Fae Knight: Redcap

by Gannoh2

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Fae Knight: Redcap

Fae knights are warriors blessed or cursed by a particular group of fey creature. This boon grants supernatural powers, but always comes with a price.

Fae knights that receive the gift of a redcap gain brutal combat prowess. In return, the redcap demands that the knight spill blood far and wide.

Berserk

Starting at 3rd level, your wanton bloodlust allows you to ignore pain and slice through your foes' defenses. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls using Strength until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

You can use this feature three times. You regain all expended uses of it when you finish a long rest.

Fey-Touched

At 3rd level, you learn the Sylvan language. You have advantage on Intelligence checks to recall information about Fey. Fey creatures recognize that you have been touched by one of their own, giving you advantage on Charisma checks when dealing with them.

Redcap Weaponry

At 7th level, you learn how to expertly wield the trademark weapons of redcaps.

When you wield a melee weapon that lacks the two-handed property, you can spend an action to turn it into a sickle. It remains a sickle as long as you have it on you. If you attune to the weapon, it remains a sickle as long as you are attuned to it. For you, sickles deal 1d8 slashing damage.

When you wield a melee weapon with the two-handed property, you can spend an action to turn it into a scythe. For you, scythes are melee weapons with the two-handed property that deal 2d6 slashing damage. They lack the heavy property, so Small creatures can wield them, as redcaps do. It remains a scythe as long as have you have it on you. If you attune to the weapon, it remains a scythe as long as you remain attuned to it.

In addition, as an action, you can transform your footgear into heavy iron boots that you can crush your enemies with. When you take the Attack action using a sickle or scythe while wearing these boots, you can make an additional melee weapon attack with them. This attack does not require a bonus action. If the attack hits, the target takes 1d4 + your Strength modifier bludgeoning damage. You can spend another action to switch back to your original footgear. They retain any magical properties while transformed.

These iron boots are very noisy. You have disadvantage on any Dexterity (Stealth) checks made while wearing them. If you already have disadvantage, then roll three times and take the lowest result. Finally, for you, slings deal 1d8 bludgeoning damage, and any missiles fired from them glow blue-green. They count as magical weapons.

Bloody Cap

At 10th level, although you have long wore a cap dyed red with the blood of your foes, it now grants you true power. If you spend an action to dip the cap into the blood of a fallen enemy, until you finish a long rest, when you roll initiative and have no uses of Berserk remaining, you regain one use.

Into the Fray

At 15th level, you are even more eager to enter combat and loathe to flee. When you roll initiative or a saving throw against being frightened, roll a d6 and add the number rolled to the result.

Slaughterer

At 18th level, the sight of blood drives you into a frenzy. You automatically know when any creature you can see within 30 feet of you is at or below 25% of their maximum hit points. You have advantage on attack rolls against such creatures. This feature does not work with creatures that lack blood.

Art Credit

Wizards of the Coast

 

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