Unseelie Knight (5A)
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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.
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.
Starting at 3rd level, you gain guile equal to your Proficency 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.
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.
Mark of the Unseelie Queen
At 10th level you grow 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 1d6 + your Strength modifier. When you take the Attack action , you can spend a bonus action to make an additional attack with the horns.
By spending 1 guile and taking an action, you may make a charge. Move up to your speed and make a gore attack. If you move at least 10 feet straight toward a target and then hit it with the gore attack, the target takes an additional 2d6 piercing damage. If the target is a creature that is the same size or smaller than you, it must succeed on a Strength saving throw with a DC equal to 8 + your Strength modifier + your proficiency bonus or be knocked prone.
Allies of Frozen Groves
Starting at 15th level, you may spend 2 guile to cast Conjure Fey, requiring no spell slots or material components. At 18th level, you may spend additional guile to increase the effective spell slot of the spell by level per point of Guile, to a maximum of 9th level.
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 Constitution 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. Once you use this ability you must complete a long rest before you can use it again.
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.