So I want to create my own 'Circle of the Fey', as Circle of Dreams just doesn't do it for me, but there are just SO many avenues to go. That said I want to steer away from the teleporting aspect as that seems to be WOTC home in on for fey these days.
The concept for the subclass is the duality of the Fey, so you use your Wildshape to either take of the form of the Seelie or the Unseelie court, each acting as the antithesis of the other.
I wanted to reflect those choices initially in the spells list by allowing you to choose per each long rest as to which side you align yourself with on that day - basically like the land druid
I have tried to represent that with the abilities, the Seelie form focusing on Charming and the Unseelie with Frightening.
Im not ENTIRELY happy with the Unseelie form abilities and if anyone can offer alternatives that would gel well with the overall theme I'd appreciate it.
My initial concept for each form was that the Seelie offered temp hp, healing, buffs and charm and then Unseelie would be damage, debuffs, and fear.
I have done some work and fleshed out the idea SOMEWHAT, it's very raw and not balanced at all, it's merely just getting ideas down.
A secondary idea further plays into the trickery and illusory aspect of the fey by allowing you to give up a use of Wildshape to summon an illusion. I like this conceptually, but it feels too much like the Trickery Domain cleric but more OP.
It's a very cool concept but the first one it is incredibly OP as currently written, charm & fear effects with no repeat saves and no concentration is ridiculously powerful especially ones based on Cha saves. You've also picked just the most powerful spells combat you can that fit the the theme for the extra spells which is usually not such a great idea, casters especially Druids are meant to have more versatility and out-of-combat utility not be purely combat focused.
The second one it's not clear how an illusion is destroyed since it has an AC & saving throws but no HP.
However, both of the versions suffer from the problem that almost all their abilities are based on the WS special ability which means if you run out of WS you basically don't have a subclass anymore. They are also both very one-trick ponies. If they are up against creatures immune to charm, fear or illusion respectively they basically have no subclass anymore.
Suggestions:
Druid Level
Fey
Seelie
Unseelie
3
Hideous Laughter, Misty Step
Charm Person, Invisibility
Bane, Shatter
5
Summon Fey
Hypnotic Pattern
Fear
7
Hallucinatory Terrain
Aura of Life
Blight
9
Seeming
Yolande's Regal Presence
Wall of Stone
Fey Form
At 3rd level you align yourself with the nature of fey, learning from the duality of both the Seelie and Unseelie Courts, gaining abilities based on their influence. As a bonus action, you can expend a use of your Wild Shape, you can take the form of your fey self, attuned with either the Seelie or Unseelie (your choice when you activate it). The form lasts for 10 minutes. It ends early if you dismiss it (no action required), have the Incapacitated condition, or use this feature again.
Seelie Form: While in this form you become the manifestation of pure ethereal beauty, joy, and harmony with nature. You gain a +5 bonus to Charisma (Persuasion) checks, and whenever you cast a spell of 1st level or higher, you can use a bonus action to force one creature within 30 ft of you to succeed on a Wisdom saving throw or become Charmed by you until the end of their next turn or until you deal damage to it.
Unseelie Form: While in this form you are wreathed in shadow and emulate the corrupt dark twisted nature of the Fey. You gain a +5 bonus to Charisma (Intimidation) checks, and whenever you cast a spell of 1st level or higher, you can use a bonus action to force one creature within 30 ft of you to succeed on a Wisdom saving throw or become Frightened by you until the end of their next turn.
Glamour Form: While in this form you surround yourself with distracting shifting illusions. You gain a +5 bonus to Charisma (Deception) checks, and when a creature targets you with an attack you can use your reaction to force that attack to be at disadvantage.
The Light and The Dark
Starting at 6th level. Whenever you cast a spell that deals radiant or necrotic damage you gain a bonus to the damage roll equal to your Wisdom modifier.
Deceptive Dimensions
At 10th level, you can temporarily channel the unusual geography of the Fey Wilds. As a bonus action on your turn you can distort the terrain around one creature you can see within 60 ft of you. You either halve or double all movement speeds for that creature until the start of your next turn.
Master of the Unseen World
At 14th level, your mastery of fey illusions allows you to completely warp the battlefield with phantasms that are indistinguishable from reality. As an action, you a grand illusionary spectacle that lasts for 1 minute. Choose one of the following effects:
Mirage of Terror: You summon terrifying illusions of monstrous creatures, fey abominations, or shadowy figures in a 20-foot radius centered on a point you can see within 60 feet. Enemies in the area have disadvantage on Wisdom saving throws and take 2d6 + your Wisdom modifier (minimum of 1) psychic damage when they start of their turn in the area or when then enter the area on their turn.
Elysian Veil: You summon an illusion of tranquil fey beauty—such as a glowing glade, a shimmering river, or a canopy of radiant lights—centered on a point within 60 feet. This illusion fills a 20-foot radius and creates an aura of healing. Allies within the area have advantage on Wisdom saving throws and regain hit points equal to 2d6 + your Wisdom modifier (minimum of 1) when they start of their turn in the area or when then enter the area on their turn.
Once you use the ability you cannot use it again until you have finished a long rest.
If it were me I would make illusions, charm, and fear as all generic fey stuff and put buffs and healing for the Seelie and debuts and damage for either Unseelie.
Expanded Spells: Generic Fey: Hideous Laughter, Misty Step, Fear, Confusion, Mislead Sealie: Bless, Aid, Mass Healing Word, Freedom of Movement, Greater Restoration Unsealie: Bane, Phantasmal Force, Lightning Bolt, Blight, Cloudkill
Fey Form: Generic Fey: Use reaction to impose DA on an attack, b/c illusions Sealie: When cast a spell of 1st level of higher that causes creature to regain hit points choose another creature within 30 ft of you (can include yourself) they regain 2d6+your wisdom modifier hit points. Unsealie: When cast a spell of 1st level of higher gain a bonus to one damage roll equal to your wisdom modifier.
6th Level: Learn Summon Fey and cast it once without requiring concentration.
10th Level: Adv on saves vs charm & fear, when succeed on a save against charm or fear can reflect it back at the source 1/day
14th Level: Mirage of Terror: You summon terrifying illusions of monstrous creatures, fey abominations, or shadowy figures in a 20-foot radius centered on a point you can see within 60 feet. Enemies in the area take 2d6 + your Wisdom modifier (minimum of 1) psychic damage and their movement speed is halved when they start of their turn in the area. You can move the area up to 30 ft as a bonus action.
Elysian Veil: You summon an illusion of tranquil fey beauty—such as a glowing glade, a shimmering river, or a canopy of radiant lights—centered on a point within 60 feet. This illusion fills a 20-foot radius and creates an aura of healing. Allies within the area regain hit points equal to 2d6 + your Wisdom modifier (minimum of 1) and any effect causing them to be charmed or frightened end on them when they start of their turn in the area. You can move the area up to 30 ft as a bonus action.
