Feywalker

Those who drink deeply from the mysticism of the fey gain access to unbelievable powers. These feywalkers flit around the battlefield in a terrifying evasive barrage that baffles their foes as they wage war alongside friends drawn from nature.

Contents

Tasting Chaos

Rumors among feywalkers claim that no two find this path in quite the same way, their origins wide and varied. Diverse as their origins may be, these warriors are all at home in the wilderness, as wieldy with intrigue as they are a blade, and savage fighters not to be underestimated. Despite their irreverence, feywalkers can be powerful allies to those who earn their trust and relied upon to achieve their goals—though how exactly they do so is rarely as one expects.

Unpredictable Adventurers

Feywalkers are shackled to nothing more than belief and desire, prone to a whimsy that some serious combatants find frustrating and difficult to comprehend. This makes their actions extremely difficult to predict—with no reliance on rhyme or reason, there is no telling how a feywalker will strike next. A prevailing tendency towards entropy make the nature-bound warriors less prone to taking sides in such broad terms as good and evil, but when a feywalker chooses to champion one of this restricted moral understanding’s didactic positions their accomplishments are legendary.

Variant Class Feature: Alignment

Feywalkers cannot be of Lawful alignment. If your group uses alignment, a feywalker whose alignment becomes Lawful cannot level in this class again until their alignment changes from Lawful.

Creating a Feywalker

The first thing to decide when making a feywalker is how your character came to this chaotic path: were they approached by a fey, drawn to it through dreams, randomly chosen by the powers behind nature, or taught it through a more obscure means?

What makes them so anarchic? What inspired them to embrace their wild side?

Do they favor animals, plants, or an indulgence in nature that changes their fancy on any given day?

Are they aloof and mysterious or brazen in their actions, displaying their deeds for all to see? What role do they have in the natural cycle of life—does their presence forebode chaotic malevolence or benign liberty?

Multiclassing

To qualify for new class levels as a feywalker, you must have Wisdom or Charisma 13 or better. You gain proficiency with light armor, medium armor, simple weapons, and one skill from the class’s skill list.

Class Features

As a feywalker, you gain the following class features.

Hit Points

Hit Dice: 1d10 per feywalker level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per feywalker level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Dice, playing cards, and two musical instruments
Saving Throws: Dexterity, Charisma
Skills: Choose three from Athletics, Deception, Perception, Performance, Persuasion, and Survival

Equipment

You start with the following equipment, in addition to any gear acquired through your background:

  • (a) a scimitar or (b) a greataxe
  • (a) a longbow and 20 arrows or (b) ten darts
  • (a) studded leather or (b) breastplate
  • (a) an entertainer’s pack or (b) an explorer’s pack
The Feywalker
LevelProficiency BonusFeatures
1st+2Feytalker, Primal Sphere
2nd+2Feystep, Feytouch
3rd+2Fey Companion
4th+2Ability Score Improvement
5th+3Extra Attack
6th+3Fey Charm, Fey Nature
7th+3Feytrick, Primal Sphere Feature
8th+3Ability Score Improvement
9th+4Greater Fey Companion
10th+4Primal Sphere Feature
11th+4Magic Resistance
12th+4Ability Score Improvement
13th+5Feydash
14th+5Feystride
15th+5Superior Fey Companion
16th+5Ability Score Improvement
17th+6Fey Resistance
18th+6Feywalker
19th+6Ability Score Improvement
20th+6Primal Sphere Feature

Feytalker

Beginning at 1st level, you know how to speak, read, and write Sylvan.

Additionally, as an action you imbue a number of beasts equal to your proficiency bonus the ability to understand Sylvan. This does not grant those creatures any additional intelligence, nor does it make them friendly towards you. These creatures retain the ability to speak Sylvan until the next time you use this ability. You cannot use this feature again until you complete a long rest.

  • Your companion’s hit points equal its normal maximum or four times your Feywalker level, whichever is higher.
  • Your companion may use your Feystep feature by expending one of your uses.
  • Your companion obeys your commands as best as it can. It takes its turn on your initiative, but unless commanded to take hostile action it will play harmlessly, flee, or cower (using the Dodge action). As a bonus action on your turn, you can verbally command your companion to take the Attack, Dash, Disengage, Dodge, or Help action (no action is required to tell the companion how and where to move). As an action, you can command your companion to take a more complex action such as “defend this room” or “keep attacking that creature,” which it will continue to do until the task appears to be complete or it receives a new command. You can command multiple fey companions to take simple actions as an action, but cannot command multiple companions to perform complex actions in the same turn.

Primal Sphere

You bind your soul to feykind, attuning yourself either to plants, animals, or primal chaos, each detailed at the end of the class description. your choice grants you features immediately, and again at 5th, 10th and 20th level.

Feystep

Starting at 2nd level, you can draw upon the power of the Feywild to exploit the chaotic connections of reality, folding space and stepping between it. As a bonus action, you can teleport to an unoccupied space you can see that is within your movement, using an equal amount of movement to do so. You can use this ability a number of times equal to your proficiency bonus. You regain expended uses when you take a short or long rest. You cannot teleport using this feature while blinded, grappled, prone, restrained, or stunned.

