Base Class: Sorcerer
An Elf Touched Sorcerer is uniquely prepared to assist in the Exploration pillar. Those touched in this way are often Elf-friend Gnomes, Elves and Half Elves, but some who live near or on the Ascent of the Wilds have inherited one of these ancient souls. These ancient souls belong to those fallen elves who during their tragic flight to Aryssa, in a last, final bid to be free of the Great Enemy, left their bodies behind and sent their souls to the hidden Great Elf City to preserve their memories and selves from the darkness. Those who have inherited an Elven soul in this way are potent mages and, if not related to Elves, feels a strange pull to Elven culture.
Play an Elf Touched if...
- You want to have an ancient soul and connection to the ancestral home of the Elves.
- You want to play Sorcerer who is one with nature and Elves.
- You want to access utility Arcane spells and some Druid spells as a Sorcerer.
- You imagine your character as torn between two identities, the one they were born with, and the powerful soul that has latched on to you and imbued you with your sorcerous power.
Building an Elf Touched Sorcerer: Like all Sorcerers, your primary statistic should be Charisma. To help assist you with the flavor of having an ancient elven spirit living within you, Wisdom should not be neglected. One of your abilities allows you to improve your spellcasting with your Dexterity, and so it should also not be neglected. All heroes can benefit from Constitution.
Elf Touched Magic
You may learn additional spells not normally part of the Sorcerer spell list when you reach certain levels in this class, as shown in the Elf Touched Magic Table. Each of these spells counts as a sorcerer spell for you.
- Sorcerer Level 1: Animal Friendship, Entangle
- Sorcerer Level 3: Animal Messenger, Pass Without Trace
- Sorcerer Level 5: Call Lightning, Speak With Plants
- Sorcerer Level 7: Dominate Beast, Hallucinatory Terrain
- Sorcerer Level 9: Legend Lore, Tree Stride
Symbiotic Soul
You have a symbiotic connection to an Ancient Elven Soul. This connection provides you with the following benefits: You gain Proficiency in Animal Handling and Nature and learn the Elven language. In addition, if you do not already have the Trance racial feature, you gain it. For purposes of attuning to Magic Items, you also count as an Elf. In addition, you cannot be possessed by another creature as you already are possessed by a friendly Elven spirit.
Up to your Wisdom Modifier per day, when you attempt an active Animal Handling, Nature, Perception or Survival check, you may ask the soul for assistance, granting you Advantage on that Skill Check.
In addition, up to your Charisma Modifier per day, you may make a Dexterity or Wisdom Saving Throw as if you had Proficiency.
Body and Soul
Once per day, as a Bonus Action, you may allow the Elven Soul within you to take control of your body, augmenting your magic and restoring half of your Hit Points. (Note: While you may roleplay the Elven Soul as different from your character, you still maintain control and the Elven Soul should still act in your character's best interests.) You gain an additional use of this ability at Level 14.
In addition, if you are reduced to 0 Hit Points and have a Sorcery point remaining, you automatically activate this ability at the cost of 1 Sorcery point.
While this ability is activated, until you choose for it to end or your next short rest, you gain the following benefits.
- You are Immune to Charm and you cannot be put to Sleep with Magic. These immunities extend to any friendly creature you can perceive in any way within 15 feet of you.
- During the transformation, you may create Spell Slots using Sorcery Points as part of the action.
- You have Advantage on all Nature, Perception, Animal Handling and Survival checks you make.
- Whenever you deal Spell Damage, you may add your Charisma modifier to the total Damage roll.
While you are in this form, you have access to the following spells, provided your Sorcerer level is high enough to cast them:
- Sorcerer Level 1: Animal Friendship, Entangle
- Sorcerer Level 3: Animal Messenger, Pass Without Trace
- Sorcerer Level 5: Call Lightning, Speak With Plants
- Sorcerer Level 7: Dominate Beast, Hallucinatory Terrain
- Sorcerer Level 9: Legend Lore, Tree Stride
Elven Arcanism
Starting at 14th Level, whenever you cast a spell that deals damage, you may use Elven Arcanism.
When you do this, you gain Advantage on all Spell Attack rolls related to the spell you cast. In addition, if you deal damage with this spell, you may also add your Dexterity modifier to damage. For spells with persistent effects, Elven Arcanism lasts until the end of the spell's duration, you fall unconscious or you use Elven Arcanism again. If Body and Soul is active, you may also use a use of Elven Arcanism to give a target Disadvantage on the next Saving Throw it makes against an effect you control.
You may do this up to your Proficiency modifier per day.
In addition, whether you are using Elven Arcanism or not, whenever you score a Critical Hit with a Spell Attack, you may ignore Resistance.
Fey Alliance
Starting 18th Level, the Ancient Elven Soul within you is noticeable to other creatures. You gain Advantage during any social interactions with Elves, Half Elves, Gnomes and any Fey creatures. In addition, you are recognized as an ally of the Fey. In recognition of your alliance, you have been granted the ability to pass through the Feywild. Up to your Proficiency modifier per day, you may during your move enter the Feywild, allowing you to move vertically, ignore terrain and not provoke attacks of opportunity. In addition, until your next turn, you have Advantage on Saving Throws against Spells and Resist Magic Damage.
If you have Body and Soul Active while moving through the Fey Wild, you may gain Temporary Hit Points equal to your Level.







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