I have tried to blend the 2 subclass ideas together along with your suggestions.
I cut the Fey form down so it's just 1 form, no swapping between Seelie or Unseelie, and I tried to smash the effects together but not make them OP. Not really sure if I have done that tbh. I also added the illusion here to give another use of the form so it's not just useless if creatures are immune to charm/frightened.
I understand what you mean about being too dependent on wildshape. I was building it off the bad of Circle of Stars to a degree and how that is also basically a normal druid if they are out of WS uses. That being said, I'm pretty sure the lvl 10 feature is too strong.
I tried to work in some less combat based spells into the spells list as well.
Circle of the Fey Spells
When you reach a Druid level specified in the table below, you thereafter always have the spells listed on the Fey column prepared. Whenever you finish a Long Rest, choose one Fey Court: Seelie or Unseelie, and you also have the spells in that column for your Druid level and lower prepared.
At 3rd level you align yourself with the nature of fey, learning from the duality of both the Seelie and Unseelie Courts, gaining abilities based on their influence. As a bonus action, you can expend a use of your Wild Shape, you can take the form of your fey self, attuned to both the Seelie or Unseelie. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), have the Incapacitated condition, or use this feature again.
While in this form you gain the following features:
Bewitching Gaze: You can use your bonus action to force a creature within 30 feet of you that you can see to succeed on a Wisdom saving throw against your spell save DC or be charmed or frightened until the end of your next turn (chosen by you when you take this action).
Illusory Duplicate: As a reaction, when targeted by an attack, you can project an illusion of yourself to confuse the enemy and force the attack to be at disadvantage. Your illusion disappears after either of you are hit.
Otherworldly Glamour
Additionally, at 3rd level, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).
Level 6
Fey Reinforcements
At 6th level, the royal courts of the Feywilds have blessed you with the assistance of fey beings; you know the spell Summon Fey. It doesnt count against the number of Druid spells you know, you can cast it once without using a spell slot, and you regain the ability to do so after a long rest. When cast this way, the spell doesn’t require concentration but it’s duration becomes 1 minute for the casting.
Level 10
Fey form improvements
You are immune to charmed and frightened effects. Additionally, when in you Fey Form you now have the following effects:
- Creatures that are either Charmed or Frightened from your Bewitching Gaze feature are now under the condition for 1 minute. At the end of each of its turns, the target can make another Wisdom saving throw. On a success the effects ends.
- Creatures that are Charmed or Frightened of you either from your Bewitching Gaze feature or a spell take psychic damage equal to your wisdom modifier at the start of each of your turns, this damage does not end either condition.
- Illusory Distraction: As reaction, whether you are being targeted by an attack or not, you can summon your Illusory Duplicate. It has 1hp, an AC of 10 + your Wisdom modifier, and you can move it up to 30 ft each turn (no action required). When you're targeted by an attack or spell, you can swap positions with your illusion.
Level 14
Master of the Unseen World
At 14th level, your mastery of fey illusions allows you to completely warp the battlefield with phantasms that are indistinguishable from reality. As an action, you summon a grand illusionary spectacle that lasts for 1 minute. Choose one of the following effects.
Mirage of Terror: You summon terrifying illusions of monstrous creatures, fey abominations, or shadowy figures in a 20-foot sphere centered on a point you can see within 60 feet. Enemies in the area take 2d6 + your Wisdom modifier (minimum of 1) psychic damage and their movement speed is halved when they start of their turn in the area or enter the area on their turn. You can move the area up to 30 ft as a bonus action
Elysian Veil: You summon an illusion of tranquil fey beauty—such as a glowing glade, a shimmering river, or a canopy of radiant lights—centered on a point within 60 feet. This illusion fills a 20-foot sphere and creates an aura of healing. Allies and yourself within the area regain hit points equal to 2d6 + your Wisdom modifier (minimum of 1) and any effect causing them to be charmed or frightened end on them when they start of their turn in the area. You can move the area up to 30 ft as a bonus action
Once you use the ability you cannot use it again until you have finished a long rest.
Overall it's better, though still much too powerful. It also feels a lot less flavourful/interesting, the seelie and unseelie spell lists have a lot of overlapping themes so I don't know if I'd really feel "seelie"-ish or "unseelie"-is playing them any more since they both mainly debuff enemies and have some utility illusions.
Seelie spell list: Command, Bless, Mass Healing word, Hallucinatory Terrain, Passwall
The spell levels here are 1,1,3,4,5 which is never done. It should be 1,2,3,4,5 perhaps swap Aid for Bless.
Bewitching Gaze: You can use your bonus action to force a creature within 30 feet of you that you can see to succeed on a Wisdom saving throw against your spell save DC or be charmed or frightened until the end of your next turn (chosen by you when you take this action).
Illusory Duplicate: As a reaction, when targeted by an attack, you can project an illusion of yourself to confuse the enemy and force the attack to be at disadvantage. Your illusion disappears after either of you are hit.
Why did you just give them both? That takes away the interesting game play choice of whether to be more of a controller or be more defensive. Starry Druid gives three distinct buffs that change how you play or order to make the choice of form an interesting strategic choice: do you go healer with Chalice, offensive with Archer, or defensive with Dragon? That's an interesting choice to make depending on the situation. Just getting all of them at once would be much more powerful and much more boring.
Also you made the defensive option (Illusory Duplicate) WAY more powerful and WAY too powerful for 3rd level. You've given them the equivalent of a Displacer Cloak (a Rare magic item, and one of the most powerful of them) at 3rd level. Consider that the Light Cleric gets to impose DA on one attack as a reaction Wis times / LR as their first subclass feature, and I was already being generous allowing the Illusion option to be unlimited use while the form was active.
Illusory Distraction: As reaction, whether you are being targeted by an attack or not, you can summon your Illusory Duplicate. It has 1hp, an AC of 10 + your Wisdom modifier, and you can move it up to 30 ft each turn (no action required). When you're targeted by an attack or spell, you can swap positions with your illusion.
Being able to completely negate an attack on you or an AoE spell on you every round is again Brokenly powerful. This is the 2024 Trickery Domains ability on steroids and people are already debating whether the Trickery Domain ability is too good.
My very original idea, was to have the 2 forms and each one projected an aura. The seelie offered temp hp and buffs and the unseelie offered dmg and debuffs.
At later levels these increased and you could project the auras in an area. Don't know whether it might be better to go back to that idea. As I'm concerned about the viability of charmed/frightened in higher levels.
Like so:
Fey Form
At 2nd level you align yourself with the nature of fey, learning from the duality of both the Seelie and Unseelie Courts, gaining abilities based on their influence. As a bonus action, you can expend a use of your Wild Shape, you can take the form of your fey self, attuned to either the Seelie or Unseelie. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), have the Incapacitated condition, or use this feature again.
