Sorcerer
Base Class: Sorcerer

The fey are known for being mischievous and at times cruel. One of the cruelest tricks they pull regularly is to kidnap a baby from the material plane and replace them with a baby of their own who then transforms to look like the first baby. The fey then lives it’s life unaware of its lineage, but it’s clear that something is different about them. they will usually have some quirks in their personality that make them outcasts or at best seen as eccentric but likeable. But some manage to realise their fey nature, and furthermore some manage to awaken the fey powers within themselves like some kind of fairy clark kent. You are one of these people, the question of if you will embrace your heritage or not is up to you.

Shapeshifting

At 1st level you awaken your ability to chane your appearance. As an action, you can spend one sorcery point to change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. This new for lasts for one hour. If you die your body remains in this form indefinitely.

Fey flair

Also at 1st level stray traces of your magic influence the world around you, giving people a glimpse of your power that is either awe inspiring, or terrifying. You learn the cantrip Thaumaturgy, which doesn’t count against the number of spell you know. When you roll a natural 20 on a performance, persuasion, or intimidation check you can choose to cast Thaumaturgy as a free action. Doing so forces a number of creatures equal to your charisma modifier who can see and hear both you and the effects created by Thaumaturgy to make a wisdom saving throw. On a failure, they are either charmed by you if it was a performance or persuasion check, if frightened of you if it was an intimidation check. Alternatively, if you roll one of those checks and it is not a crit, you can spend one sorcery point to double your charisma modifier for that roll. If the check succeeds you can cause the effect described above.

Emotional aura

At 6th level when you feel a strong emotion it magically effects others around you. Much like the eladrin of your home plane these emotional states can be categorized into one of the four seasons. Summer for anger, autumn for calmness, winter for sadness and spring for happiness. If you are feeling one of these emotions you can, as a bonus action you can spend 2 sorcery points to activate an effect based on the emotion you are feeling. Each season has an aura effect, an instant effect that occurs when you activate your aura, and a cosmetic environmental effect that you can roll for (1 d4), choose, or make your own. If an effect requires a creature to make a saving throw the dc equals your spell save dc. Keep in mind that not all of these abilities are designed for use in combat and some can be used for role play moments.

summer:

  •  aura effects: all hostile creatures within 30 feet of you have disadvantage against saving throws against the frightened condition and any fire damage they take increases by 1d4.
  • Instant effect: a number of creatures equal to your charisma modifier within 30 feet of you must make a wisdom saving throw or become frightened of you.
  • cosmetic effects:
  1. the room gets noticeably hotter and any nearby flames burn brighter 
  2. The weather gets stormier and thunder cracks every now and then in the distance 
  3. Wind swirls around you causing light items like paper or feathers to fly around the room 
  4. your voice sounds deep and warped as your eyes glow red

autumn

  • Aura effect: all healing received by allies within 30 feet of you increases by 2d4 
  • Instant effect: choose a number of creatures equal to your charisma modifier. If Those creatures have any levels of exhaustion, reduce it by one. Alternatively if a creature has the frightened condition you can remove that condition from them.
  • cosmetic effects:
  1. all non hostile animals in the area feel more comfortable in your presence and begin to move closer to you 
  2. Autumn leaves appear and swirl around you even if there is no wind 
  3. soft music can be heard seemingly coming from nowhere 
  4. All leaves in the vicinity become beautiful orange, yellow and purple hues.

winter

  • aura effect: any enemies that start their turn within 30 feet of you get their speed reduced by 10 feet for that turn  
  • instant effect: a number of creatures within 30 feet of you equal to your charisma modifier must make a charisma saving throw, if they fail one temporary beneficial effect ends (eg. The effects of a spell, a rage, the effects of a potion ect. The dm decides what you can and cant effect with this ability)  
  • cosmetic effects:
  1. the room gets noticeably colder
  2. nearby plants wilt and die
  3. creature near you begin to cry (if they can cry)
  4. All colors the area become desaturated and the shadows become darker 

spring

  • aura effect: any allies that start their turn within 30 feet of you get their speed increased by 10 feet for that turn  
  • instant effect: choose a number of creatures equal to your charisma modifier. Those creatures either regain one 1st level spell slot or one use of an ability of your choice that they can only use a certain amount of times a day as they are reinvigorated by your energy.
  • cosmetic effects:
  1. Flowers grow and bloom in any nearby fertile dirt 
  2. butterflies (who are actually just illusions, you don’t create life out of nothing. Just ignore the fact that the last effect also creates life, that doesn’t count because it isn’t sentient) appear and flutter around you 
  3. flower crowns appear on the heads of creatures you choose 
  4. Rays of light shine down from the sky on you and your allies 

the effects lasts for a number of minutes equal to 10 times your charisma modifier or until you stop feeling that emotion.

Superior shapeshifting

At 14th level you have greater control over your shape shifting powers. It no longer costs a sorcery point to shape shift. Additionally you can choose to spend two sorcery points in order to change your anatomy and not just your outward appearance. When you do so, on top of changing your voice and appearance choose a race you have seen or a humanoid of cr 1 or lower that you have also seen. If you choose a race you replace the racial traits of your race with that of the one you chose with the exception of ability score increases, languages and proficiencies. If you choose a humanoid Your game statistics are replaced by the statistics of the humanoid, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them. Your hp remains the same.

Fey nature

At 18th level you no longer have to adhere to the logic of the material plane and instead function on the dream logic of the feywild. Up until now your belief that you are from the material plane has caused a placebo effect that causes you to be confined to the laws of reality. Even now the mental blocks you accidentally put in place still confine you somewhat to reality. If you say something that has a double meaning in a conversation with someone, you can make a deception check. On a success the person you are talking to does not realize the double meaning in your sentence and the other meaning becomes real at the dm’s discretion (hey xp to level 3 look i bolded and italicized something important just like you said). For example, if you say “may i have your name” to someone and you succeed the check, that person and everyone else who knows them forgets that persons name. You then take that name and everyone who knows you forgets your original name and starts calling you the name you took, any attempt to reveal the truth, magic or not (eg insight checks, the zone of truth spell, an angels divine awareness ect.) reveals that is in fact your name. Once you use this this feature you cannot do so again until you finish a long rest. At 20th level you gain unlimited uses of this feature.

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