Base Class: Druid
A conduit of the worst the Feywild's has to offer. Utilizing the vindictive stings, bites, and trickery the chaotic side of nature is known for, a Fey Conjurer basically points to where the chaos should reign and lets the Feywild's do it's worst.
One may become a Fey Conjurer in many ways, but perhaps the most likely would be an adventurer that got lost to time and the material plane itself within the Wilds. Forgetting all of who or what they used to be, now, only aided by a call of the Fey and a general sense of trickery and sadism. You are no stranger to the wild, weird, and mysterious ways of the Feywilds yet perhaps are completely befuddled by the simple things of the material plane that you once knew.
Regardless of your path, the Fey now speak and and strike with you, but not for long. Their aid to you does not last as even amongst their closest ties speaks little loyalty, so strike quickly!
Fey Summoning
Casting any spell with the 'Fey' name tag causes a Fey Sprite to appear next to you. Concentration spells like 'Fey Swarm' grant a Fey each round the spell stays active. The maximum number of Fey you can have are equal to your Druid level.
Spells that trigger Fey Summoning include: Fey Swarm, Fey Eruption, Fey Font of Life, Fey Wild's Maw.
Your Fey have an A.C. of 8. Hit Points of 13. Damage die of 1d4. They have no movement speed as they travel directly next to you.
Your Fey can be commanded as a bonus action to do any action below.
1. Command your fey to attack a target within 10 feet of you. Make a spell attack roll for the attack and roll 1d4 for each attacking Fey.
2. Attach any number of Fey to a target creature within 20 feet. The next Melee attack to hit the target deals additional d6 damage based on the number of Fey, helping the strike to rend the foe to shreds. The Fey are consumed on the melee hit.
3. Sacrifice any number of Fey to grant Temporary Hit Points to you or any creature of your choice within 30 feet. The Temporary Hit Points are d6 equal to the number of sacrificed Fey.
Summoned Fey outside of combat will not stay by your side for long and will disappear back to the Fey wilds after 1 hour max.
Fey Befuddlement
Beginning at 3rd level, once per round you can roll 1d4 against a creatures saving throw from a spell. Minus the result of the 1d4 from the creatures saving throw.
Nature's Surge
You can push yourself and your spell casting further than normal. Once per long rest you can grant yourself an extra action OR advance a concentrated Fey Spell up to 2 additional rounds of damage.
Ex: This would cause your Fey Swarm to deal all 3 rounds of damage in one turn.
Fey Visage
Beginning at 10th level, when you are concentrating on a spell and have at least 1 Fey, you can use your reaction to force an attacker to make a WIS Saving Throw. On a failed save, your Fey's hideous visage successfully terrifies the attacking creature, making their attack miss. On A successful save, the creature kills your Fey and the attack is unchanged.
Fey Wild's Durability
At 14th level, once per long rest, so long as you have at least 2 Fey, you can enter a stasis mode upon your hit points reaching 0. You cannot act during your next turn as your physical form phases into the Fey Wilds. You must sacrifice all your Fey but can roll d4 equal to the number of Fey sacrificed this way to heal hit points during this stasis turn. You return back to the plane you were previously in on your following turn.
Previous Versions
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