Base Class: Wizard
Servant of the Fey queen Titania of the summer court.
Restrictions.
Must be a Fey.
Cannot perform any magic while touching iron.
Vulnerability to non magical metal weapons.
Immunity to fire, charmed condition.
Resistant to cold.
Glamorous defense
You have received additional training as a member of the court. You gain proficiency in light armor. Additionally, you can add your intelligence bonus to your armor class while you are wearing light or no armor.
Fey magic
At 2nd level, you can imbue and area with fey influence. As an action (specified otherwise) you can summon power using your connection to the Feywild on an area originating from you (touch) no larger than a 30 foot cube, causing one of the following magical effects to occur.
- All creatures have advantage on ability checks while in this area and feel generally positive and lucky.
- All creatures in the area have a lingering sense of unease and discomfort. Any creature that attempts to sleep in the area has restless sleep, and gains no benefits from resting.
- Any food or drink produced in the area is abnormally delicious and bountiful, fetching twice the price it normally would at market.
- All food and drink in the area at the time you perform the ritual spoils and a lingering stench occupies the area for the duration.
- Touch one place on the ground, from forest floor, wooden panels or solid clean stone slabs and select up to a 10' circle. Inside the circle the most beautiful, otherworldly (feywild) and sweet smelling flowers appear. Lush, thick and makes for a perfect bed to sleep on. The pedals can afterwards be gathered for spell components.
- Choose up to three objects that you can carry (such as a chest, staff, book ect) You can dismiss them to the feywild and summon them back in your hand or at your feet as a action. You can dismiss and summon the items an unlimited number of times per day but you can only select one (of the three items) per day. Choosing a item requires a 1 hour ritual that must begin precisely at the crack of dawn and requires a strand of the casters hair.
- Choose one object (must fit in a '30 cube) of your choice such as a wagon or large door and it is instantaneously transported to the Feywild. At the end of the 24 hours they harmlessly reappear in the spot from which they vanished. (no living creatures)
Once you use one of the above abilities it cannot be used again until the next dawn.
School Specialty
Choose one school of magic from the Abjuration, Divination, Conjuration, Evocation, Enchantment, Illusion, Transmutation. You can cast spells of your chosen school without using the specific spell components mentioned in the spell even those with a GP value. You instead use things such as flower pedals, seeds, leaves or other natural organic materials.
Arcane Focus.
Using a drop of blood of your bood placed on any small stick or branch (wand or staff) you can perform a 1 minute ritual and transform it into a arcane focus that you alone can use.
Natural enchanter.
Can double the duration of any enchantment spell. Can do this a number of times equal to proficiency bonus.
Improved sleep casting. Instead of rolling for value can use max value for the sleep spell. Can do this a number of times equal to proficiency bonus.
True fey magic.
If you know the true name of the creature you are casting a spell on they have disadvantage on the saving throw.
If you have a drop of blood, strand of hair, fingernail or similar the creature has -10 to the saving throw.
If you know their true name and have a piece of them they have disadvantage and -10 on the saving throw.
Higher court magic.
At 14h level you have mastered the intricate magics of fey bargains. You can take one minute to weave fey magic into your words and offer a bargain to a creature who can hear and understand you. You offer them something they truly desire in exchange for an achievable requirement that you set. You may use purposefully vague wording in your offer to your advantage, but a creature under this effect may also use vague wording in the requirement to their advantage. The requirement may not include anything directly harmful to the creature, such as walking off a cliff or casting fireball on themselves.
The creature must make a wisdom saving throw against your spell save DC. If you know the creature’s full name they automatically fail the save. On a successful save the creature can choose whether or not to agree to the bargain and do not have to make another saving throw against this ability for 24 hours . On a failed save, they are charmed by you for one hour and must agree to the bargain.
Any creature that agrees to the bargain, regardless of if they passed or failed the saving throw, is bound by fey magic. Once you have fulfilled your offer, the creature is immediately compelled to perform the requirement to the exact wording that was set. The effect ends when the Dungeon Master determines that the bargain has been fulfilled according to the exact wording, when either creature who agreed to the bargain dies, when you choose to end the effect early, or when you make a bargain with another creature.
If you have made a bargain with a creature this way, you cannot make another with the same creature until the next full moon
Higher court magic.
You can double the max value for any sleep spell cast.