While in this form you gain the following features:
- You can temporary hitpoints equal to 3 x your druid level + you wisdom modifier.
-you can teleport up to 15 ft as a bonus action.
Seelie Form: Whilst in this form you can project an aura in a 10-foot radius that gives allies temporary hitpoints equal to half what you gain.
Unseelie form: Enemies inside your aura must subtract your Wisdom modifier from their attack rolls?
That feature again is WAY WAY WAY overstuffed with features making it brokenly powerful. To put in context before we even get to the Seelie & Unseelie form part you've already made this one level 3 feature more powerful than the 2024 Moon Druid's level 3 and level 10 features combined.
Druid's get ONE thing as part of their level 3 WS-associated feature. Sometimes they get a choice of 1 thing from a set of options. You are putting in 3 things making it at least 3x more powerful than any other druid subclass.
Here's a quick guide of how to make a good subclass:
1) Decide on the unique theme and unique playstyle for the subclass.
Moon Druid is transformation themed, and it's unique playstyle is to be a WS-based melee-fighter (i.e. beastial warrior) Starry Druid is night-sky themed, and it's unique playstyle is to be support-focused (i.e. guiding star) Dreams Druid is Fey-themed, and it's unique playstyle is to be protector-focused (i.e. warm hearth) Spores Druid is creepy themed, and it's unique playstyle is to be a weapon-based melee fighter (i.e. toxic slayer) Land Druid is terrain themed, and it's unique playstyle is to be spellcasting focused (i.e. nature wizard)
2) Figure out what is missing from the base class that prevents it from already being able to be used for your desired playstyle.
3) Create the minimum features required to make the base class function for your desired playstyle and make it different from existing subclasses & theme them appropriately. These go at level 3 & 6.
4) Create a feature that epitomizes the archetype / dream of this subclass. This is the capstone feature.
6) Create an upgrade to the 3rd or 6th level feature that enables it to remain viable in tier 3&4 (if necessary). Or create a niche / alternate take one one of these features. This goes at level 10.
7) Compare your subclasses features to those of the other subclasses, are they more or less powerful? If they are all more powerful you need to nerf some, if any are as powerful/more powerful than 2 other subclasses combined you need to nerf it. If some are a bit more powerful and others a bit less powerful then you've hit the sweet spot!
At 2nd level you align yourself with the nature of fey, learning from the duality of both the Seelie and Unseelie Courts, gaining abilities based on their influence. As a bonus action, you can expend a use of your Wild Shape, you can take the form of your fey self, attuned to either the Seelie or Unseelie. Each form lasts for 10 minutes. It ends early if you dismiss it (no action required), have the Incapacitated condition, or use this feature again.
Seelie Form: Whilst in this form you can project an aura in a 10-foot radius that gives yourselg and allies temporary hitpoints equal to half your druid level + your wisdom modifier.
Unseelie form: Whilst in this form enemies inside your aura must subtract your Wisdom modifier from their attack rolls? (Or something as a debuff)
2) What is Druid missing in terms of battlefield control? - charm/fear/incapacitation effects, diversity in the saving throws they target (almost all druid spells are CON, STR, or DEX saves).
3) Minimum features to make them a good battlefield controller:
access to additional spells with different saving throws - such as: Banishment (CHA), Phantasmal Force (INT), Tasha's Mind Whip (INT), Fear (WIS), Hypnotic Pattern (WIS), Confusion (WIS), Command (WIS), Dominate X (WIS), Hold X (WIS), Hideous Laughter (WIS), Sleep.
this can be done just with the expanded spell list
maybe some way avoid having you concentration immediately broken
this could be done using WS
maybe some way to improve the odds of your save-or-suck spells landing
this could be done using WS
some kind of bonus to CHA skills.
either add Wis, or give expertise/proficiency
....
I won't go any further since I'm not fully sure a battlefield controller is really what you want. Maybe you want more of a support / utility character?
I think what is tripping me up the most is trying to define 2 separate forms and not make it OP. I really wanted to capture the duality of the 2 forms in what they would offer.
Druids innately have a lot of support baked in and a few subclasses dedicated to it, what they don't have is more battlefield control that deals with the more 'mental' control.
…I think what is tripping me up the most is trying to define 2 separate forms and not make it OP. I really wanted to capture the duality of the 2 forms in what they would offer….
That was why I had suggested defining what was core to all fey (trixy & capable of being very scary, ie. Illusion, charmed, frightened) and making that the main thrust (70% — 80%) of the subclass. Then defining what was core to those two aspects, the Seelie (possibly helpful, and somewhat less murderously inclined — buffs & healing) & the Unseelie (decidedly unhelpful and prone towards murderous inclinations — debuffs & damage), and using those aspects combined to makeup the remainder (20% — 30%) of the subclass. Makes it a lot easier to maintain balance that way.
Ok so battlefield control & Fey trixyness is what we are going for. But also the duality.
What is the duality to you? What makes the Unseelie unseelie? What makes the Seelie seelie?
Unseelie in my brain are associated with acceptance, ugliness, fear, cold/necrotic damage, hexes, curses, darkness, shadow, viciousness
Seelie in my brain are associated with arrogance, beauty, exclusionary, fire/radiant damage, charm, light, healing, protection
Now then we can't incorporate all aspects as that will lead to OP-ness but we also don't want to double down on just one feature. So pick 3 key attributes / associations with each of the Seelie & Unseelie that you most want to emphasize. - one will only be used for the extended spell lists - one will be the basis of the 3rd level Form ability - one will be the basis 10th or 14th level ability.
Then we have 2 additional subclass abilities that are dedicated to generic Fey-ness.
To be honest those are very good list of aspects for each court.
Though different, both have a degree of similarities. Both are capricious, value and venerate power and influence, respect for nature and magic.
I think for the Seelie we should go with Charm (of course), Radiant damage, and healing.
Flavour...
Glorious Presence - Radiant moonline streams from you in all directions, and those who behold are stricken with awe.
Perhaps, in Seelie form, you could emit a dazzling light in 10ft radius that could blind or something.
And for Unseelie, it would be Fear, Necrotic damage, and shadow.
Flavour....
Dread Presence - You become a vision of nightmare, cloaking yourself in the dread shadow that is inexorably bound to you, wrapping it around you like a mantle.
Perhaps the Unseelie form could have some form of Invisibility?
Shadow Cloak - The Unseelie place a high value on secrecy. You have learned to reach out and physically grasp the shadows that lie in corners and cracks, pulling them over you like a cloak to hide you from prying eyes.
Seelie Form 1 - Radiant moonlight streams from you in all directions. You emit bright light in a 15 ft radius and dim light for an additional 15 ft. When a creature ends its turn in the bright light you can use your reaction to force it to make a Constitution saving throw against your spell DC, on a failure the target is blinded until the end of their next turn. In addition, when you cast a spell that deals damage you can change the damage type to radiant damage (no action required).