Feytouch

Also at 2nd level, you can touch a creature as a bonus action to magically know the creature’s current emotional state. If you wish, the touched creature must make a Charisma saving throw with a DC equal to 8 + your proficiency bonus + your Charisma modifier. On a failure, the creature is affected by a calm emotions spell. You must complete a short or long rest before you can use this soothing power again.

Fey Companion

Starting at 3rd level, your primal sphere grants you the ability to call a companion from the Feywild by spending 1 hour in meditation. If your companion dies, you may spend 8 hours in meditation to call a new one from the Feywild. Many of your companion’s traits are determined by your primal sphere, but all fey companions have the following traits:

  • Your companion’s type changes to fey.
  • Your companion gains a bonus to its Armor Class, attack rolls, damage rolls, and all skills and saving throws it is proficient in equal to your proficiency bonus.
  • Your companion’s hit points equal its normal maximum or four times your Feywalker level, whichever is higher.
  • Your companion may use your Feystep feature by expending one of your uses.
  • Your companion obeys your commands as best as it can. It takes its turn on your initiative, but unless commanded to take hostile action it will play harmlessly, flee, or cower (using the Dodge action). As a bonus action on your turn, you can verbally command your companion to take the Attack, Dash, Disengage, Dodge, or Help action (no action is required to tell the companion how and where to move). As an action, you can command your companion to take a more complex action such as “defend this room” or “keep attacking that creature,” which it will continue to do until the task appears to be complete or it receives a new command.
  • You can command multiple fey companions to take simple actions as an action, but cannot command multiple companions to perform complex actions in the same turn.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fey Nature

Beginning at 6th level, you are able to breathe both air and water and you gain darkvision 60 feet. If you already have darkvision its range increases by 30 feet. Additionally, you gain immunity to the charmed condition.

Fey Charm

Starting at 6th level, you are able to enchant other creatures with just a touch, a kiss, or a deep gaze.

As a bonus action you can target one humanoid that you can touch, or one adjacent humanoid.

If the target can see you, it must succeed on a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + Charisma or become charmed for 24 hours. You can use this ability a number of times equal to your Charisma modifier. You regain expended uses after a long rest.

Feytrick

At 7th level, you can spend your action attempting to take over the mind of a creature you have charmed with your Fey Charm ability. You must be able to see the charmed creature and it must be within 30 feet. The creature receives a Charisma saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier. On a failed save, your body becomes listless (gaining the incapacitated condition) and your mind controls the body of the charmed creature. The charmed creature’s mind goes dark and it has no memory of the actions you take with its body, which remains under your control until you end the effect, it travels to another plane of existence, or it succeeds on a Charisma saving throw. It may make another Charisma saving throw at the end of each of its turns. You may use this power for a number of rounds equal to your feywalker level before requiring a long rest.

Greater Fey Companion

At 9th level, you gain more Fey Companions or a more powerful Fey Companion based on your Primal Sphere.

Magic Resistance

At 11th level, you gain advantage on saving throws against spells and other magical effects.

Feydash

At 13th level, when in a forest or in the Feywild, you can spend an action to teleport yourself and your fey companion to another area of the same forest. This power functions as the teleport spell, including its familiarity restrictions and mishaps. You cannot use this feature again until you complete a short or long rest.

Feystride

Starting at 14th level, you may take up to 8 willing creatures with you when you use your Feydash ability. You can use this ability again once you have completed a long rest.

Superior Fey Companion

Starting at 15th level, you gain more fey companions or a more powerful fey companion.

Fey Resistance

Starting at 17th level, when you finish a short rest choose two of the following types of energy: force, necrotic, radiant, or psychic. You gain resistance to those two types of damage. You may choose to gain immunity to these damage types instead, but gain vulnerability to another one of these damage types (of the GM’s choice).

Feywalker

Beginning at 18th level, you and your fey companions have unlimited uses of your Feystep feature.

Beasts Primal Sphere

Cantrips

You know three of the following cantrips: friends, mage hand, magic stone, message, minor illusion (illusions of beasts only), poison spray, resistance, shillelagh, spare the dying, true strike. You use Charisma as your spellcasting attribute and never require material components to cast these cantrips.

Bonus Proficiency

You gain proficiency in the Animal Handling skill.

Fey Companion: Beast

Your Fey Companion is one of the following beasts: baboon, badger, bat, black bear, blood hawk, boar, camel, cat, crab, deer, draft horse, eagle, flying snake, frog, giant centipede, giant fire beetle, goat, hawk, jackal, lizard, mastiff, mule, owl, poisonous snake, pony, rat, raven, scorpion, spider, vulture, weasel.

At 9th level, you add your proficiency bonus to Fey Companion’s Intelligence score. Additionally, you may have two beasts from the 3rd-level list or one of the following: ape, axe beak, brown bear, constrictor snake, crocodile, elk, giant badger, giant bat, giant crab, giant frog, giant goat, giant lizard, giant owl, giant poisonous snake, giant rat, giant spider, giant toad, giant vulture, giant wasp, giant weasel, giant wolf spider, hyena, octopus, panther, pteranodon, riding horse, tiger, warhorse, wolf.

