Where others rely on brute force or rigid discipline, the Fey Warrior takes a different approach. With a flash of light or a flourish of motion, they become elusive targets and masters of deception. Their presence on the battlefield is as unsettling as it is graceful, never where the enemy expects, never still, and never quite within reach.
Fey Energy
Starting when you choose this archetype at 3rd level, you harbor a wellspring of Fey energy within yourself. This energy is represented by your Fey Energy points. You have a number of these points equal to twice your proficiency bonus, and they fuel various powers you have, which are detailed below.
You regain all your expended Fey Energy points when you finish a long rest. In addition, as a bonus action, you can regain one expended Fey Energy point, but you can’t do so again until you finish a short or long rest.
The powers below use your Fey Energy points.
Feywild Slip. You can slip in and out of the Feywild. Immediately before you make an attack, you can expend a Fey Energy point to teleport up a distance equal to your proficiency bonus multiplied by 5 feet to an unoccupied space you can see, and you must teleport within range of the target.
Shapeshift. As an action, you can expend a Fey Energy point to alter your shape for 1 hour. You decide what you look like, including your height (Medium or Small), weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. Your basic shape stays the same; if you’re bipedal, you can’t use this trait to become quadrupedal, for instance.
Delightful Presence. As an action, you can expend a Fey Energy point to cast Charm Person 1st Level (Enchantment)
You attempt to charm a humanoid you can see within range. .
Fey Adept
Starting at 7th level, you have learned new ways to use your Fey Energy, detailed below.
Frighten. As a bonus action, you can expend a Fey Energy point to force a creature that can see and hear you within 30 feet to make a Wisdom saving throw (DC equal to 8 + your Charisma modifier and proficiency bonus). On failure, the target is Frightened of you until the start of your next turn.
Vanish. As a bonus action, you can expend a Fey Energy point to give yourself the invisible condition until the start of your next turn, or until you attack, cast a spell, or lose concentration (as if you were concentrating on a spell).
Mischief and Fright
Starting at 10th level, you’ve found new ways to utilize your Fey Energy, detailed below.
Freezing Fear. While a creature is Frightened of you, its speed is reduced to 0.
Major Image. You always have Major Image 3rd Level (Illusion)
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. prepared. With this feature, you can expend a Fey Energy point to cast it without expending a spell slot, and your spellcasting ability for it is Charisma.
Undetectable Charm
Starting at 15th level, when you successfully charm a creature, it doesn’t know it was charmed by you after the effect ends.
Trickery and Deceit
Starting at 18th level, you always have Mislead 5th Level (Illusion)
You become invisible at the same time that an illusory double of you appears where you are standing. prepared. With this feature, you can expend a Fey Energy point to cast it without expending a spell slot, and your spellcasting ability for it is Charisma.
