
In the ethereal realms of the feyrealm, where magic weaves through the very fabric of reality, Feyblades emerge as enchanting warriors. These skilled combatants are often found gracing the courts of fey sovereigns as honored knights, their blades infused with the mystical essence of the feyrealm.
Feyblades are more than mere warriors; they are dancers on the border between reality and the enchanting realms of the fey. Masters of teleportation and illusion, they wield finesse and precision with their blades, seamlessly blending martial prowess with the enchanting magic of the fey. Their combat style is a dance, a mesmerizing display that confounds enemies and leaves them disoriented.
These fey knights draw power from the feyrealm itself, infusing their strikes with magical energy and mastering the art of teleportation. With each swing of their blade, they leave an illusionary trail, creating confusion on the battlefield. Feyblades are known for their elusive nature, easily slipping out of harm’s way and charming foes with their entrancing presence.
Most commonly found in the courts of fey sovereigns, Feyblades serve as the guardians of enchanted realms and the enforcers of fey justice. They navigate the feyrealm with an otherworldly grace, embodying the whimsical yet deadly spirit of the fey. As knights of the fey courts, they are bound by honor and duty, using their mystical abilities to protect the feyrealm and its denizens from threats both mundane and magical.
Feyblade Arts (3rd Level):
At 3rd level, your connection to the mystical energies of the feyrealm manifests in the form of Feyblade Arts. You gain access to two special techniques of your choice, representing the unique combat maneuvers and fey-inspired tactics you’ve honed. Additionally, you gain a pool of Feydice, which you can expend to enhance these techniques.
Feydice: You have a number of Feydice equal to half your fighter level (rounded down) + your Dexterity modifier. These dice are d6s. You regain any expended Feydice after finishing a short or long rest.
As you progress in level, your mastery of fey techniques improves, and you gain access to more Feyblade Arts. At 7th, 10th, 15th, and 18th level, you can choose additional techniques, expanding your repertoire of fey-inspired combat maneuvers.
Feystep Harmony (7th Level):
Your intimate connection with the feyrealm grants you harmonious mastery over teleportation, extending its utility beyond the battlefield. You gain the following benefits:
- Misty Step Mastery: You can cast the spell Misty Step once per short rest without expending a spell slot. This mystical teleportation ability allows you to vanish from your current location and reappear up to 30 feet away, enabling swift and graceful movement.
- Agile Maneuvers: Your attunement to fey movement enhances your physical prowess. You gain advantage on Dexterity (Acrobatics) checks made to balance on precarious surfaces, execute intricate maneuvers, or navigate challenging terrain. This heightened agility reflects the influence of the feyrealm on your movements.
Feyblade Arts Improvement (10th Level):
At 10th level, your mastery of the feyrealm and the art of the Feyblade deepens. The energy within your Feydice pool surges, and your fey-inspired combat techniques become even more potent. Your Feydice are now d8s, reflecting the increased finesse and precision you’ve developed in your fey-infused strikes.
Elusive Feystep (15th Level):
At 15th level, your connection to the feyrealm grants you an unparalleled level of elusiveness on the battlefield. When you are targeted by an attack, you can use your reaction to perform an Elusive Feystep. You magically teleport up to 15 feet to an unoccupied space that you can see, making the attack miss you. This feature can be used a number of times equal to your Dexterity modifier (minimum of 1) per long rest.
feyrealm Blitz (18th Level):
At 18th level, you’ve honed your mastery of fey techniques to an extraordinary level. As an action, you can unleash a dazzling display of fey-infused strikes, expending all of your remaining Feydice. Each Feydie expended in this way allows you to make a melee attack against a different creature of your choice within a 30-foot radius centered on you.
Make a separate attack roll for each creature targeted, and apply the fey-enhanced damage to each successful hit. The fey energy released in this blitz is both mesmerizing and devastating, reflecting your unparalleled prowess as a feyblade warrior.
Once you use feyrealm Blitz, you must finish a long rest before you can use it again.