Summons to court. As a action you can break the barrier between the material plane and the feywild and transform a area of up to 120' in all directions (240' sphere) into the feywild. You and any creature you designate have advantages on all saving throws, attack rolls and ability checks. This last until dawn and then the planes shift again and return to normal.
Court magic.
At 10th level you unlock the following
A secret method of travel to the Feywild. You can spend 24 hours performing a ritual by using your blood or blood of a major fey (4d4 hp worth of blood) in a mixture of paint to create a large portrait (doorway) of the area you wish to pass through to. After the painting is created you can simply walk through to the other side. Also the creator of the painting can look through to the other side like a window.
Arcane tokens.
The creator of the painting can also make single use tokens using blood or hair that allow creatures to pass through to feywild and return. Once they have returned the charm ends on the token and a new one must be created.
Curses and charms are draw from the ancient and unique power of the feywild and can only be used in according to the laws that bind all fey from lesser to archfey.
For a being to be cursed they must have first offended, insulted, betrayed, antagonized, lied to, belittled or in some way provoked the caster allowing them to draw upon the ancient and fickle power of the feywild and direct it to lay a curse of their choosing. Ideally this curse would be of a suitable nature to the offense but a more experienced caster can usually manipulate the energy into whichever curse he desires.
For a creature to be deserving of a charm they must first perform a favor, provide a service, or in some way appease the idea of the sacred bargain. A gift for a gift, a favor for a favor..ect. The only clay pot a poor peasant has is worth more to to the same peasant than 100 gold is to a weathy merchant and therefore the meaning behind what the clay pot represents would be worth more to the fey than the gold would be.
Minor curses. (Can use a number of curses equal to proficiency bonus per day, reset at dawn)
Minor curses are the most commonly encountered curses. Their effects are often inconvenient, but not necessarily harmful to the target. Curse delivered by touch as an action . As minor curses are the easiest curses to create, they are also the easiest to remove. Unless removed minor curses will last for up to 1 year and a day.
List of curses below
- A creature affected by this curse grows weak. It gains a -2 penalty to all strength based attack rolls, ability checks, and saving throws. (curse of atrophy)
- Whenever a creature affected by this curse makes their next 3 attack rolls, ability checks, or saving throws are made with disadvantage. (curse of misfortune)
- A creature affected by this curse gains vulnerability to one type of damage. (curse of vulnerability)
- Whenever a creature is affected by this curse, for the next 3 days a long rest does not reduce its exhaustion level. (curse of weariness)
- A creature affected by this curse cannot remember where his home is for year and a day, even if told. (curse of wandering)
- As long as the target is affected by this curse, it can't swim. If the target has a swimming speed, it is reduced to 0. (sailors bane)
- As long as the target is affected by this curse, it can't enter a specific area. This might be as general as all temples dedicated to a certain god or as specific as a portion of a room.
- As long as the target is affected by this curse, it can't take a long rest in the same place twice. (curse of vagabond)
- A mark appears on the cursed creature’s face that is only visible to those creatures specified by the originator of the curse. (mage marks)
- As long as the target is affected by this curse, it can't read any written language (Scholars bane)
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Creatures affected by this curse are unable to talk about a peculiar topic, event or piece of information, specified by the originator of the curse. (Curse of withering words)
Minor Charms. (Can use a number of charms equal to proficiency bonus per day, reset at dawn) most charms last for a year and a day unless otherwise specified or removed by the caster).
- Charm of Fey guidance. Once per day you can roll a D10 and add the amount to a ability check, attack roll or saving throw.
- Charm of luck. A recipient of this charm can reroll one d20 (like the lucky feat). Once this charm has been used it is lost.
- Charm of Breath. You can hold your breath twice for as long as you normally would be able to.
- Charm of peaceful sleep.
- Charm of understanding. Learning skills or languages takes half as long as it normally would.
- Charm of northern star. You always know which way is north and have advantages on survival checks from being lost.
- Charm of animal handling. You have advantages on animal handling checks.
- Charm of swift mobility. You increase your movement speed by 5'.
Improved glamorous defense
Resistant to all forms of damage from spells or magical effects. Add charisma bonus to armor class.
Apprentice to court
As a bonus action can teleport up to 60 feet away to a spot you can see.
Can target specific creatures with the sleep spell.
Improved feywild step.
Can teleport to any place you can see or have seen.
Can take one additional creature with you.
Previous Versions
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