Sorcerer
Base Class: Sorcerer

Your innate magic comes from the ethereal and unrestrained magic of the Feywild itself. Your journey into the Feywild, whether by your own will or the machinations of a mischievous fey creature who spirited you away to the Plane of Faerie, infused you with with the essence of the Feywild, granting you abilities similar to those possessed by the denizens of this fantastical dimension.

Fey Magic

Starting at 1st level, whenever you would normally be able to learn a new cantrip as shown on the Sorcerer table, you may choose to take a cantrip from the Druid spell list instead. Any cantrips learned this way count as Sorcerer cantrips for you. Additionally, you learn additional spells when you reach certain levels in this class, as shown on the Fey Magic table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Sorcerer Level Spells
1st Animal Friendship, Faerie Fire, Speak With Animals
3rd Animal Messenger, Calm Emotions
5th Plant Growth, Speak With Plants
7th Conjure Woodland Beings, Hallucinatory Terrain
9th Mislead, Modify Memory

 

Feywild Influence

Starting when you choose this origin at 1st level, the magics of the Feywild within you begin to influence your mind and body. You are able to speak, read and write Sylvan. Additionally, choose a physical feature or roll a D6 to determine a random feature on the table below;

  1. You gain a golden or silver streak in your hair.
  2. Your eyes gain an iridescent shimmer.
  3. A mysterious mark shaped like a star, crescent moon or flower appears somewhere on your body.
  4. Your skin gains a slight golden tint.
  5. You constantly smell like the forest, even when other effects would cause a stench around you.
  6. All of your teeth become slightly pointed.

Choose 1 of the following to gain proficiency in: Deception, Persuasion or Intimidation. If you are already proficient in the chosen skill, you can double your proficiency for that skill instead.

Feywild Resilience

You have grown accustomed to the beguiling and frightening influence of the Feywild. Starting at 1st level, you have advantage on saving throws made to resist being charmed or frightened.

Will of the Fey

Starting at 6th level, the strength of your will becomes more potent and harder to resist. When you cast a spell that forces one or more targets to make a saving throw to resist being frightened or charmed, you can add your Wisdom modifier (minimum of 1) to your Spell Save DC for that spell.

At 12th level, your will becomes strong enough to influence even the strongest of minds. When you cast a spell that forces one or more targets to make a saving throw to resist being charmed or frightened; if one or more of those targets are normally immune to the condition, they are not immune to your spell. Instead, they may make the saving throw with advantage.

Faerie Wings

At 14th level, you gain the ability to sprout a pair of wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn, and they last until you dismiss them as a bonus action on your turn, or until you are rendered unconscious. You can't manifest your wings while wearing armor unless the armor is made to accomodate them, and clothing not made to accomodate your wings might be destroyed when you manifest them.

Beguiling Presence

Beginning at 18th level, you are able to channel the influence of the Feywild itself, suppressing any strong emotions in a 30ft radius around you. All creatures in range must make a Wisdom saving throw. On a failure, each creature has their emotions suppressed and becomes indifferent towards other creatures in their immediate vicinity, as if under the effects of the Calm Emotions spell. Each creature that fails this saving throw become charmed by you for one minute. They may make this saving throw again at the end of each of their turns to end the effects. Upon a successful save, any creature that was previously hostile towards you becomes hostile towards you again, and may make any further saving throws against being charmed by you with advantage.

The save DC for this ability is affected by Will of the Fey, allowing you to add your Wisdom modifier (minimum of 1) to your spell save DC. Once you use this feature, you cannot use it again until you have completed a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes