Useful Information
Faerie Blade
Some rogues are blessed with the opportunity of being trained under one of the courts of the feywild. Not only are they trained in the art of combat, but also of the tricky ways of the fey. In combination with the prolonged exposure to the feywilds magic, faerie blade training shapes anyone into a truly troublesome enemy to have.
It is common for faerie blades to have some sort of whimsical physical trait indicative of the time spent in the feywild. You may roll on the table below or come up with your own physical quirk as you like, or even have none at all.
Fey Quirk
| d6 | Quirk |
|---|---|
| 1 | Your ears are pointed, or longer than usual |
| 2 | You have random strands of exotically colored hair |
| 3 | Your skin has a slight iridescence |
| 4 | You have faint, swirling markings on your skin of a strange color |
| 5 | Your irises sparkle like glittering jewels |
| 6 | You have leaves and/or flowers naturally growing out of your hair |
Faerie Blade traits
| Rogue Level | Feature |
|---|---|
| 3 | Fey Charm, Mystic Dodge |
| 9 | Magic Sense, Mystic Dodge Improvement |
| 13 | Blink Walk |
| 17 | Master of Trickery |
Fey Charm
Starting at 3rd level you learn the friends cantrip. Additionally, you can speak, read, and write Sylvan.
Mystic Dodge
At 3rd level, when you are attacked or are forced to make a dexterity saving throw, you can use your reaction to teleport up to 30 ft away to an unoccupied space and completely negate the damage.
At 9th level, when you use this ability you may immediately attempt to hide after teleporting.
Once you use this feature, you can't use it again until you finish a short or long rest.
Magic Sense
At 9th level, the residual magic of the feywild in combination with the training you got allows you to sense the presence and properties of magical objects. You don’t need to make an arcana check to sense if an object is magical or not, but you still must make one if you wish to know more about the nature of the magic. Additionally, you gain the ability to cast the identify spell as a ritual.
Blink Walk
At 13th level, you gain the ability to blink through space. You may forfeit any number of feet of movement and instead teleport that distance as a part of that movement. You may add dash movement to this teleportation only if you dash as an action, not a bonus action. Moving this way still exhausts you the same way that moving normally through space does and must still make saves for exhaustion if you dash more than once during your turn.
Master of Trickery
At 17th level you have achieved mastery over fey trickery. You gain the ability to cast mislead with the following benefits:
- You gain advantage on attacks made on targets within 5 ft of the double
- You can make your voice sound like it is coming from the double
- Controlling the double only requires a bonus action
Once you use this feature, you can't use it again until you finish a short or long rest.
Change Log
11/20/18
- Fixed some wording and grammar for Master of Trickery
9/21/18
- Replaced proficiencies from Fey Charm to friends cantrip
- Changed wording of Mystic Dodge to be more consistent with official books for additional clarity
- Edited flavor text of Magic Sense