unicorns have. While your unicorn mount is present, as a bonus action, you can command it to heal your allies. Any creatures of your choice, within 30 feet of your unicorn destrier regain hit points equal to 2d8 + your Charisma modifier, are healed of all diseases and the poisoned, paralyzed and frightened conditions.

You have a number of uses of this feature, equal to your charisma modifier. You regain spent uses when you finish a long rest.


Unicorn Destrier

Large fey, lawful good


  • Armor Class 12 (15 with mage armor)
  • Hit Points 48 (6d10 + 12)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 11 (+0) 17 (+3) 16 (+3)

  • Damage Immunities poison
  • Condition Immunities charmed, paralyzed, poisoned
  • Senses darkvision 60 ft., passive Perception 13
  • Languages understands elvish and sylvan, telepathy 60 ft.
  • Challenge 2

  • Charge. If the unicorn moves at least 20 feet straight toward a target and then the unicorn or its rider hits it with an attack that deals piercing damage on the same turn, the target takes an extra 2d8 piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
  • Magic Weapons. The unicorn's and its rider's weapon attacks are magical.
  • Innate Spellcasting. The unicorn's innate spellcasting ability is Charisma (spell save DC 14). When it casts a spell targeting itself, then its rider also benefits from the spell as long as the rider remains mounted. The unicorn can innately cast the following spells, requiring no components:
    • At will: pass without trace
    • 1/day each: mage armor, shield

Actions

  • Multiattack. The unicorn makes two attacks: one with its hooves and one with its horn.
  • Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d6 + 4 (12) bludgeoning damage.
  • Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d8 + 4 (9) piercing damage.

Fey Gifts

Below are detailed the Fey gifts granted by the Court of Stars to its champions. You can choose the ones that better suit you. You start with 2 gifts when you enter this class and later gain more and 3rd and 5th level. The shiradi champion table shows how many gifts you have at each level.

Beguiling Bolt

You have been granted the ability to weave illusion magic into your magical attacks.

When you hit a creature with a ranged spell attack, the creature also treats you as invisible until the start of your next turn, unless it has an ability that allows it to discern illusions.

Brilliant Star

A sliver of the power of the Court of stars has been granted to you to weave spells with. You know the radiant thrust spell and can cast it once without expending a spell slot. You regain the ability to do so, when you finish a short or long rest. In addition, you know the starfall spell and can cast it once without expending a spell slot. You regain the ability to do so, when you finish a long rest.

Ensorcelled Mind

You have been granted magic that empowers your enchantments.

When you have a creature charmed, then you can use your reaction to force it to make an attack against another creature within 5 feet of it, when that creature attacks you.

Fey Escape

You gain the ability to shift your location in an instant. You know the misty step spell and can cast it once without expending a spell slot. You regain the ability to do so, when you finish a short or long rest.

Additionally, you can cast the spell as a reaction, when a creature becomes adjacent to you.

Fey Traveller

The Court of Stars grants you the power to magically travel. You know the force crossing and walk leyline spells and can cast each once without expending a spell slot. You regain the ability to do so when you finish a long rest.

Additionally, when you teleport by casting a spell or using a class or racial feature, you can also teleport one willing extra creature that is adjacent to you to a position that is adjacent to your destination.

Graceful Blade

You have been gifted the ability to wield weapons with grace and precision. You become proficient with all martial melee weapons. Additionally, you know the bending blade spell and can cast it at-will without expending a spell slot.

Queen's Favor

The Queen of Summer has taken special interest in you and grants you her favor.

Once, when you start your turn at 0 hit points, your body transforms into a slightly different variation of yourself, although your game statistics and equipment don’t change.

When you transform, you regain half your hit points and


any adverse effects you are subject to end immediately.

In addition, your attacks deal extra radiant damage equal to your Charisma modifier for 1 minute.

You regain use of this gift after 7 days have passed.

Starlight Sight

You have been gifted with the ability to see in darkness and discern magic.

You gain darkvision with 120 feet radius and advantage on Intelligence (Investigation) checks to discern illusions.

Additionally, you know the detect magic spell and can cast it at-will without expending a spell slot.

Sylvan Archery

You have been gifted with sylvan magic to assist your shots.

As a bonus action, you can transform one piece of ammunition or weapon with the thrown property into an ethereal version of itself, that passes through solid matter until it reaches its target.

The next ranged weapon attack you make, using this piece of ammunition or thrown weapon, ignores all cover. If you can't see the target, then you have disadvantage on the attack roll.

The attack deals force damage equal to the damage the weapon would normally do.

You have a number of uses of this gift equal to your Charisma modifier. You regain spent uses when you finish a short rest.

Thorns of the Feywild

Your connection to the Court of Stars has gifted you with command of the plant life around you.

