Base Class: Sorcerer
A fey entity has left a permanent mark on you that has granted you innate magical abilities. With these powers you have innate ability to commune with fey creatures, and wield magic similar to that used in the fey wilds. Will you use this power to help bring joy to those around you? Or perhaps cause mischief and mayhem like the fae creatures that you share power with so often do.
As an Fey Marked sorcerer, you decide what creature gave you your mark and with it your powers. Use the table bellow if you need help deciding on how you gained your fey powers.
Fey Origins
| D6 | ORIGIN |
|---|---|
| 1 | You made a deal with a satyr, and after holding your side of the bargain they left you with a tattoo like mark granting you magical powers. |
| 2 | You were experimented on by a hag. Being forced to swallow her experimental brew gave you innate magical abilities that helped you escape her clutches but left you with a permanent scar. |
| 3 | When you were younger a rabid blink dog attacked you leaving you with a nasty gash somewhere on your body. |
| 4 | You had an intimate relationship with a dryad and they left a magical mark on you hoping to find you again someday. |
| 5 | You angered a powerful eladrin mage, they attacked you and left you with a burn mark somewhere on your body. The next day you were able to cast similar magic as them. |
| 6 | A powerful court of faeries have made you their champion and have blessed your body. Various sylvan incantations have covered your body. |
Fey Magic
You learn additional spells when you reach certain levels in this class, as shown on the Fey Spells 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.
Fey Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | faerie fire, find familiar |
| 3rd | enthrall, calm emotions |
| 5th | meld into stone, plant growth |
| 7th | hallucinatory terrain, phantasmal killer |
| 9th | dream, mislead |
Fey Sway
Starting at 1st level, your exposure to the fey has made you exceptionally charming to just about any living creature. When you are targeted by an attack, that you can see, you can use your reaction to "sway" the attacker to not target you. The attacker must succeed a charisma saving throw that is equal to your spell dc, on a failure they instead target the closest creature to you within range of their attack expending any movement they have if necessary. If there is no suitable target within range or the attacker is immune to the charmed condition they automatically succeed the save.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Ethereal Warp
Starting at 6th level, you gain the ability to teleport yourself great distances. As a bonus action you can expend 1 sorcery point to teleport up to 15 feet to an unoccupied space that you can see. You can further this range by expending additional sorcery points each additional sorcery point spent grants you an additional 15 feet.
Avatar of Mayhem and Mischief
Starting at 14 level, you are immune to being magically charmed and you can assume a powerful otherworldly form. You can use a bonus action to enter this form, which lasts for 1 minute. It ends early if you are incapacitated. You can also dismiss this form with a bonus action.
While you are in this state you gain the following benefits:
- Your movement increases by 10 and you hover while moving.
- You have advantage on Charisma and Wisdom saving throws and skill checks.
- When you target a creature with an illusion or enchantment spell that requires that target to make a saving throw they make the saving throw at disadvantage.
- Your AC increases by 2
Once you use this feature, you can't use it again until you finish a long rest.
Enchanting Presence
Starting at 18th level, you can charm and empower those around you. As an action, you cause hostile creatures within a 30 foot cube of you to make a wisdom saving throw against your sorcerer spell save DC. Any creature that can't be charmed succeeds on this saving throw automatically. On a failed save, the creature is considered charmed for 1 minute, when charmed by this way the creatures cannot make hostile actions towards you. If you or an ally attack the creature they get to make the save again. If any allies are in the 30 foot cube they are unaffected by the charm effect and instead receive 2d8 + your proficiency bonus worth of temporary hit points that last 8 hours.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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7/9/2021 4:25:15 PM
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