Sorcerer
Base Class: Sorcerer

The Feywild is a place of raw and awe-inspiring natural beauty. It is a place of wild, chaotic magic and unrestrained emotion, a place both glorious and haunting, terrifying and bewitching. Visitors to this plane find that all sensations, both sensory and emotional, are heightened. Smells are stronger, colors are more vivid, and sounds are clearer, but at the same time shadows are darker and impulses harder to control. Magical effects tend to manifest in unexpected ways, and time flows strangely and inconsistently in relation to the passage of time in the Material realm. Magic flows more freely and powerfully in the Feywild than it does in the Material plane, and it is for this reason that so many of its inhabitants and landmarks are suffused with magic, as you yourself are. 

As someone who calls the Feywild home, was exposed to and imbued with its magic, or is descended from one of its inhabitants, you have a direct connection to this realm. You are of its ilk, and it is reflected in your personality as well as your magical abilities. 

As you level up, your ability to channel fey magic increases and expands, with options offered at different levels to help customize your character's connection to the Feywild.

 

One with the Seasons

Each dawn you choose one season with which you identify, and this season grants you a benefit that can be used any time before the next dawn:

Spring: Your mood is hopeful, everything seems bright and full of potential. You gain Inspiration, granting you one free re-roll this day.

Summer: You feel confident, ready for the next challenge, full of life and vigor. As an action, you can choose to roll as many Hit Dice as you have available, immediately regaining HP equal to your rolls. You can not add your Con modifier to the rolls, however, and the hit dice are immediately expended.

Fall: Things are changing, the future is unknown but coming on fast, and nothing is certain. But luckily, you are fey-touched and have more control over time than the average sorcerer. At the start of combat, you can choose once per day to impose disadvantage on an initiative role made by a hostile creature, or provide advantage to an initiative role made by yourself or an ally.

Winter: Dreary, boring, depressing, that is the mood of winter and you find that your spirits are low this day. But you can draw upon the chaotic nature of the Feywild to bring a spark of life to the world around you. One time before the next dawn, you can use an Action to roll twice on the Wild Magic table, choosing whichever result you prefer.

One with the Fey

You may already be a fey creature with special abilities and affinities, but there are many other fey creatures whom you fear or admire and aspire to be more like - and the Feywild is a place where your aspirations, your deepest desires, your strongest emotions, can manifest into reality. At 6th level, choose one of the following creatures and accompanying features to take on as the fey magic inside of you manifests. 

Dau Feature

Dau are small, agile, and beautiful creatures, similar to fairies in many respects, but with a particular focus on illusion and deception. A constant shimmer surrounds them, a mirage-like exterior which causes your eyes to water and mind to become confused if you stare at one for too long. Taking on the features of a Dau means that your character gains a permanent, opalescent shimmer to their skin. In bright sunshine they even reflect light, making them difficult to look at. Additionally, you gain the feature Mirror Dodge. Three times per day, when you would be hit by an melee or spell attack, you can choose to replace yourself with an illusory duplicate and teleport to any unoccupied space you can see within 30 feet. The duplicate lasts until the end of the round.

The first time you activate this, you teleport to an unoccupied space, the duplicate takes your place then disappears at the end of the round, and you take no damage. The second time, the results are the same but you take half damage. The final time, the results are the same except you take full damage.

Fairy Godmother Feature

A creature of true good, faerie godmothers are legendary sources of hope, inspiration, and aid, and you have always wanted to be one yourself. This desire to do good has begun to manifest in reality, and you earn two benefits: 1) you sprout small fairy wings, which are beautiful, but too weak to support flight; 2) you gain the protective feature Faerie Godmother. Each dawn you can designate one creature (other than yourself) as your ward, granting them temporary hit points equal to your sorcerer level. Additionally, your wisdom and sage advice grants them a d4 to use on any Wisdom based skill checks rolled that day. 

Foxin Feature

A long-eared fox-like fey, Foxin were originally created by a benevolent archfey to act as a companion to healers. A Foxin’s natural aura can remove pain, fear, and discomfort, providing a pleasant illusion to those hurt or dying. When you choose this option you gain a more fox-like appearance, and can choose a physical change that you would like to have occur: your hair might red, furry ears sprout from your head, or a bushy tail pops into appearance, keeping you warm at night as you wrap it around yourself. Additionally, you gain the feature Morning Calm, and can now cast Calm Emotions and Gentle Repose at will. 

Norn Feature

The Norn are fate weavers, powerful women who hold in their hands the physical manifestation of fate and destiny in the form of golden thread. When you choose to adopt the characteristics of the Norns, you can choose between shortening the lives of others, or lengthening your own with the feature, Master of Fate. If you choose to master your own fate, you gain a permanent +1 to your AC. If you choose to increase your likelihood of controlling the fate of others, you now gain the ability to score critical hits on a 19 or 20.

 

The Fey Path

You are coming into your full potential as a spellcaster now, your magic a powerful force of good or ill that few can counter. Choose between two of the following options depending on what your character hopes to achieve as a representative of the fey:

The Path of King Oberon

The king of the Seelie court is an admirable fellow - down to earth, kind, generous, and a true protector of wild places and the creatures who inhabit them. You aspire to be like him in all things, and that goes for his animal companions. You gain a familiar, an owl or any other bird of your choosing. If it dies, it can be resummoned as a bonus action without needing material components. Additionally, you gain a fey steed - either a stag like King Oberon has, or any other, applicable four legged beast of your choosing - who is essentially a free version of the spell Find Steed. If the steed is destroyed, you can summon it again the next dawn for free, or use a 2nd level spell slot and ten minutes to summon a new one at any time.

The Path of Morrigan

A passionate, vengeful, incredibly powerful war god, Morrigan is well-worthy of any fey creature's devotion. You have studied her, spoken with those who worship and those who hate her, learned all you can of her powers, and you have discovered a way to replicate (if weakly) one of her greatest abilities: Epic Concentration. You are now able, once a day, to concentrate on two spells at once - though the mental strain this causes means you gain disadvantage on concentration checks. If you fail a concentration check while concentrating on more than one spell, you choose which spell to lose concentration on. You cannot cast any other spells while actively concentrating on two, even if the third spell isn't a concentration spell.

 

Chaos and Merriment for All

The smell of rain and flowers fills your nostrils as an explosion of color surrounds you in a 60 foot cube. The sound of manic laughter, clinking glasses, and the stomp of dancing feet are jarring to most, but to you it feels familiar and safe. The fey realm is a powerful and chaotic place, as is this feature once activated. 

At 18 level, you may spend 5 sorcery points to bring a small slice of the Feywild into the Material Plane. This takes an Action to achieve, requires Concentration, and lasts for 1 minute or until you lose concentration. This cannot be used in conjunction with the Master of Fate feature.

This sliver of the Feywild is a 60 foot cube of difficult terrain which is centered on you, and moves with you. For everyone except the caster it is considered difficult terrain, being filled with gnarled roots, overturned furniture, small prancing critters, and ever-partying fey (who do nothing but provide difficult terrain, music and noise).

All creatures who start their turn in the fey space or enter it during their turn, must make a Wisdom Saving throw against your spell save DC. On a failure, the creature is completely enraptured by the festivities, and under the effect of the spell Otto's Irresistible Dance. The creature is unable to leave the area willingly.

If the creature leaves the space, the spell effect ends on them. Likewise, when this feature ends, any creatures under the effect of the spell return to their previous state of being.

Comments

Posts Quoted:
Reply
Clear All Quotes