Fianna

Fianna

Class Features

Hit Die d10
Primary Ability Strength, Dexterity, Charisma
Saving Throws Dexterity, Charisma
Archetype Hybrid_Battlemage
Ability Categories spellcasting, martial_abilities
Caster Progression Half

Proficiencies

Armor Light armor, Medium armor, Shields
Weapons Simple weapons, Martial weapons
Tools One musical instrument of your choice (harp, horn, or pipe), Herbalism Kit
Skills Choose three: Athletics, Acrobatics, Animal Handling, Insight, Investigation, Nature, Perception, Persuasion, Survival

Class Abilities

Spellcasting

Spellcasting Ability Charisma
Cantrips Known 0
Spells Known 4
Speak with Animals
Level 1 divination
Casting Time: 1 action
Range: Self
Target: Self
Components: V, S
Duration: 10 minutes
Movement: None
Attack / Save: None
Defense: None

You can ask questions of and receive answers from beasts.

Rules Text:

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.

Communication
Attack: None
Target: self
Duration: 10 minutes
Defense: None
Resource: None
At Higher Levels:

None

Hunter's Mark
Level 1 transmutation
Casting Time: 1 bonus action
Range: 90 feet
Target: One creature
Components: V
Duration: Concentration, up to 1 hour
Movement: None
Attack / Save: None
Defense: None

You mark a creature as your quarry, dealing extra damage and tracking it.

Rules Text:

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.

Damage
Attack: None
Target: marked creature
Duration: concentration, up to 1 hour
Defense: None
Resource: spell slot
Advantage
Attack: None
Target: self
Duration: concentration
Defense: None
Resource: None
At Higher Levels:

None

Cure Wounds
Level 1 evocation
Casting Time: 1 action
Range: Touch
Target: One creature
Components: V, S
Duration: Instantaneous
Movement: None
Attack / Save: None
Defense: None

You heal a creature by touch.

Rules Text:

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.

Healing
Attack: None
Target: one creature
Duration: instantaneous
Defense: None
Resource: spell slot
At Higher Levels:

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
Level 2 abjuration
Casting Time: 1 action
Range: Self
Target: Self and allies
Components: V, S, M
Duration: Concentration, up to 1 hour
Movement: None
Attack / Save: None
Defense: None

You and your allies become stealthy and leave no trace.

Rules Text:

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.

Stealth_Bonus
Attack: None
Target: self and allies within 30 feet
Duration: concentration, up to 1 hour
Defense: None
Resource: spell slot
At Higher Levels:

None

Beast Sense
Level 2 divination
Casting Time: 1 action
Range: Touch
Target: One willing beast
Components: S
Duration: Concentration, up to 1 hour
Movement: None
Attack / Save: None
Defense: None

You share the senses of a willing beast.

Rules Text:

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.

Sense_Sharing
Attack: None
Target: one willing beast
Duration: concentration, up to 1 hour
Defense: None
Resource: spell slot
At Higher Levels:

None

Aid
Level 2 abjuration
Casting Time: 1 action
Range: 30 feet
Target: Up to three creatures
Components: V, S, M
Duration: 8 hours
Movement: None
Attack / Save: None
Defense: None

You bolster your allies with toughness.

Rules Text:

Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.

Hit_Point_Increase
Attack: None
Target: up to three creatures
Duration: 8 hours
Defense: None
Resource: spell slot
At Higher Levels:

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
Level 3 conjuration
Casting Time: 1 action
Range: 60 feet
Target: Unoccupied spaces
Components: V, S
Duration: Concentration, up to 1 hour
Movement: None
Attack / Save: None
Defense: None

You summon fey beasts to fight for you.

Rules Text:

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.

Summon
Attack: None
Target: unoccupied spaces within 60 feet
Duration: concentration, up to 1 hour
Defense: None
Resource: spell slot
At Higher Levels:

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
Level 3 transmutation
Casting Time: 1 action or 8 hours
Range: 150 feet
Target: Plants in a radius
Components: V, S
Duration: Instantaneous
Movement: None
Attack / Save: None
Defense: None

You cause plants to grow and thicken, hindering movement.

Rules Text:

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.

Difficult_Terrain
Attack: None
Target: 100-foot radius
Duration: instantaneous
Defense: None
Resource: spell slot
At Higher Levels:

None

Revivify
Level 3 necromancy
Casting Time: 1 action
Range: Touch
Target: One creature that has died within the last minute
Components: V, S, M
Duration: Instantaneous
Movement: None
Attack / Save: None
Defense: None

You return a recently dead creature to life.

Rules Text:

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.

