Fianna
Fianna
Class Features
Proficiencies
Starting Equipment
Iron-Tipped Spear
This spear can be used in melee combat to stab at foes within reach or thrown for range up to 20/60 ft. It requires simple handling.
1d6 piercing
75 cp · Mundane
Weathered Leather Armor
Protects the wearer with a base AC of 11. Allows for full mobility and is often preferred by those who balance agility with defense in combat.
AC 11 + Dexterity
75 cp · Mundane
Worn Oak Quarterstaff
The quarterstaff can be wielded in one hand or two, dealing 1d6 bludgeoning damage with one hand or 1d8 bludgeoning damage with two hands.
1d6 bludgeoning
10 cp · MundaneClass Abilities
Spellcasting
Speak with Animals
You can ask questions of and receive answers from beasts.
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day.
None
Hunter's Mark
You mark a creature as your quarry, dealing extra damage and tracking it.
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
None
Cure Wounds
You heal a creature by touch.
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Pass without Trace
You and your allies become stealthy and leave no trace.
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
None
Beast Sense
You share the senses of a willing beast.
You touch a willing beast. For the duration, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast's senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.
None
Aid
You bolster your allies with toughness.
Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.
Conjure Animals
You summon fey beasts to fight for you.
You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: one beast of challenge rating 2 or lower, two beasts of challenge rating 1 or lower, four beasts of challenge rating 1/2 or lower, or eight beasts of challenge rating 1/4 or lower. Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures but otherwise take no actions.
When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.
Plant Growth
You cause plants to grow and thicken, hindering movement.
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected. If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
None
Revivify
You return a recently dead creature to life.
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
None
Freedom of Movement
You free a creature from movement restrictions.
You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.
None
Commune with Nature
You gain knowledge of the surrounding land.
You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in castles and settlements. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: terrain and bodies of water, prevalent plants, minerals, animals, or peoples, powerful celestials, fey, fiends, elementals, or undead, influence from other planes of existence, buildings. For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.
None
Tree Stride
You can step into one tree and out of another.
You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered. You can use this transportation ability once per round for the duration. You must end each turn outside a tree.
None
Greater Restoration
You remove a debilitating effect from a creature.
You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target: one effect that charmed or petrified the target, one curse, including the target's attunement to a cursed magic item, any reduction to one of the target's ability scores, one effect reducing the target's hit point maximum.
None
Martial Abilities
Fianna's Strike
You channel your oath into a mighty blow.
As an action, make one melee weapon attack. On a hit, you can expend a spell slot to deal extra damage equal to 2d6 per spell slot level expended. The target must also make a Strength saving throw (DC 8 + your Proficiency Bonus + your Charisma modifier) or be knocked prone. If the target is prone, you can immediately make one additional melee weapon attack against it as a bonus action.
Poet's Taunt
You mock your foe with cutting words, distracting them.
As a bonus action, choose one creature within 60 feet that can hear and understand you. It must make a Wisdom saving throw (DC 8 + your Proficiency Bonus + your Charisma modifier) or have disadvantage on its next attack roll before the start of your next turn.
Hunter's Leap
You leap through the air to close with your prey.
As a bonus action, you can jump up to 20 feet in any direction, including vertically, without provoking opportunity attacks. If you end this movement within 5 feet of a creature, you can make one melee weapon attack against it as part of the same bonus action.
Shield Wall
You raise your shield to protect an ally.
As a reaction when a creature you can see within 5 feet of you is hit by an attack, you can interpose your shield. The triggering attack misses instead. You must be wielding a shield.
Geas of Binding
You speak a binding oath that roots your foe in place.
As an action, choose one creature within 30 feet that can hear you. It must make a Charisma saving throw (DC 8 + your Proficiency Bonus + your Charisma modifier). On a failure, it is restrained for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on a success. You can expend a spell slot to impose disadvantage on the initial saving throw.
Song of Rest
Your music mends wounds and lifts spirits.
As an action, you perform a song or poem. Choose up to three allies within 30 feet who can hear you. Each regains hit points equal to 2d8 + your Charisma modifier. You can expend a spell slot to increase the healing by 1d8 per slot level expended.
Oath of Vengeance
You swear to bring down a specific foe.
As a bonus action, choose one creature you can see within 60 feet. For 1 minute, you have advantage on attack rolls against that creature, and when you hit it with a weapon attack, you deal an extra 1d6 damage. You can end this effect early as a free action. Once you use this feature, you can't do so again until you finish a short or long rest.