Fey arts
Blink Strike
Prerequisite: 3rd level Feyblade
As an action, you can spend one Feydie to perform a Blink Strike. You teleport up to 30 feet to an unoccupied space that you can see within range, and make an attack against a creature within 5 feet of your destination. On a hit, the attack deals additional damage equal to the Feydie expended.
Charming Flourish
Prerequisite: 3rd level Feyblade
As a bonus action, you can spend one Feydie to perform a Charming Flourish. Your fey-infused strikes carry an enchanting quality, leaving those you attack briefly entranced. Make an attack against a creature. On a hit, in addition to dealing damage, the target must succeed on a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Dexterity modifier. On a failed save, the target is charmed by you until the start of your next turn.
Elusive Footwork
Prerequisite: 3rd level Feyblade
As a bonus action, you can spend one Feydie to activate Elusive Footwork. Until the start of your next turn, your movement does not provoke opportunity a, and you gain a +2 bonus to your AC.
Elusive Retreat
Prerequisite: 3rd level Feyblade
As a reaction when you are targeted by an attack, you can spend one Feydie to perform an Elusive Retreat. You teleport up to 15 feet to an unoccupied space that you can see, evading the incoming attack. Additionally, you gain advantage on Dexterity saving throws until the start of your next turn.
Focused Assault
Prerequisite: 3rd level Feyblade
As a bonus action, you can spend one Feydie to initiate a Focused Assault. The next attack you make before the end of your turn is made with advantage. If the attack hits, it deals additional damage equal to the Feydie expended.
Apportation Strike
Prerequisite: 7th level Feyblade
As an action, you can spend one Feydie to perform an Apportation Strike. You teleport any one object you can see within 30 feet and that you can lift with one hand directly into your hand. This includes weapons, allowing you to disarm an opponent or retrieve a weapon from a distance.
Empowered Strike
Prerequisite: 7th level Feyblade
As an action, you can spend one or two Feydice to perform an Empowered Strike. Attack a creature. If you spend one Feydie, the attack deals additional damage equal to the Feydie expended. If you spend two Feydice, the attack not only deals additional damage but also ignores any resistance or immunity the target has to the damage type of the weapon.
Fey Swap
Prerequisite: 7th level Feyblade
As an action, you can spend two Feydice to perform a Fey Swap. You teleport to a location within 60 feet that you can see and simultaneously swap places with a willing creature you can see at that location. This swap is instantaneous and doesn’t provoke opportunity attacks.’
Fleetfoot Surge
Prerequisite: 7th level Feyblade
As a bonus action, you can spend one Feydie to activate Fleetfoot Surge. Your movement speed is doubled until the end of your next turn.
Illusory Distraction
Prerequisite: 7th level Feyblade
As an action, you can spend two Feydice to conjure an Illusory Distraction. You create an illusion at a point within 30 feet that lasts for 1 minute. The illusion can be a visual or auditory distraction, such as a shimmering light, a faint sound, or a brief image. The illusion can move within a 15-foot radius of its initial location.
Creatures that can see or hear the illusion must make an Intelligence saving throw against a DC equal to 8 + your proficiency bonus + your Dexterity modifier. On a failed save, a creature perceives the illusion as real and becomes distracted. The distracted creature has disadvantage on attack rolls and ability checks until the start of your next turn.
Enchanting Challenge
Prerequisite: 10th level Feyblade
As a bonus action, you can spend two Feydice to issue an Enchanting Challenge. Choose a creature within 30 feet that can see and hear you. The creature must make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Dexterity modifier. On a failed save, the creature is goaded and has disadvantage on attack rolls against targets other than you until the start of your next turn.
Enigmatic Presence
Prerequisite: 10th level Feyblade
As an action, you can spend two Feydice to activate Enigmatic Presence. For the next minute, creatures of your choice within 30 feet of you have disadvantage on attack rolls against targets other than you. This effect ends if you are incapacitated or if you voluntarily end it as a bonus action.