Revival
Attack: None
Target: one creature
Duration: instantaneous
Defense: None
Resource: spell slot
At Higher Levels:

None

Freedom of Movement
Level 4 abjuration
Casting Time: 1 action
Range: Touch
Target: One willing creature
Components: V, S, M
Duration: 1 hour
Movement: None
Attack / Save: None
Defense: None

You free a creature from movement restrictions.

Rules Text:

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.

Movement
Attack: None
Target: one willing creature
Duration: 1 hour
Defense: None
Resource: spell slot
At Higher Levels:

None

Commune with Nature
Level 5 divination
Casting Time: 1 minute
Range: Self
Target: Self
Components: V, S
Duration: Instantaneous
Movement: None
Attack / Save: None
Defense: None

You gain knowledge of the surrounding land.

Rules Text:

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.

Knowledge
Attack: None
Target: self
Duration: instantaneous
Defense: None
Resource: spell slot
At Higher Levels:

None

Tree Stride
Level 5 conjuration
Casting Time: 1 action
Range: Self
Target: Self
Components: V, S
Duration: Concentration, up to 1 minute
Movement: None
Attack / Save: None
Defense: None

You can step into one tree and out of another.

Rules Text:

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.

Teleportation
Attack: None
Target: self
Duration: concentration, up to 1 minute
Defense: None
Resource: spell slot
At Higher Levels:

None

Greater Restoration
Level 5 abjuration
Casting Time: 1 action
Range: Touch
Target: One creature
Components: V, S, M
Duration: Instantaneous
Movement: None
Attack / Save: None
Defense: None

You remove a debilitating effect from a creature.

Rules Text:

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.

Restoration
Attack: None
Target: one creature
Duration: instantaneous
Defense: None
Resource: spell slot
At Higher Levels:

None

Martial Abilities

Fianna's Strike
Action One spell slot Level 1
Range Melee reach
Target One creature
Duration Instantaneous
Movement None
Attack / Save Melee weapon attack; Strength save
Defense None

You channel your oath into a mighty blow.

Rules Text:

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.

Damage Effect
Attack: weapon attack
Target: one creature
Defense: Strength save (prone)
Resource: spell slot
Poet's Taunt
Bonus Action None Level 1
Range 60 feet
Target One creature
Duration Until the start of your next turn
Movement None
Attack / Save Wisdom save
Defense None

You mock your foe with cutting words, distracting them.

Rules Text:

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.

Disadvantage Effect
Attack: None
Target: one creature
Defense: Wisdom save
Resource: None
Hunter's Leap
Bonus Action None Level 2
Range Self (20 feet movement)
Target Self
Duration Instantaneous
Movement 20 feet jump
Attack / Save Melee weapon attack (optional)
Defense None

You leap through the air to close with your prey.

Rules Text:

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.

Movement Effect
Attack: None
Target: self
Defense: None
Resource: None
Attack Effect
Attack: melee weapon
Target: one creature
Defense: None
Resource: None
Shield Wall
Reaction None Level 3
Range 5 feet
Target One ally within 5 feet
Duration Instantaneous
Movement None
Attack / Save None
Defense None

You raise your shield to protect an ally.

Rules Text:

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.

Negate_Hit Effect
Attack: None
Target: one ally
Defense: None
Resource: None
Geas of Binding
Action Optional: one spell slot Level 5
Range 30 feet
Target One creature
Duration 1 minute
Movement None
Attack / Save Charisma save
Defense None

You speak a binding oath that roots your foe in place.

Rules Text:

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.

Restrained Effect
Attack: None
Target: one creature
Defense: Charisma save
Resource: spell slot (optional)
Song of Rest
Action Optional: one spell slot Level 5
Range 30 feet
Target Up to three allies
Duration Instantaneous
Movement None
Attack / Save None
Defense None

Your music mends wounds and lifts spirits.

Rules Text:

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.

Healing Effect
Attack: None
Target: up to three allies
Defense: None
Resource: spell slot (optional)
Oath of Vengeance
Bonus Action None Level 7
Range 60 feet
Target One creature
Duration 1 minute
Movement None
Attack / Save None
Defense None

You swear to bring down a specific foe.

Rules Text:

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.

Advantage_And_Damage Effect
Attack: None
Target: one creature
Defense: None
Resource: None
Whirlwind of Blades
Action One spell slot Level 9
Range 5 feet
Target All creatures of your choice within 5 feet
Duration Instantaneous
Movement None
Attack / Save Melee weapon attack
Defense None

You spin in a deadly arc, striking all around you.

Rules Text:

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.