Whirlwind of Blades
You spin in a deadly arc, striking all around you.
As an action, you can expend a spell slot to make one melee weapon attack against each creature of your choice within 5 feet of you. Roll a single attack roll and apply it to all targets. On a hit, each target takes the weapon's damage plus 2d6 per spell slot level expended.
Fianna's Wrath
You unleash the fury of your geas, striking terror into your foes.
As an action, you can expend a spell slot to make one melee weapon attack against a creature. On a hit, the attack deals extra damage equal to 4d8 per spell slot level expended, and the target must make a Wisdom saving throw (DC 8 + your Proficiency Bonus + your Charisma modifier) or be frightened of you for 1 minute. While frightened in this way, the target must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you.
Unbreakable Vow
Your oath sustains you when you should fall.
When you are reduced to 0 hit points but not killed outright, you can expend a spell slot to drop to 1 hit point instead. You gain temporary hit points equal to 10 times the spell slot level expended. Once you use this feature, you can't do so again until you finish a long rest.
Hero's Stand
You become an immovable bastion, protecting those behind you.
As an action, you can expend a spell slot to plant your feet and gain the following benefits for 1 minute: you have resistance to all damage, your speed becomes 0, and you can't be moved against your will. Any ally within 10 feet of you gains a +2 bonus to AC. At the start of each of your turns, you can choose to end this effect. When it ends, all allies within 30 feet regain 3d8 hit points.
Finn's Fury
You unleash a legendary assault that echoes through the ages.
As an action, you can expend a spell slot of 5th level to make one melee weapon attack against up to three creatures within your reach. Each attack deals an extra 6d10 damage on a hit. If you reduce a creature to 0 hit points with this attack, you regain one expended spell slot of 3rd level or lower. Once you use this feature, you can't do so again until you finish a long rest.
Class Progression
| Level | Prof. | Features | Resources | Spell Slots |
|---|---|---|---|---|
| 1 | +2 | Spellcasting, Weapon Mastery, Fianna's Vow | - | L1: 2 |
| 2 | +2 | Fighting Style | - | L1: 2 |
| 3 | +2 | Subclass Feature | - | L2: 3 |
| 4 | +2 | Ability Score Improvement or Feat | - | L1: 3 |
| 5 | +3 | Extra Attack, 2nd-level spells | - | L1: 4 L2: 2 |
| 6 | +3 | Fianna's Step | - | L1: 4 L2: 2 |
| 7 | +3 | Subclass Feature | - | L1: 4 L2: 3 |
| 8 | +3 | Ability Score Improvement or Feat | - | L1: 4 L2: 3 |
| 9 | +4 | Geas of the Wild, 3rd-level spells | - | L1: 4 L2: 3 L3: 2 |
| 10 | +4 | - | L1: 4 L2: 3 L3: 2 | |
| 11 | +4 | Subclass Feature | - | L1: 4 L2: 3 L3: 3 |
| 12 | +4 | Ability Score Improvement or Feat | - | L1: 4 L2: 3 L3: 3 |
| 13 | +5 | 4th-level spells | - | L1: 4 L2: 3 L3: 3 L4: 1 |
| 14 | +5 | Vow of the Ancients | - | L1: 4 L2: 3 L3: 3 L4: 1 |
| 15 | +5 | Subclass Feature | - | L1: 4 L2: 3 L3: 3 L4: 2 |
| 16 | +5 | Ability Score Improvement or Feat | - | L1: 4 L2: 3 L3: 3 L4: 2 |
| 17 | +6 | 5th-level spells | - | L1: 4 L2: 3 L3: 3 L4: 3 L5: 1 |
| 18 | +6 | Timeless Body | - | L1: 4 L2: 3 L3: 3 L4: 3 L5: 1 |
| 19 | +6 | Ability Score Improvement or Feat | - | L1: 4 L2: 3 L3: 3 L4: 3 L5: 2 |
| 20 | +6 | Fionn's Legacy | - | L1: 4 L2: 3 L3: 3 L4: 3 L5: 2 |
Class Features
Spellcasting (Level 1)
Weapon Mastery (Level 1)
Fianna's Vow (Level 1)
Fighting Style (Level 2)
Subclass Feature (Level 3)
Extra Attack (Level 5)
Fianna's Step (Level 6)
Geas of the Wild (Level 9)
Vow of the Ancients (Level 14)
Timeless Body (Level 18)
Fionn's Legacy (Level 20)
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