Resisting is simply standing in front of the tide and pushing at it. Even if you endure at first, you will eventually break down. Adapting, by contrast, is turning into a fish.
-me
Rangers are not underpowered. They’re just exploration-oriented.
Your inherent magic comes from the Feywild, from either a Seelie Court, Unseelie Court, or Faerie Folk, which are unaligned fey.
Fey Type
You choose your patron’s kind or determine it randomly, using the Fey Type table.
d4
Kind
Element
1
Faerie
General Emotions
2
Seelie
Bright Emotions
3
Unseelie
Dark Emotions
Fey Spells
1st-level Feyblood feature
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.
Whenever you gain a sorcerer level, you can replace one spell you gained from the Fey Spells column with another spell of the same level. The new spell must be a conjuration or an illusion spell from the sorcerer or wizard spell list, with an additional class's spell list dependent on your Fey Type. If your Fey Type is Faerie, your additional list is the Druid list. If your Fey Type is Seelie, your additional list is the Bard list. If your Fey Type is Unseelie, your additional list is the Warlock list. Alternatively, when you would replace a spell from the Fey Spells column, you could instead replace a spell from the column dependent on your Fey Type with a spell dependent on your Fey Type from one of those same class lists.
If your Fey Type is Faerie, the spells that you gain from that column's list of spells may be replaced with an enchantment or a transmutation spell from the Druid, Sorcerer, or Wizard spell list. If your Fey Type is Seelie, the spells that you gain from that column's list of spells may be replaced with an enchantment or a divination spell from the Bard, Sorcerer, or Wizard spell list. If your Fey Type is Unseelie, the spells that you gain from that column's list of spells may be replaced with an enchantment or necromancy spell from the Sorcerer, Warlock, or Wizard spell list.
You add twice your proficiency bonus to ability checks made for interacting with fey. Additionally, your inherent fey blood grants you specific features dependent on your Fey Type, as shown below.
If your Fey Type is Faerie, at this level, if you fail a saving throw against being charmed or frightened, you may use your reaction to automatically succeed. You may use this feature an amount of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest. Additionally, at 3rd level you can cast the calm emotions by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, the spell lasts one hour, or until you stop concentrating on it.
If your Fey Type is Seelie, you gain proficiency in Persuasion and Performance. If you were already proficient in one of these skills, you may replace that proficiency with any Intelligence, Wisdom, or Charisma based skill of your choice. Additionally, at 3rd level, you can cast the misty step using 2 sorcery points or by expending a spell slot. When you cast it using sorcery points, the distance you may teleport using this spell becomes 60 feet.
If your Fey Type is Unseelie, you gain proficiency in Deception and Intimidation. If you were already proficient in one of these skills, you may replace that proficiency with any Intelligence, Wisdom, or Charisma based skill of your choice. Additionally, at 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 and you may end its effects as an action while it lasts.
Faerie's Form
6th-level Feyblood feature
As a bonus action, you may use your illusory magic to transform your appearance to become a feyish creature connected to your Fey Type. This transformation lasts for 1 minute or until you dismiss it (no action required), granting you the following benefits:
Your creature type is fey.
You gain immunity to either the charmed or frightened condition (chosen when you activate this feature). When you activate this feature, you may expend 1 sorcery point to gain immunity to both conditions for the duration of this feature.
When you force a creature to make a saving throw against an enchantment or illusion spell that you cast, if they roll a 13 of higher for the d20, the roll counts as a 12.
Once at the start of each of your turns, you or a creature of your choice within 60 feet of you may teleport to an unoccupied space on the ground within 30 feet of their original position. If the target is unwilling to be moved this way, they must succeed on a Charisma saving throw against your sorcerer spell save DC or be teleported by this feature.
You may use this feature an amount of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Tongue of Fey
6th-level Feyblood feature
You gain resistance to psychic damage. Additionally, when you make an ability check using Charisma, you may expend a sorcery point to gain advantage for all Charisma-based ability checks of that type for the next hour.
Distortions of the Feywild
14th-level Feyblood feature
Due to your innate feyish nature, you gain the ability to warp both time and space around yourself, as the fickle Feywild does. As an action, you may call forth an ephemeral area of faint land that borders the Feywild surrounds you, extending 30 feet in every direction from you, but not through total cover. This effect lasts for 10 minutes, or until you dismiss it as an action, causing the following effects while it lasts:
The area is treated as difficult terrain for creatures your enemies.
For creatures you designate when activating this feature, movement in this area takes half as much as normal.
As a bonus action, you may force a creature you can see that is within this area to reroll initiative.
Once a turn when a creature is affected a spell you cast targeting them that does not deal damage, you may cause them to be charmed or frightened of you until the end of your next turn, or until you deal damage to them.
Once you use this feature, you may not do so again until you finish a long rest or expend 5 sorcery points to regain one use of this feature.
Feyish Furor
You call on the chaotic energies of the Feywild to summon spirits of extreme emotions. As an action, you summon the spirits in a 30-foot-radius sphere surrounding you. The spirits appear in the forms of mischievous fey. The spirits are intangible and invulnerable, and cause the following effects within the area before vanishing:
The spirits deal up to 100 hit points worth of force damage, divided as you choose among any number of creatures of your choice in the area. Each creature you choose to take damage can take at most 25 force damage from this feature.
All unsecured objects and creatures of your choice within this area are moved to any unoccupied space within this area that you choose.
Every creature of your choice within this area cannot distinguish friend from foe for the next minute, attacking and targeting the creature closest to them with their spells and other harmful effects. A creature that is affected this way may make a Wisdom saving throw against your sorcerer spell save DC at the end of each of their turns, ending this effect on a success.
Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.
