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EN World EN5IDER | The FeywalkerEN World EN5IDER | The Feywalker

Feywalker

writing Mike Myler
color art Ellis Goodson
editing James J. Haeck
layout Eric Life-Putnam

O
ne of her birds let out a
low and quiet call, and the fey-
 walker responded with a muffled

hoot that stopped the rest of her diminutive
companions from spreading further
throughout the treetops. Focusing her
mind on the bird, she left her body and saw
through its eyes, spotting her quarry in a
grove not far ahead before returning to her
form and directing her humanoid allies to
flank their nearby target.

S
neaking into the castle at
night was simple enough without
the need for subtlety—the feywalker’s

vine had easily muffled the cries of the
guards watching the walls. They would not
stir for some time. He dashed down into
the royal dining room, feeling under the
table for where the bribed servant left his
plantwatchers. The feywalker listened to
the plantwatcher in horror, shocked by the
traitorous words it recorded only hours ago.

T
he feywalker appeared from
thin air and slammed her blade into
her startled opponent, the weapon

unleashing a skein of kaleidoscopic energy.
The multihued spark leapt from her sword
washed over her enemy in a blinding yellow
hue, stripping them of their sight and
rendering them vulnerable.

The

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The Feywalker | EN World EN5IDERThe Feywalker | EN World EN5IDER

Mysterious warriors that drink deeply in the
mysticism of feykind to access unbelievable
powers, feywalkers flit around the battlefield
in a terrifying evasive barrage that baffles their
foes as they wage war alongside friends drawn
from nature. Whether inspired by a chance
meeting with the otherworldly folk or through the
providence of chaos, only one thing holds true for
these strange adventurers—they are free spirits to
their core.

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 might do that 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 from which
direction or even 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.

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?

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.

Open Game Content
The game rule information in this article is designated Open Game Content. All of the other material in this article,
including maps and illustrations (including illustrations in the public domain), narrative and descriptive
text, character and place names, trade dress, “EN Publishing,” “EN World,” “EN5ider,” EN Publishing
product and article titles, and EN World and EN Publishing logos, are designated Product Identity.

ENEN
PublishingPublishing™

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EN World EN5IDER | The FeywalkerEN World EN5IDER | The Feywalker

ability to understand Sylvan. These creatures
must be the same type of creature as your Fey
Companion. Creatures do not need to be re-taught
Sylvan but teaching any more creatures than your
maximum causes previous creatures to forget the
language. You cannot use this feature again until
you complete a long rest.

Primal Sphere
Also at 1st level, you bind your soul to feykind
and choose whether to be more acclimated to
beasts, plants, or primal chaos. At 5th level and
again at 10th and 20th level, you gain an ability
granted by your Primal Sphere.

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 part of your movement, you can
teleport to an unoccupied space you can see that
is within 5 feet times your feywalker level. After
using this ability a number of times equal to your
proficiency bonus you require a short rest. You
cannot Feystep while blinded, grappled, prone,
restrained, or stunned.

Feytouch
Beginning at 2nd level, you can touch a creature
as a bonus action to magically know the creature’s
current emotional state. If the target fails a
Charisma saving throw against a DC equal to 8 +
your proficiency bonus + your Charisma modifier,
you also know the creature’s alignment. Celestials,
fiends, and undead automatically fail the saving
throw.

Fey Companion
At 3rd level, your Primal Sphere grants you a
Fey Companion willing to fight alongside you.
You must spend 4 hours in meditation calling to
your companion before it passes into your plane
from the Feywild. Your Fey Companion is of the
fey type, and gains a bonus to its Armor Class,
attack rolls, damage rolls, and any saving throws

The Feywalker

Level
Proficiency

Bonus Features
1st +2 Animaltalker, Primal Sphere

2nd +2 Feystep, Feytouch

3rd +2 Fey Companion

4th +2 Ability Score Increase

5th +3 Primal Sphere Feature

6th +3 Fey Charm, Fey Nature

7th +3 Feytrick, Extra Attack

8th +3 Ability Score Increase

9th +4 Greater Fey Companion

10th +4 Primal Sphere Feature

11th +4 Magic Resistance

12th +4 Ability Score Increase

13th +5 Feydash

14th +5 Feystride

15th +5 Superior Fey Companion

16th +5 Ability Score Increase

17th +6 Fey Resistance

18th +6 Feywalker

19th +6 Ability Score Increase

20th +6 Primal Sphere Feature

Equipment
You begin play 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
▶ an (a) entertainer’s pack or (b) explorer’s
pack

Feytalker
Beginning at 1st level, you know how to speak,
read, and write Sylvan.
Additionally, you can grant a number of
creatures equal to your proficiency bonus the

Variant Class Feature: Alignment
Feywalkers cannot be of Lawful alignment. If your
group uses alignment, a Feywalker whose align-
ment becomes Lawful cannot level in this class
again until their alignment changes from Lawful.

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The Feywalker | EN World EN5IDERThe Feywalker | EN World EN5IDER

and skills it has proficiency in equal to your
proficiency bonus. Your companion’s maximum
hit points equal its normal maximum or four
times your feywalker level (whichever is higher).
Your Fey Companion may also make use of your
Feystep ability by expending one of your uses.
By spending your bonus action you can
verbally command your Fey Companion to take
the Attack, Dash, Disengage, Dodge, or Help
action (no action is required to tell the companion
how and where to move). Unless commanded,
on your initiative your Fey Companion takes
no hostile actions and acts as it normally would
(usually to Disengage or Dodge). When you have
multiple Fey Companions, you may spend your
action telling all of them different commands or a
bonus action to command one of them.
If your Fey Companion dies, you can obtain
another one by spending 8 hours meditating to
call another creature.

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.

Fey Nature
Beginning at 5th 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. In addition, you gain
immunity to the charmed condition and you
may use your Feytouch ability to grant a creature
with the charmed condition a new saving throw
against whatever effect caused it to gain the
charmed condition.

Fey Charm
Starting at 6th level, you are able to enchant
other creatures with just a glance. You target
one humanoid (or the same type of creature as
your Fey Companion) that you can see within

30 feet. If the target can see you, it must succeed
on a Wisdom saving throw against a DC equal
to 8 + your proficiency bonus + Charisma or be
magically charmed. The charmed creature regards
you as a trusted friend to be heeded and protected.
Although the target isn’t under your control,
it takes your requests or actions in the most
favorable way it can.
Each time your or your allies do anything
harmful to the target, it can repeat the saving
throw, ending the effect on itself on a success.
Otherwise, the effect lasts 24 hours or until you
die, are on a different plane of existence from
the target, or end the effect as a bonus action. If
a target’s saving throw is successful, the target is
immune to your Fey Charm for the next 24 hours.
You can affect no more targets with this ability
than your proficiency bonus.

Extra Attack
Beginning at 7th level, you can attack twice,
instead of once, whenever you take the Attack
action on your turn. You can make one weapon
attack yourself when you command your Fey
Companion to take the Attack action.

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 new Charisma saving throw
triggered by taking damage. You may use this
ability for a number of minutes equal to your
Feywalker level before requiring a long rest.

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EN World EN5IDER | The FeywalkerEN World EN5IDER | The Feywalker

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. You cannot use this feature again until you
complete a short or long rest.

Fey Stride
At 14th level, you may spend 10 minutes
performing a ritual that teleports (as the spell)
you and a number of willing creatures equal to
double your proficiency bonus from one forest to
another forest. Once you have used this feature,
you cannot use it again until one week has passed.

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 energy but you gain
vulnerability to one of the other types of energy
(which is randomly determined).

Feywalker
Beginning at 18th level you and your Fey
Companions have unlimited uses of the Feystep
ability.

Beasts Primal Sphere

Cantrips & Skill
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.
Additionally, 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.

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The Feywalker | EN World EN5IDERThe Feywalker | EN World EN5IDER

At 9th level, you may have two beasts from the
previous 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. You add your proficiency bonus
to your Fey Companion’s Intelligence score.
At 15th level, you may have three beasts from
the first list, two from the previous 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
At 5th level, you can mimic animal sounds and
humanoid voices. 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.

Animal Feytrick
At 10th level when using your Feytrick ability on a
beast, you may do so for a number of hours equal
to feywalker level instead of minutes.

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 & Skill
You gain proficiency in Nature.
Choose 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.

Fey Companion: Plant
Your Fey Companion might be a bush, sapling,
vine, or other type of plant, but it uses the
statistics for an Awakened Shrub with an
Intelligence score equal to double your proficiency
bonus.
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 5th level, you can spent 10 minutes performing
a ritual that grows plants able to record the goings
on around them. A plantwatcher’s Armor Class
is equal to 10 + your proficiency bonus, and has
hit points equal to your proficiency bonus. Once
planted, a plantwatcher roots into the earth or
a crevice and a creature must have a passive
Perception higher than 8 + your proficiency
bonus + your Charisma modifier to notice it. Once
uprooted, a plantwatcher is destroyed.
A plantwatcher has a bonus to Wisdom
(Perception) checks equal to yours and activates
1 round after it hears something, shutting off a
round after noise around it ceases. After recording
sounds for a number of minutes equal to your
feywalker level a plantwatcher ceases to record
(though if planted together, plantwatchers
can pool their recording durations). You can
absorb everything that a plantwatcher recorded
by touching it. You may only have a number
of plantwatchers (active or not) equal to your
proficiency bonus.

Plant Feytrick
At 10th level, when using your Feytrick ability
on a plant you may do so for a number of hours
equal to your feywalker level instead of minutes.

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