Sorcerer
Base Class: Sorcerer

Tales speak of children kidnapped by fey creatures and spirited away to the Feywild, only to return to their parents years later without having aged a day, and with no memories of their captors or the realm they came from. Likewise, adventurers who return from an excursion to the Feywild are often alarmed to discover upon their return that time flows differently on the Plane of Faerie, and that the memories of their visit are hazy. Some powerful fey have the ability to grant wishes and might do so if the beneficiaries agree to subject themselves to a pact, and even the disdain of such powerful creatures can resonate through bloodlines for generations.

Kinfolk

Select the type of faerie from whom you or your family received the favor or disfavor that affects you.

Seelie

The seelie fey can be as cruel or evil as any other creatures.  What differentiates them from the unseelie is primarily political. Seelie fey owe their allegiance to the summer court. They have a tendency to be beautiful, charming, and have bright personalities, even when passing judgement.

Unseelie

The unseelie fey can be as kind and generous as any other creatures.  What differentiates them from the seelie is primarily political. Unseelie fey owe their allegiance to the winter court. They have a tendency to be monstrous, frightening, and ominous, even when offering assistance or charity.

Valenar

Some fey belong to neither court and instead make their way independently or through allegiances to empires of another realm, such as the elves of Valenar.

Fey Ancestry

At first level, your fey ancestry or influence manifests itself in the following way.

Seelie - Magic Resistance
You have advantage on saving throws against spells and other magical effects.

Unseelie - Innate Spellcasting
When casting spell effects using sorcery points you require no material spell components.

Valenar - Telepathy
You can telepathically speak to living things, including beasts and plants.

Innate Spellcasting

When casting spell effects using sorcery points you require no material spell components.

Magic Resistance

You have advantage on saving throws against spells and other magical effects.

Telepathy

You can telepathically speak to any living being you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand you, including beasts and plants as if they and you shared a language. However this does not mean they are able to answer you, even if they are willing.

Magical Folklore

Staring at first level, with your innate power you can produce one of the following spell effects using sorcery points. These powers do not require any spell components for you to produce.

Blink

As a bonus action you may spend one sorcery point to magically teleport, along with any equipment you are wearing or carrying, up to 30 feet to an unoccupied space you can see.

Darkness

You spend one sorcery point to create Darkness, you can spend additional sorcery points on metamagic to augment this spell. This effect does not require any spell components.

Fey Charm

You can charm humanoids and beasts alike. You must spend one sorcery point for each attempt and can have no more creatures charmed than your Charisma modifier, minimum of one. This action requires no spell components and you can spend sorcery points on metamagic to augment this effect.

Invisibility

At the cost of one sorcery point, you magically turn invisible, as if concentrating on a spell. Any equipment you're wearing or carry is invisible with you. You can spend additional sorcery points on metamagic to augment this effect.

Speak with Beasts and Plants

You can spend two sorcery points to speak with beasts and plants. This can be activated as a free action and does not require any spell components.  You must concentrate as if concentrating on a spell, the effect lasts for 10 minutes or until you stop concentrating.

Fabled Faerie

At level 6, your Magical Folklore ability becomes more powerful.

Blink - Dimensional Rift
You can now bridge space without having to move through the connection.

Darkness - Shadow Step
You can teleport from one shadow to another. Your darkness does not need to be active to use Shadow Step, but can be used to create the required shadows.

Fey Charm - Empathy
You learn a creature's current emotional state, and possibly alignment.

Invisibility - Superior Invisibility
You can become invisible without breaking when you attack or cast a spell, though these actions may temporarily give away your current position.

Speak with Beasts and Plants - Tree Stride
While speaking with beasts and plants, you can pass through one tree and emerge from another.

