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Knight of the Fey

Class

Most knights of the fey swear fealty to a noble of the faerie courts, while others have fey ancestry that manifests as martial and magical might. The faerie approach to chivalry is unique compared to that of mortal courts, and is associated with powers of trickery and teleportation, planar tactics that have been critical for the elves and fey who decide to imperialize their corner of the cosmos. It is possible that in the course of courtly events, or as the fey knight grows to better understand their own ideals, that loyalties may shift, but the center of their devotional gravity grows ever more clear.


Tenets of the Holy Champion

Knights of the fey hold similar tenets, reflecting the baffling faerie chivalric code.

  • Make Your Own Rules. Know your values and pursue them radically. Whether you adore kindness, cruelty, physical beauty, fine dining, or even a lucky number—whatever you value most, bind yourself to the purpose of your heart and it shall make you joyful and strong.
  • Play Favorites. Whoever lives out your values, support them in whatever way you can. Kindred spirits make jovial companions.
  • Play to Win. Life is a great game, with complex rules to which we all are beholden. Master the rules, exploit the ignorance of your foes, and drive them into ruin.

Level 3Archetype School

Add the chaos and teleportation schools of magic to your list of herald spells.


Level 3Channel Divinity

At 3rd level when you choose this archetype, you gain the following two Channel Divinity options.

Compel Lesser Fey. As an action, you can invoke ancient faerie law and demand temporary fealty. One creature with the fey type that you can see within 30 feet must make a Wisdom saving throw . On a failure, the creature must obey your commands for the next 24 hours or until you use Compel Lesser Fey again. Creatures who outrank you in the court you are affiliated with gain advantage on this saving throw. Creatures with a CR equal to or greater than your herald level are immune to this effect.

Liminal Flicker. When a creature attacks you and misses, you can use your Channel Divinity as a reaction to teleport up to 30 feet to an unoccupied space you can see. Additionally, you gain a +1 to your AC until the end of your next turn.


Level 3Sylvan Emissary

Also at 3rd level, you learn to speak, read, write, and sign Sylvan. You gain proficiency with Arcana and the fey skill specialty. You also learn minor illusion as a bonus cantrip.


Level 7Liminal Combat Tactics

At 7th level, you learn the special combat tactics of the fey. Whenever you spend exertion on your turn to use a combat maneuver, you can teleport a distance equal to 5 feet × the exertion spent to an unoccupied square you can see once the maneuver resolves.


Level 15Flickering Footwork

Beginning at 15th level, when you successfully deal damage to a creature, you can expend a use of your Divine Smite to spend a use of your Liminal Flicker feature. Additionally, the target must make a Constitution saving throw against your herald spell DC . On a failure, you teleport it to an unoccupied space you can see within 30 feet of its original position. Unwilling targets can only be teleported onto solid surfaces; for example, any attempt to teleport them into the air or into water immediately fails.


Level 20Planar Bulwark

At 20th level, you take your paradoxical planar teleportation combat tactics to its inevitable conclusion. At your option, creatures you target with your Divine Smite are subject to a banishment effect, using your spell save DC. When you use Planar Bulwark on a Divine Smite target, you cannot also use Flickering Footwork against it.

You are also awarded a Grade 8 legendary stronghold located in the Dreaming, along with its associated lands and titles. Work with your Narrator on the details, quirks, and features of this new holding.