Faye are courtly wanderers who bind beauty to danger. They wield a thorned blade, a disarming word, and a handful of fey magic to protect allies, ensnare foes, and slip through peril. Their specialty is close-range control: they dart into a fight, mark its most dangerous figure, and make the battlefield feel like a garden with rules only they understand.
Mobile front-line controller, defender, and half-caster
FFaye
At a glance
Level
1
Proficiency
+2
bonus at this level
Court Favor
Hit die d10
PrimaryCharismaStrength or Dexterity
Features
25, levels 1 to 20
1Level 1, reached
Courtly Training
You gain proficiency with light armor, medium armor, shields, simple weapons, and martial weapons. You can use a weapon or spellcasting focus as a focus for your Faye spells.
Thornkiss
Once on each of your turns when you hit a creature with a weapon, you can deal extra Psychic or Slashing damage equal to 1d4. This die becomes 1d6 at level 11 and 1d8 at level 17. You can use this feature only if you aren't incapacitated.
2Level 2
Court Favor
You have a pool of Court Favor points equal to your Proficiency Bonus, regained when you finish a Long Rest. As a Bonus Action, you can spend 1 point to teleport up to 10 feet to an unoccupied space you can see, leaving a brief drift of petals.
Spellcasting
You learn to cast spells using Charisma. You prepare a number of Faye spells equal to your Charisma modifier plus half your Faye level (rounded down, minimum of one); you can change them after a Long Rest. Use the Paladin Spell Slot table for a half-caster, gaining spell slots at level 2. Charisma is your spellcasting ability.
Petal Guard
When you or a creature you can see within 10 feet takes damage, you can use your Reaction and spend 1 Court Favor point to reduce the damage by 1d8 + your Charisma modifier.
3Level 3
Faye Court
Choose a Faye subclass. Your choice grants features at levels 3, 6, 10, and 14.
Dancing Step
When you spend Court Favor, you can move up to 10 feet without provoking Opportunity Attacks immediately before or after the effect.
4Level 4
Ability Score Improvement
5Level 5
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Briarstride
Your walking speed increases by 10 feet. You also gain a Climb Speed equal to your walking speed.
6Level 6
Court Feature
Your Faye Court grants you a feature.
7Level 7
Unspent Promise
When you roll Initiative and have no Court Favor points remaining, you regain 1 point.
8Level 8
Ability Score Improvement
9Level 9
Petal Passage
You can cast Misty Step once without expending a spell slot, and regain the ability to do so when you finish a Long Rest. You can also cast it normally using a spell slot.
10Level 10
Court Feature
Your Faye Court grants you a feature.
11Level 11
Deep Thorns
Your Thornkiss damage becomes 1d6. When you deal Thornkiss damage, you can force the target to make a Strength saving throw against your spell save DC; on a failure, its Speed is reduced by 10 feet until the start of your next turn.
12Level 12
Ability Score Improvement
13Level 13
Court's Recall
When you roll Initiative, you regain Court Favor points until you have 2 if you have fewer than 2.
14Level 14
Court Feature
Your Faye Court grants you a feature.
15Level 15
Sheltering Bower
When you use Petal Guard, you can also move the protected creature up to 10 feet to an unoccupied space it can see, without provoking Opportunity Attacks.
16Level 16
Ability Score Improvement
17Level 17
Thorned Majesty
Your Thornkiss damage becomes 1d8. In addition, once per turn when you deal Thornkiss damage, you can regain 1 Court Favor point; you can do so only once per Short or Long Rest.
18Level 18
Unbound Heart
You have Advantage on saving throws against being Charmed or Frightened. You can also spend 1 Court Favor point to end one of those conditions on yourself as a Bonus Action.
19Level 19
Epic Boon
You gain the Ability Score Improvement feat or another feat for which you qualify. You also gain an Epic Boon feat or another feat for which you qualify.
20Level 20
Thorncourt Incarnate
As a Bonus Action, you manifest a radiant thorn-court for 1 minute. Once on each of your turns, when you hit a creature with a weapon, you can deal an extra 1d8 Psychic damage and teleport up to 10 feet. Once used, this feature can't be used again until you finish a Long Rest.
Core traits
Hit die
d10
Primary
CharismaStrength or Dexterity
Saves
CharismaDexterity
Hit points per Faye level; 10 + your Constitution modifier at level 1, then (or 6) + your Constitution modifier per additional Faye level.
DefensesArmor and shield training; features provide limited reactive damage reduction and resistance to charm and fear effects.
Armorlight armor, medium armor, shields.
Weaponssimple and martial weapons.
Toolsnone. You can use a weapon or spellcasting focus as a focus for your Faye spells.
ResourceCourt Favor: a pool equal to your Proficiency Bonus, regained on a Long Rest, used for short teleports and damage prevention.
MulticlassingPrerequisite: Charisma 13. When multiclassing into Faye, gain proficiency with light armor, medium armor, shields, and martial weapons. Use the multiclass spell-slot rules; Faye levels count as half levels, rounded down, when calculating spell slots.
Spells and options
How it casts
Half-caster spellcasting beginning at level 2, using Charisma and the Paladin Spell Slot table.
You prepare Faye spells after a Long Rest; prepared spells equal your Charisma modifier plus half your Faye level, rounded down, with a minimum of one. Your spell list contains spells of levels 1 through 5.
1st-Level Spells
2nd-Level Spells
3rd-Level Spells
4th-Level Spells
5th-Level Spells
Subclasses
3
Court of the Briar
Stand between your companions and the thorns.
Court of the Briar: punishes foes who attack your allies
Briar Mantle: improves your defense against nearby enemies
Thorn Edict: hinders a foe's movement
Court of the Rose
Turn grace, ceremony, and affection into power.
Court of the Rose: charms and reassures through presence
Rose Revel: empowers allies who follow your lead
Unbroken Masque: resists attempts to control your will
Court of the Moon
Make the battlefield lose track of where you are.
Court of the Moon: excels at feints and sudden repositioning
Moonlit Feint: leaves an illusory opening in your wake
Silver Crossing: carries an ally through a brief fey passage
Playing one
What it is
Faye are courtly wanderers who bind beauty to danger.
They wield a thorned blade, a disarming word, and a handful of fey magic to protect allies, ensnare foes, and slip through peril. Their specialty is close-range control: they dart into a fight, mark its most dangerous figure, and make the battlefield feel like a garden with rules only they understand.
How to play one
You are a mobile front-line controller with limited spellcasting and a small defensive resource pool.
Use Thornkiss to pressure one foe, spend Court Favor where its teleport or damage reduction changes the situation, and save spell slots for control, protection, or exploration. You are durable, but not a substitute for a dedicated tank.
Make one
Personality
I make introductions and farewells as though the room were a royal court.
Ideal
Mercy. Power is most beautiful when it makes room for someone else to live.
Bond
I owe my life to the stranger who first taught me to hear a rose speak.
Flaw
I treat every promise as binding, even when keeping it is foolish.
Quirk
You leave a single petal on the table after an important conversation.
Personality
I make introductions and farewells as though the room were a royal court.
I look for the lonely person at every gathering and draw them into conversation.
I turn tense moments into rituals: a toast, a dance, or a carefully chosen compliment.
I am curious about ordinary customs and ask questions with complete seriousness.
Ideals
Mercy. Power is most beautiful when it makes room for someone else to live.
Freedom. No court, mortal or fey, should own another person's choices.
Reciprocity. Gifts, debts, and promises deserve to be remembered and answered.
Bonds
I owe my life to the stranger who first taught me to hear a rose speak.
A living thorn-crown was entrusted to me; I must never let it fall into cruel hands.
I keep a place at my table for anyone fleeing an unjust ruler.
Flaws
I treat every promise as binding, even when keeping it is foolish.
I assume politeness is a weapon and sometimes miss sincere kindness.
I cannot resist correcting a slight against beauty, ceremony, or good manners.
Quirks
You leave a single petal on the table after an important conversation.
You bow to doors before opening them.
You never accept a gift without asking what it means to the giver.
You address dangerous plants as if they were senior officials.
In the world
Training
A Faye's calling begins with an invitation, an inherited obligation, or a bargain made at a threshold.
Initiates learn weapon forms, etiquette, and the laws of hospitality; their first true lesson is keeping a promise when breaking it would be easier.
How others see them
Ordinary people often find Faye enchanting until a favor, promise, or boundary becomes involved.
Villagers welcome their protection but may distrust their wordplay; nobles value their diplomacy and fear their ability to make a slight feel like a challenge.
Famous practitioners
FayeLiora of the Last WaltzA wandering mediator said to have ended three feuds by making the combatants share one enchanted dance.
FayeBramble-Sir OrenA stern guardian who planted a hedge around an entire village and held it against an army.
FayeThe Veiled DuchessA masked envoy whose bargains are famous for being fair, if never comfortable.
Factions
The Briar Accord
An itinerant fellowship that negotiates truces between isolated settlements and dangerous powers.
The Thornbound
A secretive circle of wardens who cultivate protective hedges around roads, shrines, and refugee camps.
The Gilded Petal
A society of masked courtiers that trades in favors and insists every bargain be witnessed.
Regions
The Green Marches
Faye serve as guides and wardens along roads that pass through ancient, overgrown forests.
The Treaty Valleys
The tradition thrives among border communities where old agreements with unseen neighbors remain in force.
The Moonlit Principalities
In the capital's pleasure gardens, Faye are prized as negotiators and quietly feared as duelists.
Character hooks
You were raised as a peace-offering between rival courts, but the treaty has collapsed.
A rose growing from your shadow blooms whenever someone nearby breaks a promise.
You escaped a beautiful, dangerous court and still carry its signet.
You serve as an emissary tasked with finding a mortal who can settle an ancient debt.
A blight is killing the enchanted garden that sheltered your family.
You were once a mortal guest at a fey revel; you returned years later with a new name and strange gifts.
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