Sorcerer
Base Class: Sorcerer

(Based on Archfey Bloodline by Override367. I revised it because I thought the original was overpowered, and realistically your bloodline would come from just one Archfey and you wouldn't get to mix-and-match traits from four options. This is just the one "path" from that subclass that I want to play, with balance changes.

It's not ready to add in D&D Beyond. It's just text.)

The Archfey are the kings, queens, princes, and princesses of the realm known as the Feywild. A chaotic realm claimed by wild nature and wilder magic, these beings of immense power shape it as they see fit. Archfey frequently visit the mortal realms, their power comes from the collective emotions and passions of the mortal races. Once in a great while an archfey will bear a mortal son or daughter. You are a descendent of one such bloodline, and have begun to develop the immense magical power of your ancient kin.

The Lord of the Hunt revels in felling the beasts of the Feywild with his enchanted arrows, combining sorcery and marksmanship. Your powers come from him.

 

Feywild Attunement

Starting at 1st level, you gain the following benefits:

  • You can read, write, and speak Sylvan.
  • You can communicate and understand simple ideas with animals and plants, and difficult terrain as a result of the natural environment or foliage does not hinder you. The environment will make itself more amenable to your (and only your) passage as if you were in the Feywild.
  • You know the Druidcraft cantrip and one additional cantrip from the Druid spell list. You know a number of spells from the Druid spell list equal to the proficiency bonus you get from your Sorcerer levels. The cantrips and spells you gain from this feature count as Sorcerer spells for you and use your Charisma modifier, but don't count against the number of cantrips and spells you know. Whenever you are able to replace a known Sorcerer spell, you can replace one of the spells gained with this feature instead.

The Hunter's Favor

The magic of your fey ancestor seems to draw your arrows to their targets. Starting at level 1, you gain proficiency in bows and crossbows, and can use your Charisma modifier instead of Strength for the attack and damage rolls with those weapons. Additionally, a bow or crossbow you are holding counts as a spellcasting focus, and you can perform the somatic components of spells when you are using both hands to wield a bow or crossbow.

Sorcerous Arrow

Starting at level 6, you can enchant your ranged attacks using your spells. When you take the Attack action on your turn using a bow or crossbow, you can cast a ranged spell and infuse it into your arrow or bolt. The spell must target a location or only one creature, have a range of greater than 10 feet, and a cast time of Action or Bonus Action. The spell and the ranged attack will have the same target. The target must be within the range of your spell and your ranged attack. If you hit the target with your ranged attack, the ranged spell attack portion of the spell automatically hits if it has one, and the target fails their Dexterity saving throw if the spell effect includes one. Area effects of the spell are centered on the attack's target if the attack hits, or the terrain behind them at the DM's discretion if it misses. Effects that help a spell attack to hit (such as the Spell Sniper feat or the Seeking Spell metamagic) can be used to help this ranged weapon attack to hit, but cannot increase its range. The ranged attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. 

Born of Enchantment

Starting at level 14, your awakening Archfey blood has granted you mastery over hostile enchantment spells,

  • When you fail a save against an enchantment spell or curse you can instead choose to succeed. This feature can be used once per short or long rest.
  • You gain advantage on wisdom saving throws.
  • When you succeed on a saving throw against an enchantment spell or curse, you can expend 1 sorcery point per level of the spell to redirect it at another target within 60 feet of yourself.
  • The deleterious time and memory effects of the Feywild do not apply to you or those you choose within 100 feet of you.

Archfey Transformation

Starting at level 18, the power of your Archfey blood nears its peak, and your very force of presence has elevated you beyond mortal standing as you transform into a lesser Archfey. This transformation causes the following changes:

  • Your creature type is Fey in addition to what it was before.
  • Your appearance changes toward that of the Archfey, leaving you somewhere between them and your previous race. You may become slimmer, your ears may become elongated to longer than an elf's ears, you may grow horns resembling those of a woodland animal, you may develop growths of vines, flowers, or moss on your body, and your teeth and nails may become sharper. You may hide your Archfey traits and assume your original appearance or return to your Archfey appearance as an action.
  • You no longer age. You revert in appearance to a young adult if you were older than that.
  • You gain a flying speed equal to your walking speed. You have the hover property.
  • You gain resistance to non-magical weapons.
  • If you spend at least one minute talking to a beast, fey, or humanoid of CR1 or lower they must make a Wisdom saving throw against your spell save DC or be charmed. While charmed, they have a positive opinion of you and their thoughts are preoccupied with being in your presence. Creatures charmed in this manner will protect you or follow you into danger if they would do so for a friend or loved one. The effect ends when you dismiss it or if you take hostile action towards them or their companions.
  • Within the Feywild, none of your spells require concentration.

As an Archfey you must choose a court. Your bloodline does not determine this; it is a decision you make based on your own alignment and attitudes:

Archfey of Summer

Your hair turns fiery red or orange, or becomes streaked or tipped with those colors. Your skin may change toward an amber color or bright, lively plant colors. Your eyes glow yellow. The smell of a forest after a rainstorm is often discernable in your presence, and the environment within 60 feet of you tends towards a mild temperature by up to 20 degrees from its current state.

You gain resistance to fire, poison, and lightning damage.

You gain the Flesh to Stone spell if you do not already have it, and you can turn creatures into wood instead of stone when you use the spell.

You can use your action and spend a 6th level spell slot to shape wood (including wood from a creature fully petrified by Flesh to Stone) within 60 feet of you into an animated guardian. You can create a representation of any beast or fey of CR2 or lower, and a size of size Large or smaller, depending on the amount of wood used. The guardian will use the stat block of the creature it represents, but its Intelligence is changed to 10 if it is lower. The creature is devoted to you and will protect you by any means, and treats your companions as allies as long as they don't threaten you. The creature understands the languages you speak, and you can communicate telepathically with up to a range of 100 feet. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. When you dismiss the enchantment, shape a new guardian, or the guardian's hit points drops to 0, the wood withers and crumbles away, and is unsuitable for creating a new guardian.

Archfey of Winter

Your hair turns as white as snow, or becomes streaked or tipped with white. Your skin becomes paler and its hue may shift toward blueish. Your eyes become solid orbs of black. The environment within 30 feet of you is always 10 degrees colder than the surroundings

You gain immunity to cold damage and resistance to poison damage.

You gain the Flesh to Stone spell if you do not already have it, and you can turn creatures into dense ice instead of stone when you use the spell.

You can use your action and spend a 6th level spell slot to shape ice (including ice from a creature fully petrified by Flesh to Stone) within 60 feet of you into an animated guardian. You can create a representation of any beast or fey of CR2 or lower, and a size of size Large or smaller, depending on the amount of ice used. The guardian will use the stat block of the creature it represents, but its Intelligence is changed to 10 if it is lower. The creature is devoted to you and will protect you by any means, and treats your companions as allies as long as they don't threaten you. The creature understands the languages you speak, and you can communicate telepathically with up to a range of 100 feet. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. When you dismiss the enchantment, create a new guardian, or the guardian's hit points drops to 0, it crumbles and evaporates, and any ice left over is unsuitable for creating a new guardian.

Previous Versions

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9/21/2022 2:33:26 PM
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