Area_Attack Effect
Attack: melee weapon
Target: multiple creatures
Defense: None
Resource: spell slot
Fianna's Wrath
Action One spell slot Level 11
Range Melee reach
Target One creature
Duration Instantaneous (frightened for 1 minute)
Movement None
Attack / Save Melee weapon attack; Wisdom save
Defense None

You unleash the fury of your geas, striking terror into your foes.

Rules Text:

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.

Damage_And_Fear Effect
Attack: melee weapon
Target: one creature
Defense: Wisdom save
Resource: spell slot
Unbreakable Vow
Reaction One spell slot Level 13
Range Self
Target Self
Duration Instantaneous
Movement None
Attack / Save None
Defense None

Your oath sustains you when you should fall.

Rules Text:

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.

Prevent_Death Effect
Attack: None
Target: self
Defense: None
Resource: spell slot
Hero's Stand
Action One spell slot Level 15
Range Self (10-foot aura)
Target Self and allies within 10 feet
Duration 1 minute
Movement None
Attack / Save None
Defense None

You become an immovable bastion, protecting those behind you.

Rules Text:

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.

Defense_Aura Effect
Attack: None
Target: self and allies
Defense: None
Resource: spell slot
Finn's Fury
Action One 5th-level spell slot Level 17
Range Melee reach
Target Up to three creatures
Duration Instantaneous
Movement None
Attack / Save Melee weapon attack
Defense None

You unleash a legendary assault that echoes through the ages.

Rules Text:

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.

Massive_Damage Effect
Attack: melee weapon
Target: up to three creatures
Defense: None
Resource: spell slot

Class Progression

Primary Ruleset D&D 5.5 / SRD 5.2
Compatible Rulesets D&D 5.5 / SRD 5.2
Balance Notes The Fianna is a half-caster with a d10 Hit Die, blending martial prowess with a curated spell list. It gains Extra Attack at 5, has a strong defensive and utility spell selection, and its martial abilities are fueled by spell slots, keeping resource management simple. The class is balanced against the Paladin and Ranger, with slightly more emphasis on mobility and support.
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)

You have learned to draw on the magic of the wild places and the power of your sworn geas. You gain spell slots according to the Fianna Spell Slot table (half caster). You know a number of spells equal to your Charisma modifier + half your Fianna level (rounded down), chosen from the Fianna spell list. You can cast any spell you know by expending a spell slot of the appropriate level. Charisma is your spellcasting ability. You can use a musical instrument, a spear, or a shield as a spellcasting focus.

Weapon Mastery (Level 1)

You gain mastery of two weapon types of your choice from the following list: Spear, Longbow, Shortsword, Quarterstaff, Sling, Dagger. When you hit with a mastered weapon, you can use the weapon's mastery property. You can change one mastery after a long rest.

Fianna's Vow (Level 1)

You swear a geas, a sacred oath that binds you. Choose one of the following vows: Vow of the Hunt, Vow of the Word, Vow of the Shield. While you uphold your vow, you gain its benefits and suffer its restrictions. Breaking the vow (as judged by the DM) causes you to lose all benefits until you complete a quest of atonement. You also gain advantage on saving throws against being charmed or frightened while you uphold your vow.

Fighting Style (Level 2)

You adopt a particular style of fighting as your specialty. Choose one Fighting Style feat from the following: Archery, Defense, Dueling, Great Weapon Fighting, Interception, Thrown Weapon Fighting. You can't take the same feat twice.

Subclass Feature (Level 3)

You choose a subclass from the Fianna subclasses: Order of the Hunt, Order of the Word, or Order of the Shield. You gain the subclass feature at level 3.

Extra Attack (Level 5)

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Fianna's Step (Level 6)

Your speed increases by 10 feet. Difficult terrain doesn't cost you extra movement. You can move across nonmagical difficult terrain without leaving a trail.

Geas of the Wild (Level 9)

You can cast Speak with Animals and Speak with Plants at will, without expending a spell slot or material components. You can also cast Commune with Nature once per long rest without expending a spell slot.

Vow of the Ancients (Level 14)

When you fail a saving throw, you can reroll it with a +3 bonus. You must use the new roll. Once you use this feature, you can't do so again until you finish a long rest.

Timeless Body (Level 18)

You no longer age, and you can't be aged magically. You don't need food or water, though you can still benefit from them. You gain advantage on Constitution saving throws against exhaustion.

Fionn's Legacy (Level 20)

Your legend is unmatched. You regain all expended spell slots when you finish a short rest. Additionally, once per long rest, you can call upon the wisdom of the Fianna to gain advantage on all ability checks and saving throws for 1 minute.

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