Your innate magic comes from the mysterious Feywild, but unlike the Seelie Born, your magic apparently originates from the dark fey powers of the Feywild, classed the Unseelie. You may be descended from a hag, darkling, or some other unseelie fey, or possibly were stolen as a baby and replaced by an unseelie fey and warped by the weird processes of the Feywild you experienced. Maybe, you were created during a ritual by a coven of hags, using cauldrons and strange brews. In any way, you have been warped by dark feyish powers, and can use this magic for many purposes.
Unseelie Magic
You learn additional spells when you reach certain levels in this class, as shown on the Unseelie Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
At level 1, your inherent fey blood allows you to have better control over your form. When a creature casts a spell on you that would change your form, if you are unwilling, you make the saving throw against that spell at advantage.
When you reach 3rd level, you can cast the alter self spell using 2 sorcery points or by expending a spell slot. When you cast it using sorcery points, it requires no concentration for the duration.
Dark Guile
When you gain this feature at level 1, you have advantage on all Charisma (Deception) checks.
Trickster's Curse
At 6th level, your unseelie magic allows you to curse others with harmful magic. As a bonus action expend 3 sorcery points and choose one creature within 120 feet of you to magically mark. They must succeed on a Wisdom saving throw against your spell save DC, or gain the following traits:
At the start of each of their turns, you may teleport them up to 30 feet to an unoccupied space on the ground that you can see.
They cannot discern enemies from allies, instead targeting whomever is closes with their attacks, spells, and other harmful effects.
They cannot make reactions.
If they are concentrating on a spell, they have disadvantage on saving throws made to maintain concentration on the spell. Additionally, you can force them to repeat the concentration saving throw at the start of each of their turns, losing concentration on a failed saving throw.
A marked creature may repeat the saving throw at the end of each of their turns and when an ally of yours damages the marked creature. On a successful save, this effect ends on them.
Master of Disguised Deceit
When you gain this feature at level 14, you become a true master of cloaking your inherent abilities. When you cast a spell or use an ability that would charm or frighten a creature, and a creature is not effected by the feature due to an immunity to the charmed or frightened condition, you can expend 4 sorcery points to ignore that immunity for the spell or effect you use.
Additionally, truesight cannot see through your illusions or determine your true form, you cannot be compelled to tell the truth by magic, and your lies cannot be discerned magically.
Gloam Shroud
Starting at level 18, you can wreath yourself in a dark magical cloak of gloomy energy, frightening and confusing others. As an action, each creature of your choice within 30 feet of you must succeed on a Wisdom saving throw against your spell save DC or become frightened by you. This condition lasts for a minute, or until they succeed on the saving throw, which a frightened creature can repeat at the end of each of its turns. A frightened creature is blinded, deafened, and can't speak, thus causing them to not be able of casting spells with verbal components while under this effect. At the start of a frightened creature's turns, it takes psychic damage equal to your Charisma modifier (minimum of 1 damage).
Once you use this ability, you cannot do so again until you finish a long rest, or expend a 6th level spell slot or higher to recharge this ability.
Thanks for reading, and please comment with suggestions for changes.
Okay, I just created the Seelie Born Sorcerous Origin, and now I've made an Unseelie version of that subclass. I would love feedback, if you have any.
Thanks for reading, and please comment with suggestions for changes.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms