Base Class: Sorcerer
Different Sorcerers can trace their innate magical abilities back to some mixing of blood or spirit with a being of another, powerful race.
Sorcerers of this origin have the strange, otherworldly power of wild fey magic running through them, causing their appearance to take on the slight alien form of a Fey being. Often they have oddly coloured hair or eyes in bright, violent colours, or a strange hue and texture to their skin. Often their presence is alluring or unnerving, exaggerated as they are by the Fey wild.
Startling Presence
At 1st level, you gain the ability to allow your inherent fey ancestry to shine through for a brief moment, causing enemies to hesitate through enchantment or fear
When an enemy targets you with an attack that targets your AC, you can use your reaction to make a charisma saving throw. The value of the roll is considered your AC for this attack. If the creature is immune to charmed or fear, your AC is instead considered 0. If the attack misses the enemy may target someone else with the attack or spell that is within range and use the same attack roll.
You may use this feature a number of time equal to your charisma modifier. You regain all uses after a long rest.
Blood of the Fey
When you take this Origin at 1st Level, you choose the Fey court from which you ancestry belonged. This choice gives you the following bonus spells at the appropriate level and effects the 6th and 18th level abilities:
Spring: Find Familiar (1st), Calm Emotions (3rd)
Summer: Entangle (1st), Enthrall (3rd)
Autumn: False Life (1st), Ray of Enfeeblement (3rd)
Winter: Sleep (1st), Hold Person (3rd)
It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. You cannot replace these spells when you level up.
Emotional Manifestation
At 6th Level, your raw emotions are able to interact with your Fey blood and produce small beings that spring into existence as if from nowhere. They take on almost any form, but usually are imps or sprites associated with your Fey court. They have no physical form, occupy no space, and have no noticeable intelligence or powers of communication.
Whenever you use a Sorcery point to augment a spell, you manifest your emotion in the form of the following imp or sprite. You may only maintain 1 of these beings at a time, and conjuring a second will cause the first to vanish. You may dismiss them as a free action.
Spring: Hob - This helpful sprite rides on one of your ally’s shoulders, yammering quietly and looking out for trouble.
When the allies being guarded by the Hob is attacked, you can force the attacker to roll with disadvantage as the Hob hurls itself at the attacker as a distraction. The Hob vanishes once the attack is made.
Summer: Gan Ceanach - This ethereal being draws the eye and uses beguiling powers to distract and enchant. Place the Gan Ceanach in an unoccupied space within 40 feet of you. The Gan Ceanah cannot move, and takes no actions.
As a bonus action on your turn, you can target a single enemy that you can see and can see the Gan Ceanach. That creature must make a Wisdom saving throw Vs your spell DC or move 5 feet towards the Gan Ceanach. If the creature is immune to charm or fear, this it has no effect. Once a creature has succeeded on a saving throw, it vanishes
Autumn: Redcap - A being of rage and vengeance, it runs about your feet, waiting to hurl itself forward, riding the next spell to its target.
Whenever you cast a spell that targets a single creature and do damage, you may add 3d10 necrotic damage to the damage roll. The Redcap is expended once the damage is applied.
Winter: Wisp - A hollow vessel yearning for life is created, wandering aimlessly near your position. As a Bonus action, you may attempt to direct your Wisp to a weakened foe within 30 feet of you to force it to part with its last breath.
If the Target is alive it must make a Constitution save Vs your Spell DC or take 1d10 Lightning Damage, or half on a successful save. If this damage reduces the creature to 0 HP, you regain 1d10 HP.
If the creature succeeds on a saving throw, or is reduced to 0 HP, the Wisp, satisfied, vanishes.
A Bargain is Struck
Starting at 14th Level, whenever you succeed on a Persuasion or Deception check to make an agreement with someone, you may spend sorcery points to make the make the statement binding. The Agreement lasts until the actions on both sides are completed.
Write down the Agreement and give a copy to the GM - included in that agreement must be the outcome of the Bestow curse spell. The Level at which Bestow Curse is cast is equal to the number of Sorcery points spent in binding the Agreement.
