Green Knight
Green Knights are magical warriors of the wild, whose tricks and charms make a great game of every battle.
Fey Charisma
When you make this covenant at 3rd level, you swear to embody the gallant courage and beauty of the fey courts. You gain proficiency in two of the following skills of your choice: Deception, Performance, or Persuasion.
Game of Blows
Also at 3rd level,You make a merry game of seemingly devastating strikes. As a reaction whenever a creature within the radius of your Timely Aid deals damage to you, you can choose to brand them for retribution. This seal is only their person. A creature knows it’s been marked by your magic when you brand it, but doesn’t immediately know the particular nature or function of the mark. Whenever you deal damage to a creature marked by you in this way, you can consume the rune to deal additional psychic damage equal to two rolls of your focus die. You can use this feature a number of times equal to your Cha modifier, and expended uses are regained at the end of a long rest. A creature can be branded in this way only once at a time, and the maximum number of creatures you can have branded in this way at one time is equal to your Cha modifier. When you place a brand beyond this limit, the oldest one disappears. Unconsumed brands last for one year before vanishing, or until a Remove Curse spell is cast on the target. The additional damage increases to three focus die at 11th level, and four at 17th.
Bait and Switch
Starting at 6th level, You can use the misty paths of the feywild to come to your allies’ aid. As a reaction when a creature hits an ally within the radius of your Timely Aid feature with an attack, you can switch locations with that ally and take the damage for them as though the attack targeted and hit you.
Debtor’s Pliance
Also at 6th level, you have advantage on Charisma checks against creatures branded by your Game of Blows.
Conjurer’s Joke
Starting at 11th level, you have a penchant for the tricks and pranks of the feywild. As an action while you are holding an object of Small or smaller size, you can choose an item of similar size that you can see within 60 feet of you. If that item is being worn or carried by a creature, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. If you succeed, the two items exchange locations. A creature can choose to fail, and if the object is not worn or carried by a creature, you automatically succeed. You can use this feature a number of times equal to your Charisma modifier, and expended uses are regained at the end of a long rest.
Head-Off
Starting at 17th level, your mirth only grows in the face of debilitating wounds. While you are bloodied (at half your maximum hit points or fewer) you have unlimited uses of your Game of Blows feature.

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