Sorcerer
Base Class: Sorcerer

Perhaps one of your parents is a fey being, your birth was the result of a bargain made with one of the many trickster Archfey or you were exposed to a portal to the fey wild when you were still very young.

Either way your blood flows with the strangeness of the fey wild and it's denizens. 

You have a connection to nature and a proclivity for trouble, even if you don't mean to. You have a connection to nature and a proclivity for trouble. Your magic is truly powerful but it often turns against you just like the beings who are responsible for the power you hold. Whether it is of it's own mind, or if it is the work of the Fey themselves, watching you and playing with you, who can say.

 

Fey Magic

1st-level Fey Touched feature

The Fey have a strong connection to nature a connection which has shaped your magic due to your Fey blood. The type of nature you're near tends to have a massive effect on your spells.

Sunlight.  While in unimpeded sunlight, all spells that deal Necrotic damage instead deal Radiant damage.

Darkness. While in complete darkness OR while under ground like in caves or the Underdark, all spells that deal Radiant damage instead deal Necrotic damage.

Storm. While in an area that is currently storming be it rain, snow or any other type of inclement weather, all spells that deal thunder damage instead deal Lightning damage.

Snow. While standing in a snowy area or a land currently in winter, all spells that deal Fire damage instead deal Cold damage.

Grassland. While standing in a grassy land or an area going through spring, all spells that deal thunder damage instead deal Force damage.

Forest.  While standing in a Forest, all spells that deal Fire damage instead deal Poison damage.

Swamp. While standing in a swamp land, all spells that deal cold or fire damage instead deal Acid damage

Mountain. While standing in a mountainous are, all spells that deal lightning damage instead deal Thunder damage

Feywild. While in the Feywild, all spells deal force damage.

 

Blood of the Tricksters

1st-level Fey Touched feature 

After you use an action to cast a spell of level 1 or higher and chosen any targets, but before any effects, attacks or saving throws have been completed you may either choose to roll on the trickster chart or roll a d20. If you choose to roll a d20 you must roll on the Trickster Chart if the result is a 1.

If the spell covers an area, all effected creatures are considered the target of the effect. Example: If a spell has a 15ft radius but only effects creatures you've delegated, only those delegated creatures are considered targets for the effect of the Trickster Chart.

 

 Trickster Chart

D100

EFFECT

01–05

Instead of it's normal effects, the spell instead has the effects of the Geas with a spell dc of 15. If the target was friendly to the caster they become enemies for the duration of the effect, what exactly they are compelled to do is up to the whims of the fey whos blood runs within your blood.

06–10

The spell effect also targets one random creature that you can see within range (30ft minimum), if there are no other creatures than you become the target of the effect.

11–15

All 1's count as 20's for any d20s rolled during the course of this spell. This includes Attack rolls and Saving Throws against the effects of this spell.

16–20

The Target must make a dc 15 strength saving throw or receive one level of exhaustion.

21–25

If the spell causes damage, it deals the maximum amount of damage. If it does not have a damaging effect the spell fails.

26–30

The target of the spell must make a dc 15 wisdom saving throw or be polymorphed into a Pixie

31–35

The spell gains a bonus +5 to hit and the target gains a +5 to any saving throw to resist the spell.

36–40

The target gains 1d10 temporary hp after the normal spell effects.

41–45

Your spell is imbued with the elements. The target takes 1d10 damage of fire, cold, lightning or thunder, the fey touched choice.

46–50

The target of the spell must make a dc 15 Con save or become poisoned.

51–55

You immediately regain a number of sorcerer points up the level of spell cast that caused this effect.

56–60

All 20's count as 1s for any d20s rolled during the course of this spell. This includes Attack rolls and Saving Throws against the effects of this spell.

61–65

The target becomes effected by greater invisibility

66–70

Instead of it's normal effect, the spell instead gives the effects of Foresight to the target.

71–75

After the spell effect is completed you teleport to the furthest target. If the target is next to you you instead you teleport 1d10x10 ft in a random direction.

76–80

If the spell attack is a crit, the dice are tripled instead of doubled. If the target rolls a natural 20 on their save, they do not take any effects even if normally a successful save would still receive some.

81–85

You gain spell points equal to your proficiency modifier that you may immediately spend to regain spell slots equal to that amount.

86–90

The target gains the effects of spirit guardians. The effect ends early if the target dies.

91–95

The target gains 1d10 AC until the end of your next turn.

96–100

The spell fizzles and instead you cast Wish. This wish can only be used for one of the written effects in the spell. There is a 50% chance that the fey granting this wish will do the opposite of what you ask.

The Power of Nature

6th-level Fey Blood feature

When you are rolling damage for a spell that is currently having it's damage type changed by the Fey Magic feature, roll 2 dice and pick the highest. If both dice roll the same number, use both dice instead.

A Tricksters Luck

14th-level Fey Blood feature

You have lived may long years with your fey blood and are beginning to learn how to wield it's insanity in your favor. As a bonus action you may spend 2 sorcery points to give yourself advantage on your attacks until the beginning of your next turn, or spend 4 sorcery points to give yourself advantage on all attack rolls and saving throws until the end of you next turn. You can also spend 1 sorcery point once per turn to reroll on the Trickster Chart after learning of the effect.

Wings of the Fey

14th-level Fey Blood feature

While your has physically changed, you are beginning to become closer and closer with the fey that have cursed you. You may cast fly at will. When you do, ethereal fairy wings grow from your back.

Beguiling Portal

18th-level Fey Blood feature

Your connection to the Feywild has grown more physical. As an action, you can you summon a portal to the Feywild, all creatures you choose that are within 300ft and can see this portal must make a Wisdom Saving throw or be charmed by the portal. While charmed in this way, the creature is considered Unconscious and must use their turn to walk 15 ft towards the portal. If a creature of Large or smaller attempts to walk into the portal have them make another Wisdom Saving throw, on a fail they wander through the doorway into the realm of the Fey. At the end of their turn each creature can attempt to make the saving throw again.

Once you use this feature, you can't do so again until you finish a long rest, unless you spend 10 sorcery points to use it again.

Fey Blood Image

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