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# Fey Gallant Fighter Subclass. #### You can fall to my blade or to my words, it's your choice. The Fey Gallant subclass focuses on drawing on the wild magic of the fey to capture and mould the minds of your foes. A Fey Gallant's words are just deadly as their blade and create a truly lethal combination. Their combat is distinguished by charming and manipulating the minds of their foes alongside drawing their attention from any allies of the Fey Gallant. A Fey Gallant is someone who fights with the grace and cunning of the Fey. The words dance upon the minds of their foe as their blades dance through their bodies. ##### Charms At 3rd level, you have a learned to draw upon the enchanting magic of the fey. This magic is represented through your Fey Magic dice, which are initially a d4. You have a number of these dice equal to twice your proficiency bonus and they fuel the various magical charms you employ. Some of your abilities expend the Fey Magic duce tey use, as specified in the charms description, you can't use a charm that requires dice to use when all your dice are expended. You regain all your Fey Magic dice on a long rest. When you reach certain levels in this class, the size of your Fey Magic dice increases: at 5th level (d6), 11th level (d8) and 17th(d10) Initially you know the following charms. ***Glamourous Footwork.*** You embed an enchanting glamour into your footwork, drawing the eyes of your foes. After you have used all your movement, as a bonus action you can expend a Fey Magic dice and roll the dice. You can then select a number of creatures within 60ft equal to the result of your dice. These creatures the have disadvantage on their next attack roll. You may also add your charisma modifier to your AC until the start of your next turn. ***Imposed Naivety.*** You whisper a childlike confusion into the mind of a nearby foe, flaring it at the moment they move to strike. When you see a creature within 30ft make an attack roll as a reaction you can expend a Fey Magic Dice and roll the dice. You then subtract the result plus your charisma modifier from their attack roll. ##### Piercing Words. At 3rd level, Fey Gallants have learned to embed their fey magic into the insults the throw in anticipation of a fight. You learn the cantrip viscious mockery using your charisma modifier as the spellcasting ability. You also gain proficiency in persuasion, deception or intimidation. \columnbreak ##### Garrulous Blade At 7th level, you have begun to ceaselessly shout cutting insults at your foe during combat. After you make an attack you roll you may now cast the cantrip viscious mockery as a bonus action instead of an action. You may do this a number of times equal to your proficiency bonus and regain those uses on a long rest. ##### Beguiling Strikes At 7th level, you have learned to not neccessarily attack the body of your foes with your weapons but instead to strike directly at their minds. When making an attack roll you can now choose to expend a Fey Magic dice to make the attack a beguiling strike. For a beguiling strike charisma is used as the ability score, the attack deals psychic damage and deals additional damage equal to the Fey Magic dice. ##### Superb Charms At 10th level, you've obtained knowledge of additional and more potent charms. ***Compelled Focus.*** You whisper into the minds of nearby fose and force their attention upon yourself. As an action you can expend a Fey Magic dice and roll the dice. You then select a number of creatures equal to the result within 30ft that must then make a wisdom saving throw against 8 + your proficiency bonus + your charisma modifier. On a fail, the creature becomes charmed by you for 1 minute, while charmed in this manner the creature cannot make attack rolls on creatures other than you and must include you in any area of effect abilities it uses. On a success the creature is unaffected. An affected creature can repeat this saving throw at the end of each of its turns. If you become unconscious all creatures affected by this ability cease to be affected. ***Dissuading Appearence.*** You place a glamour onto yourself and allies which pushes the eyes of enemies away from them. As an action you can expend a fey magic dice and roll the dice. You then select a number of creatures equal to the result within 30ft of you. These creatures then gain the benefit's of having the spell invisibility cast on them for 1 minute or until they make a weapon attack or cast a spell. Creature's aware of their presence can attempt to make a perception check to percieve creatures effected by this ability with their action. The DC of the check is equal to 8 + your proficiency bonus + your charisma modifier. On a success the creature is now able to view creatures effected by the ability. On a fail the creature cannot see them and cannot repeat this check for 1 minute. If targets were in combat with creatures they make this check with advantage. \pagebreak ##### Fey Mind At 15th level, the fey charms you employ have begun to change the structure of your mind. Making you more and more fey like with each passing day. As such, you have advantage on checks to avoid becoming charmed and magic can no longer put you to sleep. Moreover, whenever you take psychic damage you can choose to expend a number of fey magic dice equal to your charisma modifier, roll those dice and substract the result from the psychic damage. Additionally, should you kill an enemy or creature through the use of the viscious mockery cantrip you can now regain 1 Fey Magic Dice. ##### Entrancing Belligerence. At 18th level, you have gained the ability to albiet briefly exude entrancing magic from every movement you make with a weapon. As bonus action once per long rest, you may choose to begin moving with entrancing belligerence for 1 minute. When you enter this state, all hostile creatures within 30ft of you must make a wisdom saving throw against a DC equal to 8 + your proficiency bonus + your charisma modifier. On a failure they must target you with at least one attack on each of their turns and have disadvantage on attacks against creatures other than you until the end of the effect. On a success they are unaffected. Additionally, while using enchanting belligerence your attacks deal additional psychic damage equal to your fey magic dice and once per turn after you hit a creature within 30ft with an attack you can cast the spell command on it using charisma as your spellcasting ability score. #### Note I got the image from https://www.thegamer.com/dungeons-dragons-12-martial-unearthed-arcana-subclasses-ranked/ I'm not sure where they got the images from so I don't know who to credit... I'm going to assume Wizards of the Coast althought I am unsure. #### Note times 2 If you have any feedback on this subclass let me know. It's always appreciated. #### Note times 3. For some reason I don't seem to be able to get the full Fey Mind ability to be visible on the main shared document. Copy pasting it here to try and get around that. ##### Fey Mind At 15th level, the fey charms you employ have begun to change the structure of your mind. Making you more and more fey like with each passing day. As such, you have advantage on checks to avoid becoming charmed and magic can no longer put you to sleep. Moreover, whenever you take psychic damage you can choose to expend a number of fey magic dice equal to your charisma modifier, roll those dice and substract the result from the psychic damage. Additionally, should you kill an enemy or creature through the use of the viscious mockery cantrip you can now regain 1 Fey Magic Dice. #### Cut abilities ~~Ceaseless Charm: At 15th level, you have gained learned to regenerate your fey magic from the rush of combat. If you begin combat with a number of fey magic dice less than your charisma modifier, you may choose to instead have a number of fey magic dice equal to your charisma modifier. You may use this ability once per long rest~~