In order for the Agreement to take hold, the following must be true:
- You may not Lie.
- You must be asked for something of value in return (Aid, a promise, Gold).
- The other party must be aware they are entering into a formal agreement.
- A timeframe or terms of completion must be stated.
If at any point the other party attempts to willingly break their side of the agreement, you must cast Bestow Curse on the target regardless of where you are - and may immediately teleport to that person’s location.
Similarly, if you willingly renege on your part of the agreement, the GM may cast Bestow Curse on you and can choose the effect.
Aura of the Feywild
Your Fey ancestry can cause the barrier between the Feywild and the Natural World to thin, causing a strange blending of the two. Your very presence imbibes the nearby landscape with energy from the Feywild - Plants grow large and lush in eye-wateringly bright colours, the sunlight dims to a sunset red and leaves turn brown and gold, bracing winds howl in and snow suddenly covers the ground in a thin skein.
You may use this once per long rest.
As an action, you can create an Cylinder centred on you that is 30 feet high and 60 feet in radius. This is considered your Lair, and lasts for 1 minute. The Lair actions activate on initiative round 20, and you can choose which of the two actions take place.
Spring: The air is filled with rejuvenation and renewal; grass is painfully lush and green, stones gleams and shine in an unseen sun, and blossom, butterflies and tiny sprites fill the air.
Action 1 - Healing Spores: If you have cast a spell since the last lair action, a fresh burst of blossom is released into the air. Any breathing creatures you choose in your Lair regains HP equal to your charisma modifier + the level of the last spell slot you used.
Action 2 - Cleansing Springs: One creature in the area may make a saving throw against an effect it is current suffering that a successful saving throw can end.
Summer: Sunshine and lush, rich vegetation abounds, filling the space with wild, living plants that grasp and bend to your will.
Action 1 - Wild Growth: A 10 foot radius area of your choice inside your lair becomes difficult terrain. Any creatures in the area you can choose to make a DC 18 strength saving throw or become restrained until the Lair’s next turn.
Action 2 - Flailing vines. Choose one creature inside, or within 20 feet of your lair. That creature must make a DC 18 Dexterity Saving throw or be pulled 20 feet to another square within your lair and a large vine shoots out from the earth and drags them towards it. You can choose to knock the creature prone.
Autumn: The trees take on a barren, browning tinge and the grass seems bathed in a heavy gold light. Winds rattle and the rich loamy earth becomes fat on the nutrients from fallen leaves.
Action 1 - The Reaping: Choose one creature within your Lair. A large, long limbed being with just wooden bark for a face and carrying an over-sized scythe emerges from the ground and strikes. The Creature makes a DC 18 Constitution saving throw on a failed save, it takes 4d10 necrotic damage, or half as much on a successful save.
Action 2 - Creeping doom: If you have cast a spell since the last lair action, a swarm of beetles and grubs work up from the ground, and crawl into and over your enemies. Until the lair actions next turn, any creature of your choice in your lair that begins its turn must make a Constitution Saving throw. On a failed save, the swarm of bugs is so noisome and painful that the creature must spend its action trying to scrape them off. Undead creatures and constructs are immune to this effect.
The DC for the save is equal to 12 + the level of last spell slot you used.
Winter: Frost licks up the walls and windows, the sky darkens an faint snow falls. A strange hush gathers as shadows grow thicker, as though cast by moonlight.
Action 1 - Frost burst: If you have cast a spell since the last lair action, the temperature rises and falls in time with your arcane power, creating a sudden, terrifying blizzard. Any creatures you choose in your Lair takes cold damage equal to your charisma modifier + the level of the last spell slot you used.
Action 2 - Blizzard: The Snow thickens, clouds cover the moon and sun, and the area becomes a single flood of white. Any creatures you can choose to make a DC 18 Wisdom saving throw or it is considered blinded until the Lairs next turn. In addition, the entire lair is considered difficult terrain.
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