Unseelie Knight (5A)

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This is a Fighter subclass for 5A

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. Others believe that 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 creatures 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.

Player character Unseelie Knights are doomed individuals constantly struggling with their doom and enthrallment to the will of the Queen of Air and Darkness.

An even more extreme variant of this is the Unseelie Boogeyman.

Greyhawk The reach of the winter court is limited to wilderness areas and to the beliefs of the Flan people and some elves and halflings. But even in in areas ostensibly dominated by other peoples, the Flan bloodline and superstitions are often prolific in the hinterland. Unseelie Knights from such regions often begin as bandits, but may move on to be come revolutionaries.

Subclass Abilities

Guile

Starting at 3rd level, you gain guile equal to your Proficiency Bonus + your Charisma modifier. Unseelie Knights use guile to enhance their battle prowess, confound their enemies, and strike with unparalleled ferocity. You regain all spent guile when you finish a long rest.

Fey Grace

Beginning when you take this archetype, 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 1 guile to cast Entangle with a spell save DC equal to 8 + your proficiency bonus + your Charisma modifier. This manifests as icicles freezing the target in place.

Face of the Hag’s Child

Starting at 7th level, you may spend 1 guile as an action to reveal your true appearance to your foes. Creatures in a 30 feet cone 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. A creature that has saved against this ability automatically succeed at any further saving throws against it until you finish a long rest.

=== Allies of Frozen Groves ===Starting at 10th level, you may spend 3 guile to cast Summon Fey as a bonus action, requiring no spell slots or material components. At 12th level, you may spend additional guile to increase the effective spell slot of the spell by level per point of Guile, to a maximum level of one-third your fighter level (rounded down).

Mark of the Unseelie Queen

At 15th level you can use a bonus action and 1 guile to grow and attack with 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 2d6 + your Strength modifier. You can spend a bonus action to make an attack with the horns on each turn. If you do not, they disappear.

Fury of the Corpsefens

At 15th level, when you make a weapon attack, you invest that attack with the wrath of the Unseelie. Your melee attacks with this weapon cause it to do an additional 1d6 necrotic damage until the end of your turn.

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 Dexterity 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.

Editor's Comments

Guile is a long rest resource, and advanced abilities expend a huge amount of guile. I feel this is untenable, but I have not dug sufficiently deep to attack the issue. An easy solution is to make guile a short rest resource, but the game seems to be moving away from short rest resources.