Base Class: Sorcerer
Witchlight Dancers are people who are blessed by feys to gain the ability to use a kind of magical dance that can be both hypnotizing and deadly.
Fey's way
The wind from the Feywild grants the sorcerer with the uncanny ability to fight with weapons.
At level 1, you gain proficiency with a melee one-handed weapon or ranged weapon of your choice. You also gain proficiency with light and medium armor and a Witchlight Hand Tool.
Witchlight Dance
At level 1, as a bonus action, you can activate a special magic that can only be found in the feywild for 1 minute. This can give you the ability to weave in and out of enemy attacks with ease and grace.
You gain the following benefits if they have activated this feature.
1. You gain a bonus to your AC equal to your charisma modifier.
2. You can add your charisma modifier to your attack rolls with your weapons.
3. You can have advantage on dexerity saving throws and performance checks.
4. Your speed increases by 10 feet.
5. You gain an extra attack.
You can use this feature a number of time equal to your charisma modifier. The expended uses will come back after a long rest. Or you can take a short rest and regain 1 expended use.
You will not be able to use this feature if you use a two-handed melee weapon, a shield, or a suit of heavy armor.
Dance of blades
At level 6, once per turn, when you hit someone with a weapon attack, you can use 4 sorcery points to add a special feature to your weapon attack called a "trickey strike". If you use this feature, there are 5 trickery strikes to choose from.
Tickery Strike List:
Confounding Strike | Once per turn, when the sorcerer hits an enemy with a weapon attack, he can spend a spell slot to deal an extra 4d8 phsycich damage (increases as you level up). For the next minute, the target will have to make a wisdom saving throw whenever it makes an attack roll at you. If he fails the roll, the attack automatically misses. | |
Enfeebling Strike | Once per turn, when the sorcerer hits an enemy with a weapon attack, he can spend a spell slot to deal an extra 4d8 necrotic damage (increases as you level up). The target will have to make a constitution saving throw or become blinded and deafened. | |
Planar Strike | Once per turn, when the sorcerer hits an enemy with a weapon attack, he can spend a spell slot to deal an extra 4d8 force damage (increases as you level up). The target will have to make a intelligence saving throw or be sent to the feywild for 1 minute. | |
Tangled Strike | Once per turn, when the sorcerer hits an enemy with a weapon attack, he can spend a spell slot to deal an extra 4d8 poison damage (increases as you level up). The target will have to make a dexerity saving throw or become restrained. At the start of each of the target's turn, they can make a strength saving throw to escape the restraints. If they succeed, the restraining effect will be gone. | |
Slowing strike | Once per turn, when the sorcerer hits an enemy with a weapon attack, he can spend a spell slot to deal an extra 4d8 cold damage (increases as you level up). The target will have to make a charisma saving throw or the target will not be able to use reactions and it can now only do 1 bonus action or 1 action on a turn but not both for 1 minute. |
Trickery Strike damage progression table:
8 | 5d8 |
10 | 6d8 |
12 | 7d8 |
14 | 8d8 |
Hoodwinks
At 14th level, you gain the ability to create a copy of your self. This copy will look exactly like you and it will take a perception roll to determine whether it is a copy. You can keep the copy as long as it isn't destroyed. You can also change what the copy looks like as a bonus action. Your copy's stats are equal to yours.
The copy has an armor class of 10+ your charisma modifier. It will be destroyed after suffering any damage. You can control it as a bonus action. If you don't give it orders, it will just follow within 30 feet of you. The copy's damage=2d8+proficiency bonus worth of phsycich damage, which is considered as a ranged spell attack. You can speak and see through the copy. If you do so, the copy will have advantage on stealth, deception and sleight of hands checks, but you wouldn't be able to sense everything around yourself. Everything put into the pockets of the copy or a container that the copy is carrying will turn invisible as long as it can fit inside the container or pocket. You can also teleport to the place where the copy is as a bonus action, but it will destroy the copy in the process. The copy will also be destroyed if it is more than 100 feet away from you.
You can create a copy a number of times equal to twice your charisma modifier. You gain all expended uses after a long or short rest.
Tagged Mirage
Beginning at 18th level, you can tag 1 creature to bring them and you into a demiplane as a bonus action. The only creatures allowed in this demiplane are you, your copies and the tagged creature. Nothing from outside the demiplane can affect the inside, nor can the plane be broken by any means other than waiting it to vanish after a minute. Nothing from the outside can enter nor can anything on the inside leave by any means unless you want it to. You can decide the lay out of the demiplane while creating it. You can't use this feature again until you have a long rest.
While inside the demiplane, you get the following benefits:
1. Your weapon attack deals an extra 2d10+charisma modifier worth of force damage.
2. You gain 10d10 temporary hit points.
3. You can cast Misty Step without using a spell slot even if you haven't prepared the spell.
4. You gain immunity to phychic and poison damage. You also can't be frightened, charmed, or poisoned. You gain resistance to nonmagical bludgeoning, piercing, and slashing damage.
5. You gain truesight and blindsight.
6. You will regain all your expended sorcery points, but these points will disappear after you leave the demiplane.
Previous Versions
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