At 15th level, you may have three beasts from the 3rd-level list, two from the 9th-level list, or one of the following: allosaurus, dire wolf, giant boar, giant constrictor snake, giant crocodile, giant eagle, giant elk, giant hyena, giant octopus, lion, plesiosaurus, polar bear, rhinoceros, saber-toothed tiger.

Mimicry

Starting at 7th level, you can mimic the sound of any animal or the voice of any person you have heard.

A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check against a DC equal to 8 + your proficiency bonus + Charisma modifier. A creature must choose to make this check; it is not automatically granted a check after hearing your mimicry.

Primal Feytrick

Starting at 10th level, you may make a beast the subject of your Fey Charm and Feytrick features.

You may command a beast using your Feytrick feature for a number of minutes equal to your feywalker level instead of a number of rounds; it makes a new saving throw at the end of each minute instead of each round.

Fey Sovereign

At 20th level, your Strength, Dexterity, and Constitution scores each increase their maximum possible totals to 22 and each increases by 2.

Plants Primal Sphere Cantrips

You know three of the following cantrips: acid splash, chill touch, control flames, fire bolt, friends, gust, prestidigitation, produce flame, ray of frost, shocking grasp. You use Charisma as your spellcasting attribute and never require material components to cast these cantrips.

Bonus Proficiency

You gain proficiency in Nature.

Fey Companion: Plant

Your Fey Companion might be a bush, sapling, vine, or other type of plant, but it uses awakened shrub statistics with an Intelligence score of 10 or double your proficiency bonus, whichever is higher.

At 9th level, you may have two awakened shrubs or one awakened tree.

At 15th level, you may have three awakened shrubs or two awakened trees.

Plantwatchers

At 7th level, you can transform a mundane plant into a plantwatcher. Over the course of 10 minutes, you can imbue a small plant you can touch with limited sentience and a perfect memory. As an action, you can touch your plantwatcher to learn all it has seen in the past 24 hours, gaining information about creatures, weather, and any other circumstances that may it have sensed. A plantwatcher has a Wisdom (Perception) modifier equal to your proficiency bonus. Your plantwatcher returns to being a normal plant after it has told you what it has learned or after 1 week has passed, whichever comes first.

Plant Empathy

Starting at 10th level, you can cast speak with plants and plant growth. Once you have cast one of these spells, you cannot cast the same spell again until you have completed a short or long rest.

Fey Verdance

At 20th level, you gain immunity to poison damage and immunity to the blinded, deafened, poisoned, and stunned conditions. You gain advantage on saving throws to resist effects that cause the exhaustion, frightened, paralyzed, and petrified conditions.

Entropic Primal Sphere

Cantrips

You know three randomly determined cantrips from the following table (reroll duplicate results). You use Charisma as your spellcasting attribute and never require material components to cast these cantrips. When you gain a level you may randomly re-determine which cantrips you know.

Entropic Sphere Cantrips
d20Cantrip
1acid splash
2chill touch
3control flames
4eldritch blast
5fire bolt
6friends
7guidance
8gust
9mage hand
10magic stone
11message
12minor illusion
13prestidigitation
14produce flame
15ray of frost
16resistance
17shillelagh
18shocking grasp
19spare the dying
20true strike

Bonus Proficiency

You gain proficiency in Acrobatics and Insight.

Fey Companion

Your Fey Companion is randomly determined and changes whenever you take a long rest. At 9th level, you may have two lesser fey companions or one greater fey companion. At 15th level, you may have both two lesser companions and one greater companion.

Lesser Fey Companions
d6Companion
1–2blink dog
3–4satyr
5–6sprite
Greater Fey Companions
d6Companion
1–3dryad
4–6pixie

Feystrike

Beginning at 7th level, you can strike your opponent while you are in two places at once. Once per turn, after you have used your Feystep feature, you can deal an extra 1d6 damage to one creature you hit with an attack. This increases to 3d6 damage at 9th level, 5d6 at 13th level, and 7d6 at 17th level.

Improved Feystrike

At 10th level, your Feystrike can give a creature one of the conditions on the Improved Feystrike Conditions table. This condition persists for a number of rounds equal to half your proficiency bonus. At the end of its turn, the creature may make a Charisma saving throw with a DC of 8 + your proficiency bonus + your Charisma bonus. On a success, the condition ends.

Improved Feystrike Conditions
d8Condition
1invisible
2–3blinded
4–5charmed
6–7deafened
8stunned

Epic Feystrike

At 20th level, your feystrike does 4d8 additional damage, and inflicts a condition from the Epic Feystrike Conditions table. The target may make a Charisma saving throw at the end of its turn as the Improved Feystrike feature.

Epic Feystrike Conditions
d8Condition
1invisible
2blinded
3charmed
4deafened
5frightened
6stunned
7poisoned
8paralyzed
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EN World EN5ider Presents: A Touch of Class. Copyright 2017 EN Publishing.

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