[The problem with this form is that it wants the druid to be in melee range of the enemies, which is not where most druids want to be especially not ones that are concentrating of battlefield control spells. What about the below?]
Seelie Form 2 - Radiant moonlight streams around you forming an iridescent robe or other form of clothing. You emit bright light in a 15 ft radius and dim light for an additional 15 ft. While in this form, when you or creatures within your bright light use a spell or other action to cause a creature to regain hit points that creature gains temporary hit points equal to 1d6+your Wisdom modifier.
Unseelie Form - You become a vision of nightmare, cloaking yourself in the dread shadow that is inexorably bound to you, wrapping it around you like a mantle. When you are hit by an attack, you can use your reaction to cause these shadows to terrify your attacker, they must make a Wisdom saving throw against your spell DC or be frightened of you until the end of their next turn (this does not affect the triggering attack).
[Invisibility is too powerful for a multi-use feature at 3rd level, unless it was only 1 round or broken by everything the regular Invisibility spell is broken by which seemed lame if Invisibility is on their spell list]
Otherworldly Glamour : Additionally, at 3rd level, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).
6th Level
Fey Reinforcements
At 6th level, the royal courts of the Feywilds have blessed you with the assistance of fey beings; you know the spell Summon Fey. It doesnt count against the number of Druid spells you know, you can cast it once without using a spell slot, and you regain the ability to do so after a long rest. When cast this way, the spell doesn’t require concentration but it’s duration becomes 1 minute for the casting.
10th Level
Enthralling Form - When a creature gains temporary hit points as a result of your Seelie Form, you can use your reaction to channel your awe inspiring presence towards a creature you can see within 60 ft of you. That creature must make a Wisdom saving throw against your spell DC or be charmed by you until the end of your next turn.
Shrouded Form - When you activate your Unseelie form you become invisible which lasts for 1 minute or until you take damage, while in your Seelie form you can use an Action to become invisible again.
Alternative Unseelie Upgrade:
Hexen Form - When you use the reaction granted by your Unseelie Form, the target also takes 2d8 + your Wisdom modifier necrotic damage or half as much on a successful save.
14th Level :
Inscrutable - You are immune to being frightened or charmed, others have disadvantage on Wisdom (Perception) and Wisdom (Insight) checks against you. In addition, you can swap between your Seelie and Unseelie forms once on your turn as a free action, and while you are in either your Seelie or Unseelie form you grow a pair of magical wings that grant you a flying speed equal to your walking speed.
Interesting. In my mind all fey from either court embody aspects that hat you’ve attributed only to one court or the other. In my mind, one of the things that makes all the fey so dangerous is how other creatures perceive them as being one way or another but in reality the dichotomy is less substantive and more cosmetic to an extent.
For example, consider Queen Mab, The Queen of Air and Darkness, The Winter Queen herself, and one of the most powerful beings in all the Unseelie court, arguably the most powerful. Now certain aspects you’ve associated with the Unseelie are even mentioned in some of her titles, cold and darkness notably. However, I dare say few would consider her ugly, by all accounts she is in fact exceptionally beautiful, as well as supernaturally persuasive and beguiling. By the same token ili suspect one would be fairly hard pressed to find those who would not cite arrogance among her personality traits. Her direct counterpoint in the Seelie court, Queen Titania, is in many ways very similar: beautiful, arrogant, charming. However, it is said that she can be absolutely terrifying at times, and can lay hexes and curses on those who displease her as well as anyone.
Another way to consider it is that the Seelie and the Unseelie do a lot of the same things and behave in a lot of the same ways. The only difference is really the what they consider to be reasonably acceptable outcomes. We’ve all heard stories of the fey enchanting mortals with song and luring them to cross into the fey realms to wander lost there for years, or possibly even centuries. To the fey it’s just a practical joke. After all no real harm done, the mortals survived. Besides, if one thinks about it they actually did the mortals a favor since otherwise they would have died boring mortal deaths ages earlier like the rest of their kind. This way they got to live much, much longer and experience the wonders of the fey realms as well. We’ve all also heard tails of those who used music to lure mortals to watery deaths by crashing their ships into rocky islands. To those playing the music it was just a practical joke. After all, no real harm done, it was only some mortals, nobody important. Besides, their lives are so short anyway, just a few moments long really. What difference does it make if they die a moment or two sooner than they would have otherwise, and who would really notice anyway? In both cases the fey used music to lure mortals of their intended paths and into dangerous situations, only the Seelie thought it was funny to toy with them for a while and eventually leave them alone again, and considered what they did to be benevolent and even beneficial for the mortals, and the Unseelie thought it was funny to watch the mortals drown.
Treachery, fear, beguilement, and song all associated with fey from both courts, only what those of the one court do might be considered “kind” or “beneficial” depending on the observers perspective, and what those of the other court did would be considered “cruel” or “vicious” blending on perspective.
Spells list: All great options, going to be interesting using Spirit Guardians as a Druid! May have to change that one.
Seelie Form 2 - Radiant moonlight streams around you forming an iridescent robe or other form of clothing. You emit bright light in a 15 ft radius and dim light for an additional 15 ft. While in this form, when you or creatures within your bright light use a spell or other action to cause a creature to regain hit points that creature gains temporary hit points equal to 1d6+your Wisdom modifier.
Love this. That's all, love it.
Unseelie Form - You become a vision of nightmare, cloaking yourself in the dread shadow that is inexorably bound to you, wrapping it around you like a mantle. When you are hit by an attack, you can use your reaction to cause these shadows to terrify your attacker, they must make a Wisdom saving throw against your spell DC or be frightened of you until the end of their next turn (this does not affect the triggering attack).
Like the direction of this one, definitely more defensive, only aspect I don't like is you have to be hit to take effect. I understand what you're doing here.
Enthralling Form - When a creature gains temporary hit points as a result of your Seelie Form, you can use your reaction to channel your awe inspiring presence towards a creature you can see within 60 ft of you. That creature must make a Wisdom saving throw against your spell DC or be charmed by you until the end of your next turn.
Similarly, this in the right direction, just doesn't feel great that to charm an enemy you first have to make sure someone has been healed.
Hexen Form - When you use the reaction granted by your Unseelie Form, the target also takes 2d8 + your Wisdom modifier necrotic damage or half as much on a successful save.
Very decent amount of damage here.
Inscrutable - You are immune to being frightened or charmed, others have disadvantage on Wisdom (Perception) and Wisdom (Insight) checks against you. In addition, you can swap between your Seelie and Unseelie forms once on your turn as a free action, and while you are in either your Seelie or Unseelie form you grow a pair of magical wings that grant you a flying speed equal to your walking speed.
Wouldn't it be better to allow form swapping at lvl 10 like stars druid? Otherwise seems great.
@IamSpoata I do agree with you, but trying to quantify qualities that represent both courts otherwise is difficult. Unless you have some suggestions? What features would you put into this subclass?
So I want to create my own 'Circle of the Fey', as Circle of Dreams just doesn't do it for me, but there are just SO many avenues to go. That said I want to steer away from the teleporting aspect as that seems to be WOTC home in on for fey these days.
The concept for the subclass is the duality of the Fey, so you use your Wildshape to either take of the form of the Seelie or the Unseelie court, each acting as the antithesis of the other.
I wanted to reflect those choices initially in the spells list by allowing you to choose per each long rest as to which side you align yourself with on that day - basically like the land druid
I have tried to represent that with the abilities, the Seelie form focusing on Charming and the Unseelie with Frightening.
Im not ENTIRELY happy with the Unseelie form abilities and if anyone can offer alternatives that would gel well with the overall theme I'd appreciate it.
My initial concept for each form was that the Seelie offered temp hp, healing, buffs and charm and then Unseelie would be damage, debuffs, and fear.
I have done some work and fleshed out the idea SOMEWHAT, it's very raw and not balanced at all, it's merely just getting ideas down.
A secondary idea further plays into the trickery and illusory aspect of the fey by allowing you to give up a use of Wildshape to summon an illusion. I like this conceptually, but it feels too much like the Trickery Domain cleric but more OP.
https://docs.google.com/document/d/1eUc4OaxMYSPLds9heqqkFsjyAkS7-RXEElXXPAIkqg0/edit?usp=sharing
It's a very cool concept but the first one it is incredibly OP as currently written, charm & fear effects with no repeat saves and no concentration is ridiculously powerful especially ones based on Cha saves. You've also picked just the most powerful spells combat you can that fit the the theme for the extra spells which is usually not such a great idea, casters especially Druids are meant to have more versatility and out-of-combat utility not be purely combat focused.
The second one it's not clear how an illusion is destroyed since it has an AC & saving throws but no HP.
However, both of the versions suffer from the problem that almost all their abilities are based on the WS special ability which means if you run out of WS you basically don't have a subclass anymore. They are also both very one-trick ponies. If they are up against creatures immune to charm, fear or illusion respectively they basically have no subclass anymore.
Suggestions:
Druid Level
Fey
Seelie
Unseelie
3
Hideous Laughter, Misty Step
Charm Person, Invisibility
Bane, Shatter
5
Summon Fey
Hypnotic Pattern
Fear
7
Hallucinatory Terrain
Aura of Life
Blight
9
Seeming
Yolande's Regal Presence
Wall of Stone
Fey Form
At 3rd level you align yourself with the nature of fey, learning from the duality of both the Seelie and Unseelie Courts, gaining abilities based on their influence. As a bonus action, you can expend a use of your Wild Shape, you can take the form of your fey self, attuned with either the Seelie or Unseelie (your choice when you activate it). The form lasts for 10 minutes. It ends early if you dismiss it (no action required), have the Incapacitated condition, or use this feature again.
Seelie Form: While in this form you become the manifestation of pure ethereal beauty, joy, and harmony with nature. You gain a +5 bonus to Charisma (Persuasion) checks, and whenever you cast a spell of 1st level or higher, you can use a bonus action to force one creature within 30 ft of you to succeed on a Wisdom saving throw or become Charmed by you until the end of their next turn or until you deal damage to it.
Unseelie Form: While in this form you are wreathed in shadow and emulate the corrupt dark twisted nature of the Fey. You gain a +5 bonus to Charisma (Intimidation) checks, and whenever you cast a spell of 1st level or higher, you can use a bonus action to force one creature within 30 ft of you to succeed on a Wisdom saving throw or become Frightened by you until the end of their next turn.
Glamour Form: While in this form you surround yourself with distracting shifting illusions. You gain a +5 bonus to Charisma (Deception) checks, and when a creature targets you with an attack you can use your reaction to force that attack to be at disadvantage.
The Light and The Dark
Starting at 6th level. Whenever you cast a spell that deals radiant or necrotic damage you gain a bonus to the damage roll equal to your Wisdom modifier.
Deceptive Dimensions
At 10th level, you can temporarily channel the unusual geography of the Fey Wilds. As a bonus action on your turn you can distort the terrain around one creature you can see within 60 ft of you. You either halve or double all movement speeds for that creature until the start of your next turn.
Master of the Unseen World
At 14th level, your mastery of fey illusions allows you to completely warp the battlefield with phantasms that are indistinguishable from reality. As an action, you a grand illusionary spectacle that lasts for 1 minute. Choose one of the following effects:
Mirage of Terror: You summon terrifying illusions of monstrous creatures, fey abominations, or shadowy figures in a 20-foot radius centered on a point you can see within 60 feet. Enemies in the area have disadvantage on Wisdom saving throws and take 2d6 + your Wisdom modifier (minimum of 1) psychic damage when they start of their turn in the area or when then enter the area on their turn.
Elysian Veil: You summon an illusion of tranquil fey beauty—such as a glowing glade, a shimmering river, or a canopy of radiant lights—centered on a point within 60 feet. This illusion fills a 20-foot radius and creates an aura of healing. Allies within the area have advantage on Wisdom saving throws and regain hit points equal to 2d6 + your Wisdom modifier (minimum of 1) when they start of their turn in the area or when then enter the area on their turn.
Once you use the ability you cannot use it again until you have finished a long rest.
If it were me I would make illusions, charm, and fear as all generic fey stuff and put buffs and healing for the Seelie and debuts and damage for either Unseelie.
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You could also do it that way:
Expanded Spells:
Generic Fey: Hideous Laughter, Misty Step, Fear, Confusion, Mislead
Sealie: Bless, Aid, Mass Healing Word, Freedom of Movement, Greater Restoration
Unsealie: Bane, Phantasmal Force, Lightning Bolt, Blight, Cloudkill
Fey Form:
Generic Fey: Use reaction to impose DA on an attack, b/c illusions
Sealie: When cast a spell of 1st level of higher that causes creature to regain hit points choose another creature within 30 ft of you (can include yourself) they regain 2d6+your wisdom modifier hit points.
Unsealie: When cast a spell of 1st level of higher gain a bonus to one damage roll equal to your wisdom modifier.
6th Level:
Learn Summon Fey and cast it once without requiring concentration.
10th Level:
Adv on saves vs charm & fear, when succeed on a save against charm or fear can reflect it back at the source 1/day
14th Level:
Mirage of Terror: You summon terrifying illusions of monstrous creatures, fey abominations, or shadowy figures in a 20-foot radius centered on a point you can see within 60 feet. Enemies in the area take 2d6 + your Wisdom modifier (minimum of 1) psychic damage and their movement speed is halved when they start of their turn in the area. You can move the area up to 30 ft as a bonus action.
Elysian Veil: You summon an illusion of tranquil fey beauty—such as a glowing glade, a shimmering river, or a canopy of radiant lights—centered on a point within 60 feet. This illusion fills a 20-foot radius and creates an aura of healing. Allies within the area regain hit points equal to 2d6 + your Wisdom modifier (minimum of 1) and any effect causing them to be charmed or frightened end on them when they start of their turn in the area. You can move the area up to 30 ft as a bonus action.
Thank you both, I will review and come back with an update
@Agilemind
How about something like this then:
I have tried to blend the 2 subclass ideas together along with your suggestions.
I cut the Fey form down so it's just 1 form, no swapping between Seelie or Unseelie, and I tried to smash the effects together but not make them OP. Not really sure if I have done that tbh. I also added the illusion here to give another use of the form so it's not just useless if creatures are immune to charm/frightened.
I understand what you mean about being too dependent on wildshape. I was building it off the bad of Circle of Stars to a degree and how that is also basically a normal druid if they are out of WS uses. That being said, I'm pretty sure the lvl 10 feature is too strong.
I tried to work in some less combat based spells into the spells list as well.
Circle of the Fey Spells
When you reach a Druid level specified in the table below, you thereafter always have the spells listed on the Fey column prepared. Whenever you finish a Long Rest, choose one Fey Court: Seelie or Unseelie, and you also have the spells in that column for your Druid level and lower prepared.
Druid Level
Fey spell list: Hideous Laughter, Suggestion, Blink, Dominate Beast, Dominate Person
Seelie spell list: Command, Bless, Mass Healing word, Hallucinatory Terrain, Passwall
Unseelie spell list: Disguise Self, Invisibility, Fear, Phantasmal Killer, Seeming
Fey Form
At 3rd level you align yourself with the nature of fey, learning from the duality of both the Seelie and Unseelie Courts, gaining abilities based on their influence. As a bonus action, you can expend a use of your Wild Shape, you can take the form of your fey self, attuned to both the Seelie or Unseelie. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), have the Incapacitated condition, or use this feature again.
While in this form you gain the following features:
Bewitching Gaze: You can use your bonus action to force a creature within 30 feet of you that you can see to succeed on a Wisdom saving throw against your spell save DC or be charmed or frightened until the end of your next turn (chosen by you when you take this action).
Illusory Duplicate: As a reaction, when targeted by an attack, you can project an illusion of yourself to confuse the enemy and force the attack to be at disadvantage. Your illusion disappears after either of you are hit.
Otherworldly Glamour
Additionally, at 3rd level, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).
Level 6
Fey Reinforcements
At 6th level, the royal courts of the Feywilds have blessed you with the assistance of fey beings; you know the spell Summon Fey. It doesnt count against the number of Druid spells you know, you can cast it once without using a spell slot, and you regain the ability to do so after a long rest. When cast this way, the spell doesn’t require concentration but it’s duration becomes 1 minute for the casting.
Level 10
Fey form improvements
You are immune to charmed and frightened effects. Additionally, when in you Fey Form you now have the following effects:
- Creatures that are either Charmed or Frightened from your Bewitching Gaze feature are now under the condition for 1 minute. At the end of each of its turns, the target can make another Wisdom saving throw. On a success the effects ends.
- Creatures that are Charmed or Frightened of you either from your Bewitching Gaze feature or a spell take psychic damage equal to your wisdom modifier at the start of each of your turns, this damage does not end either condition.
- Illusory Distraction: As reaction, whether you are being targeted by an attack or not, you can summon your Illusory Duplicate. It has 1hp, an AC of 10 + your Wisdom modifier, and you can move it up to 30 ft each turn (no action required). When you're targeted by an attack or spell, you can swap positions with your illusion.
Level 14
Master of the Unseen World
At 14th level, your mastery of fey illusions allows you to completely warp the battlefield with phantasms that are indistinguishable from reality. As an action, you summon a grand illusionary spectacle that lasts for 1 minute. Choose one of the following effects.
Mirage of Terror: You summon terrifying illusions of monstrous creatures, fey abominations, or shadowy figures in a 20-foot sphere centered on a point you can see within 60 feet. Enemies in the area take 2d6 + your Wisdom modifier (minimum of 1) psychic damage and their movement speed is halved when they start of their turn in the area or enter the area on their turn. You can move the area up to 30 ft as a bonus action
Elysian Veil: You summon an illusion of tranquil fey beauty—such as a glowing glade, a shimmering river, or a canopy of radiant lights—centered on a point within 60 feet. This illusion fills a 20-foot sphere and creates an aura of healing. Allies and yourself within the area regain hit points equal to 2d6 + your Wisdom modifier (minimum of 1) and any effect causing them to be charmed or frightened end on them when they start of their turn in the area. You can move the area up to 30 ft as a bonus action
Once you use the ability you cannot use it again until you have finished a long rest.
Overall it's better, though still much too powerful. It also feels a lot less flavourful/interesting, the seelie and unseelie spell lists have a lot of overlapping themes so I don't know if I'd really feel "seelie"-ish or "unseelie"-is playing them any more since they both mainly debuff enemies and have some utility illusions.
The spell levels here are 1,1,3,4,5 which is never done. It should be 1,2,3,4,5 perhaps swap Aid for Bless.
Why did you just give them both? That takes away the interesting game play choice of whether to be more of a controller or be more defensive. Starry Druid gives three distinct buffs that change how you play or order to make the choice of form an interesting strategic choice: do you go healer with Chalice, offensive with Archer, or defensive with Dragon? That's an interesting choice to make depending on the situation. Just getting all of them at once would be much more powerful and much more boring.
Also you made the defensive option (Illusory Duplicate) WAY more powerful and WAY too powerful for 3rd level. You've given them the equivalent of a Displacer Cloak (a Rare magic item, and one of the most powerful of them) at 3rd level. Consider that the Light Cleric gets to impose DA on one attack as a reaction Wis times / LR as their first subclass feature, and I was already being generous allowing the Illusion option to be unlimited use while the form was active.
Being able to completely negate an attack on you or an AoE spell on you every round is again Brokenly powerful. This is the 2024 Trickery Domains ability on steroids and people are already debating whether the Trickery Domain ability is too good.
Lol back to the drawing board then!
My very original idea, was to have the 2 forms and each one projected an aura. The seelie offered temp hp and buffs and the unseelie offered dmg and debuffs.
At later levels these increased and you could project the auras in an area. Don't know whether it might be better to go back to that idea. As I'm concerned about the viability of charmed/frightened in higher levels.
Like so:
Fey Form
At 2nd level you align yourself with the nature of fey, learning from the duality of both the Seelie and Unseelie Courts, gaining abilities based on their influence. As a bonus action, you can expend a use of your Wild Shape, you can take the form of your fey self, attuned to either the Seelie or Unseelie. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), have the Incapacitated condition, or use this feature again.