So, is this just an improved/combined version of the Seelie/Unseelie Sorcerers in your Subclasses thread? If so, awesome! I really liked those two, I'd love to see them get improved.
Rollback Post to RevisionRollBack
Seven there shall be/In the halls of the eighth/Eights shall witness/Eight and eight and eight and eight/Blood of the father/Blood of the sun/Endless darkness/Day is done
Feyish Furor seems really powerful. 100 points of unpreventable damage and any number of creatures near you are forced to attack nearby targets for at least one turn before they even get a saving throw?
A 9th level spell, Power Word Kill, is similar in power level to Feyish Furor... If it duplicated a spell of up to 3rd level (with some leniency), it’d work fine, but that is way powerful.
I think feyish furor should cost sorcery points to use in the first place, not to allow it to be used more than once per long rest. It should also deal less damage.
I think feyish furor should cost sorcery points to use in the first place, not to allow it to be used more than once per long rest. It should also deal less damage.
All the sorcerous origin capstones give you one free use before they cost sorcery points.
Oh, I wrote that feature incorrectly, sorry. I meant for it to have a maximum of 25 damage to each individual creature you use it on. That would keep it from basically being Power Word Kill.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
Oh, I wrote that feature incorrectly, sorry. I meant for it to have a maximum of 25 damage to each individual creature you use it on. That would keep it from basically being Power Word Kill.
yes. although there are some advantages of power word kill. (like against moon druids)
100 is still powerful. The aberrant mind´s warping implosion does an average of 16 to everyone within 30 feet of you except they get a save and you can´t avoid hitting your own party.
100 is still powerful. The aberrant mind´s warping implosion does an average of 16 to everyone within 30 feet of you except they get a save and you can´t avoid hitting your own party.
It's powerful, but I don't think it's that OP. Warping Implosion is to every creature within 30 feet of you, while this lets you pick and choose. They have their own strengths during different situations. It also takes 7 sorcery points if you want to do it again, not the 5 that Warping Implosion costs. I could increase it to 9 sorcery points, if it needs it.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
Rune Smith, Cold One, Dragonrager, Circle of Elements.
I have an Aarocrokra druid who needs a circle built around elemental magic.
I have a weird sense of humor.
I also make maps.(That's a link)
Circle of elements please.
All hail the great and mighty platypus.
Resisting is simply standing in front of the tide and pushing at it. Even if you endure at first, you will eventually break down. Adapting, by contrast, is turning into a fish.
-me
Rangers are not underpowered. They’re just exploration-oriented.
My homebrew setting: https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/94809-wakai-a-setting-inspired-by-japanese-folklore-and
This account is kinda old and I haven’t used it in a while
when is the next one coming?
I am an average mathematics enjoyer.
>Extended Signature<
I'm currently working on it.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
yay! I'm looking forward to it!
I am an average mathematics enjoyer.
>Extended Signature<
Can I use the Rune Smith for my homebrew world when you make it? I need a good rune based artificer for Fareheim.
I have a weird sense of humor.
I also make maps.(That's a link)
Sure! That's fine by me.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Okay, I'll finish the rest tomorrow, but for now here's the Feyblood Sorcerer subclass:
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
The other 3 will be the Rune Smith Artificer, Way of Phasing Monk, and Cold One Warlock subclasses.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
So, is this just an improved/combined version of the Seelie/Unseelie Sorcerers in your Subclasses thread? If so, awesome! I really liked those two, I'd love to see them get improved.
Seven there shall be/In the halls of the eighth/Eights shall witness/Eight and eight and eight and eight/Blood of the father/Blood of the sun/Endless darkness/Day is done
Savior/Sovereign/Saint Foresworn/Traitor/Trusted/Tortured Truthborn/Chosen/Cursed
Created by deities/Created by mortals/Created by powers unseen/Unheard of
Fate speaks of one/Fate speaks to none/Eternal shadows/Day is Done.
Feyish Furor seems really powerful. 100 points of unpreventable damage and any number of creatures near you are forced to attack nearby targets for at least one turn before they even get a saving throw?
I have a weird sense of humor.
I also make maps.(That's a link)
you should have to expend a spell slots (maybe 8th level?) to use Feyish Furor. currently, its waaayyyy to op.
other than that, I love it.
I am an average mathematics enjoyer.
>Extended Signature<
A 9th level spell, Power Word Kill, is similar in power level to Feyish Furor... If it duplicated a spell of up to 3rd level (with some leniency), it’d work fine, but that is way powerful.
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
It's 15th level magic missile plus an overpowered enemies abound.
I have a weird sense of humor.
I also make maps.(That's a link)
I think feyish furor should cost sorcery points to use in the first place, not to allow it to be used more than once per long rest. It should also deal less damage.
All the sorcerous origin capstones give you one free use before they cost sorcery points.
I have a weird sense of humor.
I also make maps.(That's a link)
Oh, I wrote that feature incorrectly, sorry. I meant for it to have a maximum of 25 damage to each individual creature you use it on. That would keep it from basically being Power Word Kill.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
yes. although there are some advantages of power word kill. (like against moon druids)
I am an average mathematics enjoyer.
>Extended Signature<
100 is still powerful. The aberrant mind´s warping implosion does an average of 16 to everyone within 30 feet of you except they get a save and you can´t avoid hitting your own party.
I have a weird sense of humor.
I also make maps.(That's a link)
It's powerful, but I don't think it's that OP. Warping Implosion is to every creature within 30 feet of you, while this lets you pick and choose. They have their own strengths during different situations. It also takes 7 sorcery points if you want to do it again, not the 5 that Warping Implosion costs. I could increase it to 9 sorcery points, if it needs it.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms