Here’s some new PC options for your game.
Note: The Commander fighter subclass – formerly part of this blog – was removed to comply with the 5e SRD. A PDF of that martial archtype and the related maneuvers is available exclusively on the DMs Guild site, here.
Mixing spellcraft with weaponry, the barbarians known as faerie hunters are educated in sorcery by fey beings such as unicorns, dryads, or the eladrin. Arcane magic comes easily to these warriors, even when gripped with wild fury. Faerie hunters are often guardians of enchanted woodlands, or act as a bridge between mortal lands and magical realms.
A faerie hunter lacks the uncouth savagery of most barbarians, but instead possess an alien mindset. They are not beings of mindless rage but burning passion, their emotions unrestrained by mortal morality. Faerie hunters can be fickle and unpredictable, possessing the innate chaotic nature of the fey.
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and chapter 11 for the sorcerer’s spell list.
Faerie Hunter Spellcasting
|Barbarian level||Cantrips Known||Spells Known||Spellcasting slots per spell level|
Cantrips. You learn three cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
Spell Slots. The Faerie Hunter Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known. You know two 1st level sorcerer spells of your choice, which must be from the abjuration and transmutation schools. The Spells Known column of the Faerie Hunter Spellcasting table shows when you learn more sorcerer spells. Typically these spells must be abjuration or transmutation spells of a level for which you have spell slots, but the spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer’s spell list. Normal requirements, such as spell level and school, still apply when replacing a spell.
Spellcasting Ability. Charisma is your spellcasting ability for your sorcerer spells, since you either innately know your magic or were taught it by fey beings. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Starting when you choose this path at 3rd level, while raging you can cast cantrips and maintain concentration on a spell. Additionally, if you cast an abjuration or transmutation spell that targets yourself while raging, your rage does not end that turn.
At 3rd level, you have learned to magically ward yourself from harm. You can use Charisma modifier instead of your Constitution modifier for Unarmoured Defence.
Beginning at 6th level, you add double your proficiency bonus to Constitution saving throws to maintain your concentration. If you fail a concentration check while raging, you can use your reaction to end your rage early to maintain concentration on the spell.
When you reach 10th level, your Rage is magically enhanced. When you gain this feature, choose one of the following damage types: acid, cold, fire, lightning, or thunder. When you deal bonus damage from your Rage or Brutal Critical features can you can choose the bonus damage to be your chosen type.
At 14th, when you spend your action to cast an abjuration or transmutation spell with a duration of at least 1 minute using a spell slot of 2nd level or lower, you can choose to rage as part of the same action. The spell lasts for the duration of your rage and you do not need to maintain concentration for the spell. When you to fall out of rage, the spell also ends.
The strongest weapons of an investigator are not a bow and dagger but their keen mind and quick wits. They are adept at piecing together evidence and observing details that others might miss. These rogues are trained to spot flaws in their opponent’s defences or gaps in their fighting style, and quickly communicate these details to waiting allies.
Detectives, archaeologists, and some monster hunters often belong to this archetype. Some investigators remain criminals, becoming masterminds who rely on underlings for theft and murder.
Starting at 3rd level, when you take the Help action to aid a creature’s attack and that attack hits, the creature deals extra damage equal to your Sneak Attack damage.
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to take the Search action.
In additional, if not already proficient in Survival, you can add your proficiency bonus to Wisdom (Survival) checks to follow tracks.
Starting at 9th level, you have learned how to study a creature to learn its capabilities and physical characteristics and mannerisms. For each minute you spend watching the creature, you learn if it is your equal, superior, or inferior in one the following characteristics:
- Intelligence score
- Wisdom score
- Charisma score
- A skill
- Total class levels (if any)
- Rogue class levels (if any)
At the DM’s discretion you might discover other information such as a special ability, vulnerability, or personality trait such as an ideal or bond.
Web of Informants
By 9th level, you have acquired a number of agents and contacts you can approach for information and research materials. These contacts might be tied to your background or individuals who owe you a debt not easily repaid. While in a settlement where you have a contact you have advantage on all Intelligence (Investigation) checks made while researching using downtime days.
In addition, you are typically aware of current events as your contacts will dispatch messages to inform you of noteworthy developments and occasionally approach you with new information.
At 13th level, you can direct attacks while keeping yourself a safe distance away. When you use the Help action to aid a friendly creature in attacking, that creature can be within 15 feet of you, but must be able to see and hear you.
When you reach 17th level, when a friendly creature within 15 feet that can see and hear you makes a critical hit, you can use your reaction to grant them your sneak attack damage.
Related to high fey or sylvan beings, feyblood sorcerers can trace their arcane power back to an ancestor’s dalliance with a fey creature. This relation is not always overt or well known, perhaps being the result of an illicit romance or a fey being disguised as a spouse. Some feyblood sorcerers are mortals who were stolen and replaced by changeling babes, then raised by a fey.
The magic of this bloodline tends to be subtler than that of other sorcerers, more focused on deception and ensnaring minds. Even those feyblood sorcerers who employ evocation magics can do so with more finesse and discretion.
When you select this origin at 1st level, you learn how to cloak yourself in a glamour that alters your appearance in subtle ways. The glamour does not act as a disguise but obscures or veils physical imperfections, grime, and worn clothing, while making you seem more charming and mysterious. While under the glamour you appear somewhat otherworldly, with an ineffable glow and a constant breeze waving through your hair.
As an action you can raise your glamour, which lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). While your glamour is active you have advantage on all Charisma checks. Once you use this feature, you must finish a long rest before you can use it again.
At 6th level, when you cast a sorcerer spell you can spend 1 sorcery point to gain resistance to nonmagical weapons for 10 minutes.
When you reach 14th level, you can use Subtle Spell even if you have already used a different Metamagic option during the casting of the spell. Additionally, when using Subtle Spell you can make a Charisma (Deception) check contested by Wisdom (Insight) to hide the fact you cast a spell from onlookers.
At 18th level, you can partially step into the Feywild to instantly travel in the blink of an eye. As a bonus action you can spend sorcery points teleport, traveling 15 feet for every sorcery point spent. Alternatively, when you are attacked by creature within 30 feet of you that you can see, you can use your reaction to activate this feature, but the sorcery point cost is doubled.
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