Base Class: Sorcerer
The Fey are a strange, chaotic, whimsical, and dangerous people. Their odd motives and customs are often incomprehensible to most mortals of the Material Plane. Perhaps that is why you have always felt as though you belonged elsewhere, that you were from elsewhere. You are a Feyblooded. Whether from the beautiful Seelie, the terrifying Unseelie, or one of the myriad other wild courts within the Feywild, somewhere in your lineage is true Fey blood. Naturally magical in nature, this special heritage has granted you great power -- And perhaps a bit of a mischievous streak.
Feyblooded Quirks
| d6 | Quirk |
|---|---|
| 1 | Butterflies or moths constantly flutter around you. |
| 2 | Lush grass grows and wildflowers bloom behind you as you walk. |
| 3 | Your eyes and hair are strange and exotic colors, and sometimes even multiple colors. These colors can even change with the seasons. |
| 4 | Your shadow dances while no one is looking directly at it. |
| 5 | When you are angry, excited, or otherwise energized and emotional, ethereal butterfly or moth wings appear on your back. |
| 6 | You faintly smell of cinnamon, campfire, baked goods, or another comforting herb, spice, or 'homey' scent. |
Fey Borne Spells
Starting at 3rd level, and when you reach a Sorcerer level specified in the Fey Borne Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Faerie Fire, Find Familiar, Moonbeam, Spike Growth, Druidcraft |
| 5 | Fast Friends, Plant Growth |
| 7 | Conjure Woodland Beings, Hallucinatory Terrain |
| 9 | Commune with Nature, Geas |
Sylvan Heritage
Starting at 3rd level, you begin to unlock the chaotic, whimsical powers granted to you by your fey bloodline. Your creature type now becomes Fey if it was not already. You can now read, speak, and write Sylvan.
Creatures have disadvantage on any insight checks made against you. You have advantage on saves and checks to avoid or end the charmed or frightened conditions. At 14th level, you become immune to both conditions.
Fey Trickery
By 6th level, your Fey blood has imbued you with great magic, and with a love for tricks and mischief. As a bonus action, you create a perfect illusory copy of yourself that lasts for 1 minute. You and the illusion then teleport up to 30 feet away in opposite directions.
On your turn, you may have the illusion move, attack, cast spells, speak, or interact with objects using the appropriate action/bonus action/reaction timings as though these actions were performed by the real you.
A suspicious creature may take the time to make an investigation check against your spell casting DC to determine that your illusion is fake. You may use this feature once per long rest. You may also spend 4 sorcery points to regain a use of this feature.
Fey Madness
By 14th level, you have begun to bring the wild madness of your bloodline into the world wherever you go. When a hostile creature causes you to make a saving throw against a spell or other magical effect, you may spend 3 sorcery points.
When you do, your tricksy Fey powers twist their magic to backfire, forcing the creature to make the same saving throw against their own magic. If they fail their save, they come under the effects of the spell or magical effect as if they were a target.
Archfey's Armor
At 18th level, you have fully awakened the power of your fey lineage, and become nothing short of an archfey yourself. You now cloak yourself in strange, chaotic, and whimsical magics.
Whenever a creature hits you with an attack, they must make a Wisdom save against your spell casting DC. On a failure, the creature becomes one of six harmless woodland animals for 1 minute. Roll a 1d6 to determine which harmless critter they become from the list below.
At the end of each turn, an affected creature can make the save again (using their base form’s Wisdom) to transform back.
Comments