While in this form you gain the following features:
- You can temporary hitpoints equal to 3 x your druid level + you wisdom modifier.
-you can teleport up to 15 ft as a bonus action.
Seelie Form: Whilst in this form you can project an aura in a 10-foot radius that gives allies temporary hitpoints equal to half what you gain.
Unseelie form: Enemies inside your aura must subtract your Wisdom modifier from their attack rolls?
That feature again is WAY WAY WAY overstuffed with features making it brokenly powerful. To put in context before we even get to the Seelie & Unseelie form part you've already made this one level 3 feature more powerful than the 2024 Moon Druid's level 3 and level 10 features combined.
Druid's get ONE thing as part of their level 3 WS-associated feature. Sometimes they get a choice of 1 thing from a set of options. You are putting in 3 things making it at least 3x more powerful than any other druid subclass.
Here's a quick guide of how to make a good subclass:
1) Decide on the unique theme and unique playstyle for the subclass.
Moon Druid is transformation themed, and it's unique playstyle is to be a WS-based melee-fighter (i.e. beastial warrior)
Starry Druid is night-sky themed, and it's unique playstyle is to be support-focused (i.e. guiding star)
Dreams Druid is Fey-themed, and it's unique playstyle is to be protector-focused (i.e. warm hearth)
Spores Druid is creepy themed, and it's unique playstyle is to be a weapon-based melee fighter (i.e. toxic slayer)
Land Druid is terrain themed, and it's unique playstyle is to be spellcasting focused (i.e. nature wizard)
2) Figure out what is missing from the base class that prevents it from already being able to be used for your desired playstyle.
3) Create the minimum features required to make the base class function for your desired playstyle and make it different from existing subclasses & theme them appropriately. These go at level 3 & 6.
4) Create a feature that epitomizes the archetype / dream of this subclass. This is the capstone feature.
6) Create an upgrade to the 3rd or 6th level feature that enables it to remain viable in tier 3&4 (if necessary). Or create a niche / alternate take one one of these features. This goes at level 10.
7) Compare your subclasses features to those of the other subclasses, are they more or less powerful? If they are all more powerful you need to nerf some, if any are as powerful/more powerful than 2 other subclasses combined you need to nerf it. If some are a bit more powerful and others a bit less powerful then you've hit the sweet spot!
Ok so how about:
At 2nd level you align yourself with the nature of fey, learning from the duality of both the Seelie and Unseelie Courts, gaining abilities based on their influence. As a bonus action, you can expend a use of your Wild Shape, you can take the form of your fey self, attuned to either the Seelie or Unseelie. Each form lasts for 10 minutes. It ends early if you dismiss it (no action required), have the Incapacitated condition, or use this feature again.
Seelie Form: Whilst in this form you can project an aura in a 10-foot radius that gives yourselg and allies temporary hitpoints equal to half your druid level + your wisdom modifier.
Unseelie form: Whilst in this form enemies inside your aura must subtract your Wisdom modifier from their attack rolls? (Or something as a debuff)
Based on what I've seen this is my best guess of what you want:
1) Fey-themed, trixsy battlefield controller / manipulator.
2) What is Druid missing in terms of battlefield control? - charm/fear/incapacitation effects, diversity in the saving throws they target (almost all druid spells are CON, STR, or DEX saves).
3) Minimum features to make them a good battlefield controller:
....
I won't go any further since I'm not fully sure a battlefield controller is really what you want. Maybe you want more of a support / utility character?
You totally hit the nail on the head here.
I think what is tripping me up the most is trying to define 2 separate forms and not make it OP. I really wanted to capture the duality of the 2 forms in what they would offer.
Druids innately have a lot of support baked in and a few subclasses dedicated to it, what they don't have is more battlefield control that deals with the more 'mental' control.
That was why I had suggested defining what was core to all fey (trixy & capable of being very scary, ie. Illusion, charmed, frightened) and making that the main thrust (70% — 80%) of the subclass. Then defining what was core to those two aspects, the Seelie (possibly helpful, and somewhat less murderously inclined — buffs & healing) & the Unseelie (decidedly unhelpful and prone towards murderous inclinations — debuffs & damage), and using those aspects combined to makeup the remainder (20% — 30%) of the subclass. Makes it a lot easier to maintain balance that way.
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Totally get that, I'm just getting lost trying to put that into reality.
Ok so battlefield control & Fey trixyness is what we are going for. But also the duality.
What is the duality to you? What makes the Unseelie unseelie? What makes the Seelie seelie?
Unseelie in my brain are associated with acceptance, ugliness, fear, cold/necrotic damage, hexes, curses, darkness, shadow, viciousness
Seelie in my brain are associated with arrogance, beauty, exclusionary, fire/radiant damage, charm, light, healing, protection
Now then we can't incorporate all aspects as that will lead to OP-ness but we also don't want to double down on just one feature. So pick 3 key attributes / associations with each of the Seelie & Unseelie that you most want to emphasize.
- one will only be used for the extended spell lists
- one will be the basis of the 3rd level Form ability
- one will be the basis 10th or 14th level ability.
Then we have 2 additional subclass abilities that are dedicated to generic Fey-ness.
To be honest those are very good list of aspects for each court.
Though different, both have a degree of similarities. Both are capricious, value and venerate power and influence, respect for nature and magic.
I think for the Seelie we should go with Charm (of course), Radiant damage, and healing.
Flavour...
Glorious Presence - Radiant moonline streams from you in all directions, and those who behold are stricken with awe.
Perhaps, in Seelie form, you could emit a dazzling light in 10ft radius that could blind or something.
And for Unseelie, it would be Fear, Necrotic damage, and shadow.
Flavour....
Dread Presence - You become a vision of nightmare, cloaking yourself in the dread shadow that is inexorably bound to you, wrapping it around you like a mantle.
Perhaps the Unseelie form could have some form of Invisibility?
Shadow Cloak - The Unseelie place a high value on secrecy. You have learned to reach out and physically grasp the shadows that lie in corners and cracks, pulling them over you like a cloak to hide you from prying eyes.
Oooh I like that flavour! Really feel different but both definitely Fey-ish
Spells:
General Fey: Command, Phantasmal Force, Plant Growth, Dominate Beast, Seeming
Seelie: Cure Wounds, Suggestion, Spirit Guardians, Confusion, Wall of Light
Unseelie: Hideous Laughter, Invisibility[or Darkness], Fear, Blight, Dominate Person.
3rd level
Seelie Form 1 - Radiant moonlight streams from you in all directions. You emit bright light in a 15 ft radius and dim light for an additional 15 ft. When a creature ends its turn in the bright light you can use your reaction to force it to make a Constitution saving throw against your spell DC, on a failure the target is blinded until the end of their next turn. In addition, when you cast a spell that deals damage you can change the damage type to radiant damage (no action required).
[The problem with this form is that it wants the druid to be in melee range of the enemies, which is not where most druids want to be especially not ones that are concentrating of battlefield control spells. What about the below?]