Dimensional Rift

You can spend two sorcery points to create an invisible and immobile rift within 5 feet of you, the space is no bigger than 10 feet on any side. The dimensional rift bridges the distance between the adjacent space and any point within 30 feet that you can see or specify by distance and direction (such as “30 feet straight up”). While next to the rift, you can see through it and are considered to be next to the destination as well, and anything you put through the rift (including a portion of your body) emerges at the destination. Only you can use the rift, and it lasts until the end of your next turn.

Empathy

You can spend one sorcery point, and then touch a creature to magically know the creature's current emotional state. If the target fails a Charisma saving throw, then you also know the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.

Shadow Step

As a bonus action, you can spend one sorcery point to teleport to an unoccupied space within 30 feet, provided that both the space you're teleporting from and your destination are in dim light or darkness. The destination need not be within line of sight. Your darkness does not need to be active to use Shadow Step, but can be used to create the required shadows.

Superior Invisibility

You can spend three sorcery points to become invisible until your concentration ends (as if concentrating on a spell). Anything the you are wearing or carrying is invisible with you as long as it is on your person.

Note: Unlike Invisibility from your Magical Folklore, Superior Invisibility does not break when you attack or cast a spell, though these actions may temporarily give away your current position.

Tree Stride

While your speak with beasts and plants ability is active, once per turn you can spend a sorcery point and use 10 feet of your movement to step magically into one living tree within reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be one size or more larger than you.

Enchanted Aura

Starting at level 14, once per long rest you can magically effect all creatures within 60 ft. of you according to your chosen type of fey.

Seelie - Charming Presence
Creatures in range that can see you must save or be charmed.

Unseelie - Frightening Presence
Creatures in range that can see you must save or be frightened.

Valenar - Hidden Presence
You and your allies, while in range, may pass without trace.

Charming Presence

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Frightening Presence

Any creature that starts its turn within 60 feet of you must make a Wisdom saving throw. On a failed save, the creature becomes frightened by you for 1 minute. On a successful save, the creature becomes immune to your Frightening Presence for 24 hours.
Whenever you or your allies deal damage to the frightened creature, the creature can repeat the saving throw, ending the effect on itself on a success.

Hidden Presence

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Pact of the Fey

At level 18 you form consensual magical contracts with another creature, forcing each of you to carry out some service or refrain from some action or course of activity as agreed. If you or the creature consciously or through willful neglect attempt to violate the terms of the contract then they must succeed on a Wisdom saving throw or become charmed for the purpose of fulfilling the terms for the next hour or until the terms are fulfilled, whichever is shorter. While the contracted party is charmed, you or the creature, takes 5d10 psychic damage when acting in a manner directly counter to the conditions, but no more than once each day and this damage ignores immunities and cannot be reduced by any means unless stipulated within the terms. The contract has no expiration or range limit, unless specified within the terms, and if not specified otherwise shall automatically end when the terms have been fulfilled by both parties. Once a given party has fulfilled their side of the contract both parties are still bound, however only the party that has not yet fulfilled what was agreed may become charmed, possibly resulting in injury. The only way to end the contract without both parties meeting their pre-agreed upon terms is by use of the Wish spell.

Contract terms frequently include a tracking clause and exchanges of power.  The contract is not ended by death, unless otherwise specified, which frequently results in restless spirits when a party is unable to fulfill their agreed upon responsibilities. Either party may also exchange magic power or abilities as part of the terms, as example you may grant a spell slot or sorcery points to enable the other party to cast one of your known spells once per short rest, their Charisma instead of yours would be the spellcasting modifier for this ability.  Unless otherwise specified, exchanged magic powers or abilities will be returned to their original owner when, and not until, the contract ends.

You may grant them two cantrips and a first level spell slot at a total cost to you of four sorcery points, allowing them to gain the Warlock class with you as their Archfey patron.  If this is agreed to then you will not recover these sorcery points until the contract terms end, at which point the other party loses your patronage and must find another to continue being a warlock. It is not unusual for you as the patron to receive, in exchange, an open ended series of favors and/or some of the magical power accumulated as they increase in level.

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