Teleporting Assault
Prerequisite: 10th level Feyblade
As an action, you can spend two Feydice to perform a Teleporting Assault. Make a attack against a creature within your reach. On a hit, in addition to dealing damage, you teleport the target to an unoccupied space of your choice within 30 feet.
Whirling Fae Dance
Prerequisite: 10th level Feyblade
As an action, you can spend two Feydice to perform a Whirling Fae Dance. You unleash a spinning attack, making attacks against all creatures within 5 feet of you. Each attack deals additional damage equal to the Feydie expended.
Dazzling Strike
Prerequisite: 15th level Feyblade
As an action, you can spend three Feydice to unleash a Dazzling Strike. Make a attack against a creature. On a hit, in addition to dealing damage, the target must make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Dexterity modifier. On a failed save, the creature is blinded until the start of your next turn.
Illusory Afterimage
Prerequisite: 15th level Feyblade
As an action, you can spend three Feydice to perform an Illusory Afterimage. You teleport to an unoccupied space within 60 feet and simultaneously leave an illusionary body double at the point you teleported from. The illusionary double remains in place, mimicking your appearance and actions for 1 minute or until it takes damage.
The illusionary double is indistinguishable from you and can move within a 15-foot radius of its initial location. It cannot attack or deal damage, but it can perform simple actions, such as moving, gesturing, or speaking short phrases. The double disappears if it takes any damage
Mirror Mirage
Prerequisite: 15th level Feyblade
As an action, you can spend three Feydice to create a Mirror Mirage. You conjure an illusionary duplicate of yourself at a point within 30 feet. This duplicate has the same appearance and equipment as you and can move within a 15-foot radius of its initial location. The mirror image lasts for 1 minute or until it takes any damage.
The Mirror Mirage mimics your movements and actions, providing a convincing and distracting presence on the battlefield. Enemies have disadvantage on attack rolls against you while the Mirror Mirage is active.
Veil of the Fey
Prerequisite: 15th level Feyblade
As an action, you can spend three Feydice to envelop yourself in the Veil of the Fey. You become invisible for 1 minute or until you make an attack, cast a spell, or force a creature to make a saving throw. While invisible, you have advantage on Dexterity (Stealth) checks.
Fey Grasp
Prerequisite: 18th level Feyblade
As an action, you can spend four Feydice to unleash a Fey Grasp. Choose a creature you can see within 60 feet. The target must succeed on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Dexterity modifier. On a failed save, the creature is magically pulled through the feyrealm and appears in an unoccupied space adjacent to you.
Bonus stat block
As a bonus I have created a stat block for feyblade knights one might encounter among the ranks of a fey sovereign’s court.
Feyblade Knight(CR 4)
Medium humanoid (elf), chaotic neutral
Armor Class 16 (studded leather)
Hit Points 66 (12d8 + 12)
Speed 30 ft.
STR 12 (+1) | DEX 18 (+4) | CON 12 (+1) | INT 10 (0) | WIS 14 (+2) | CHA 16 (+3)
Saving Throws DEX +6, INT +2
Skills Acrobatics +6, Perception +4
Senses Darkvision 60 ft., Passive Perception 14
Languages Sylvan, Elvish
Challenge 4 (1,100 XP)
Feyblade Arts. The NPC Feyblade has access to Blink Strike, Elusive Retreat, and Charming Flourish Feyblade Arts. It has a Feydice pool of 4d6.
Elven Accuracy. The feyblade rerolls one of the dice when making an attack roll with advantage.
Evasion. If the feyblade is subjected to an effect that allows it to make a Dexterity saving throw to take half damage, it instead takes no damage on a success and half damage on a failure.
Actions
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Feyblade Art: Blink Strike. The feyblade spends one Feydie to perform a Blink Strike.
Feyblade Art: Elusive Retreat. The feyblade spends one Feydie to perform an Elusive Retreat.
Feyblade Art: Charming Flourish. The feyblade spends one Feydie to perform a Charming Flourish.