Seelie Form 2 - Radiant moonlight streams around you forming an iridescent robe or other form of clothing. You emit bright light in a 15 ft radius and dim light for an additional 15 ft. While in this form, when you or creatures within your bright light use a spell or other action to cause a creature to regain hit points that creature gains temporary hit points equal to 1d6+your Wisdom modifier.
Unseelie Form - You become a vision of nightmare, cloaking yourself in the dread shadow that is inexorably bound to you, wrapping it around you like a mantle. When you are hit by an attack, you can use your reaction to cause these shadows to terrify your attacker, they must make a Wisdom saving throw against your spell DC or be frightened of you until the end of their next turn (this does not affect the triggering attack).
[Invisibility is too powerful for a multi-use feature at 3rd level, unless it was only 1 round or broken by everything the regular Invisibility spell is broken by which seemed lame if Invisibility is on their spell list]
Otherworldly Glamour : Additionally, at 3rd level, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).
6th Level
Fey Reinforcements
At 6th level, the royal courts of the Feywilds have blessed you with the assistance of fey beings; you know the spell Summon Fey. It doesnt count against the number of Druid spells you know, you can cast it once without using a spell slot, and you regain the ability to do so after a long rest. When cast this way, the spell doesn’t require concentration but it’s duration becomes 1 minute for the casting.
10th Level
Enthralling Form - When a creature gains temporary hit points as a result of your Seelie Form, you can use your reaction to channel your awe inspiring presence towards a creature you can see within 60 ft of you. That creature must make a Wisdom saving throw against your spell DC or be charmed by you until the end of your next turn.
Shrouded Form - When you activate your Unseelie form you become invisible which lasts for 1 minute or until you take damage, while in your Seelie form you can use an Action to become invisible again.
Alternative Unseelie Upgrade:
Hexen Form - When you use the reaction granted by your Unseelie Form, the target also takes 2d8 + your Wisdom modifier necrotic damage or half as much on a successful save.
14th Level :
Inscrutable - You are immune to being frightened or charmed, others have disadvantage on Wisdom (Perception) and Wisdom (Insight) checks against you. In addition, you can swap between your Seelie and Unseelie forms once on your turn as a free action, and while you are in either your Seelie or Unseelie form you grow a pair of magical wings that grant you a flying speed equal to your walking speed.
Interesting. In my mind all fey from either court embody aspects that hat you’ve attributed only to one court or the other. In my mind, one of the things that makes all the fey so dangerous is how other creatures perceive them as being one way or another but in reality the dichotomy is less substantive and more cosmetic to an extent.
For example, consider Queen Mab, The Queen of Air and Darkness, The Winter Queen herself, and one of the most powerful beings in all the Unseelie court, arguably the most powerful. Now certain aspects you’ve associated with the Unseelie are even mentioned in some of her titles, cold and darkness notably. However, I dare say few would consider her ugly, by all accounts she is in fact exceptionally beautiful, as well as supernaturally persuasive and beguiling. By the same token ili suspect one would be fairly hard pressed to find those who would not cite arrogance among her personality traits. Her direct counterpoint in the Seelie court, Queen Titania, is in many ways very similar: beautiful, arrogant, charming. However, it is said that she can be absolutely terrifying at times, and can lay hexes and curses on those who displease her as well as anyone.
Another way to consider it is that the Seelie and the Unseelie do a lot of the same things and behave in a lot of the same ways. The only difference is really the what they consider to be reasonably acceptable outcomes. We’ve all heard stories of the fey enchanting mortals with song and luring them to cross into the fey realms to wander lost there for years, or possibly even centuries. To the fey it’s just a practical joke. After all no real harm done, the mortals survived. Besides, if one thinks about it they actually did the mortals a favor since otherwise they would have died boring mortal deaths ages earlier like the rest of their kind. This way they got to live much, much longer and experience the wonders of the fey realms as well. We’ve all also heard tails of those who used music to lure mortals to watery deaths by crashing their ships into rocky islands. To those playing the music it was just a practical joke. After all, no real harm done, it was only some mortals, nobody important. Besides, their lives are so short anyway, just a few moments long really. What difference does it make if they die a moment or two sooner than they would have otherwise, and who would really notice anyway? In both cases the fey used music to lure mortals of their intended paths and into dangerous situations, only the Seelie thought it was funny to toy with them for a while and eventually leave them alone again, and considered what they did to be benevolent and even beneficial for the mortals, and the Unseelie thought it was funny to watch the mortals drown.
Treachery, fear, beguilement, and song all associated with fey from both courts, only what those of the one court do might be considered “kind” or “beneficial” depending on the observers perspective, and what those of the other court did would be considered “cruel” or “vicious” blending on perspective.
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Love this! Really like the direction with it.
Spells list: All great options, going to be interesting using Spirit Guardians as a Druid! May have to change that one.
Seelie Form 2 - Radiant moonlight streams around you forming an iridescent robe or other form of clothing. You emit bright light in a 15 ft radius and dim light for an additional 15 ft. While in this form, when you or creatures within your bright light use a spell or other action to cause a creature to regain hit points that creature gains temporary hit points equal to 1d6+your Wisdom modifier.
Love this. That's all, love it.
Unseelie Form - You become a vision of nightmare, cloaking yourself in the dread shadow that is inexorably bound to you, wrapping it around you like a mantle. When you are hit by an attack, you can use your reaction to cause these shadows to terrify your attacker, they must make a Wisdom saving throw against your spell DC or be frightened of you until the end of their next turn (this does not affect the triggering attack).
Like the direction of this one, definitely more defensive, only aspect I don't like is you have to be hit to take effect. I understand what you're doing here.
Enthralling Form - When a creature gains temporary hit points as a result of your Seelie Form, you can use your reaction to channel your awe inspiring presence towards a creature you can see within 60 ft of you. That creature must make a Wisdom saving throw against your spell DC or be charmed by you until the end of your next turn.
Similarly, this in the right direction, just doesn't feel great that to charm an enemy you first have to make sure someone has been healed.
Hexen Form - When you use the reaction granted by your Unseelie Form, the target also takes 2d8 + your Wisdom modifier necrotic damage or half as much on a successful save.
Very decent amount of damage here.
Inscrutable - You are immune to being frightened or charmed, others have disadvantage on Wisdom (Perception) and Wisdom (Insight) checks against you. In addition, you can swap between your Seelie and Unseelie forms once on your turn as a free action, and while you are in either your Seelie or Unseelie form you grow a pair of magical wings that grant you a flying speed equal to your walking speed.
Wouldn't it be better to allow form swapping at lvl 10 like stars druid? Otherwise seems great.
@IamSpoata I do agree with you, but trying to quantify qualities that represent both courts otherwise is difficult. Unless you have some suggestions? What features would you put into this subclass?