You have advantage on Charisma (Persuasion) ability checks against plant type creatures.

Additionally, you ignore difficult terrain that is the result of vegetation and you know the spike growth spell and can cast it a number of times without expending a spell slot, equal to your Charisma modifier. You regain spent uses when you finish a long rest.

Unicorn's Blood

The blood of the unicorns of the Court of Stars now flows through your veins as well.

You are immune to diseases, poison and the poisoned condition, and you have advantage on saving throws against exhaustion.Additionally, you gain the trance racial trait.

  • Trance. You don’t need to sleep. Instead, you meditate deeply, remaining semi-conscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Unseen Mischief

You are gifted with the ability to become invisible. You know the greater invisibility spell and can cast it a number of times equal to your Charisma modifier without expending a spell slot. You regain spent uses when you finish a long rest.

New Spell Descriptions

Bending Blade

1st-level transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V
  • Duration: Concentration, up to 1 minute.
  • Classes: Bard, Ranger

When you cast this spell and touch one melee weapon, it gains the finesse property until you lose concentration, or the duration of this spell is over.


At Higher Levels. When you cast this spell using a spell slot of 2nd level, you can maintain your concentration on the spell for up to 1 hour. When you cast this spell using a spell slot of 3rd level or higher, you can maintain concentration on the spell for up to 8 hours.

Force Crossing

4th-level conjuration


  • Casting Time: 1 minute
  • Range: 5 feet
  • Components: V, S, M (an object belonging to the plane the crossing leads to, worth 200 gold)
  • Duration: 1 minute
  • Classes: Cleric, Druid, Warlock, Wizard

When you cast this spell at a location that can support a Fey or Shadow Crossing, you thin the barriers between your current plane and the corresponding plane on the other side. Any creature that moves through an area 20 feet in radius centred on the location is transported to the corresponding location in the other plane.

Note: This spell would fail to work if the location chosen doesn't meet the criteria to support a crossing.

Radiant Thrust

3rd-level evocation


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, M (a weapon that deals piercing damage)
  • Duration: Instantaneous
  • Classes: Bard, Paladin, Sorcerer, Warlock, Wizard

As part of the action used to cast this spell, you must make a melee weapon attack with a weapon that deals piercing damage against one creature or location within the spell's range. A pure beam of light streams from the weapon, and each creature in a 60 foot line in the direction of the weapon attack must succeed on a Constitution saving throw.

A creature that was hit by the weapon attack automatically fails the saving throw. The target takes 4d8 radiant damage on a failed save, or half as much damage on a successful one. A creature killed by this spell evaporates into glowing dust, leaving no remains.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

New Spell Descriptions

Starfall

5th-level evocation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a shard of meteorite iron)
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Warlock, Wizard

Seven brilliant stars descend from the heavens and strike seven points on the ground, at least 10 feet from one another, that you can see within range. Any creature within 5 feet of each point must succeed on a Dexterity saving throw, or take 4d6 radiant damage and 4d6 cold or fire damage (your choice). A creature in the area of more than one star is affected only once.

A creature that takes damage by this spell is affected by the faerie fire spell for 1 minute, as it is outlined in gently blazing silver light.

Note: This spell only works outdoors.


At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, both the radiant and cold or fire damage increase by 2d6 each, for each two slot levels above 5th.

Walk Leyline

5th-level conjuration


  • Casting Time: 10 minutes
  • Range: 30 feet
  • Components: V, S, M (a wooden wand or dowsing rod, or a magic item made of wood)
  • Duration: Instantaneous
  • Classes: Druid, Warlock, Wizard

This spell allows you and your allies to teleport along a leyline in the Feywild, enabling you to move great distances in the blink of an eye. When the spell is completed, you and up to nine willing creatures teleport a certain distance. The leylines are an undependable means of travel however, and you never exactly end up were you intend to. You and your friends teleport a certain distance away from your intended destination, and the spell often deposits its travelers in precarious or interesting locations.

When you complete the spell, make an ability check using your spellcasting ability modifier, adding your proficiency bonus. The result determines how far you can travel, and how far off your intended destination you end up:

Check result Max travel distance Off target by
5 1 mile 1d10x100 feet
10 10 miles 1d4 miles
15 50 miles 1d10 miles
20 200 miles 4d10 miles
25 1000 miles 5d20 miles

Your destination can only be along the same leyline. You can opt to teleport less distance than your result indicates, in which case you are also off target by the result indicated for the distance traveled. Once the spell is completed, you end up at a random location within a radius indicated by the 'Off Target' column.

Should you name a distance further than the result indicates, then you only travel the max distance of the result rolled.

Note: This spell only works in the Feywild, directly on top of a leyline.

 

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