Sorcerer
Base Class: Sorcerer

Your innate magic comes from your connection to a long gone Archfey prince or princess, now known only through fairytales and legends about their lives. Perhaps you are a member of the royal family this Archfey belonged to, or you were granted their powers from a trip to the Feywild when you were younger. Whatever the source of your power, you find that the world works differently for you. You can talk to animals and plants, effortlessly charm friend and foe, and you always have a regal presence that draws the attention and affection of those around you. 

 

Level 3: Fairytale Spells

When you reach a Sorcerer level specified in the Fairytale Spells table, you thereafter always have the listed spells prepared.

Fairytale Spells
Sorcerer Level Spells
3 Charm Person, Speak with Animals, Summon Beast, Lesser Restoration
5 Plant Growth, Speak with Plants
7 Charm Monster, Conjure Woodland Beings
9 Geas, Greater Restoration

 

Level 3: Royal Charisma

You gain proficiency and Expertise in Persuasion, and you learn the Animal Friendship spell and always have it prepared.

In addition, when you cast Charm Person you can expend 1 Sorcery Point. If you do so the targets do not have Advantage on the saving throw if you or your allies are fighting them and the targets do not know they were Charmed by you when the spell ends.

 

Level 6: Animal Companions

You learn the Conjure Animals spell and always have it prepared. When you cast Conjure Animals or Summon Beast you can expend 3 Sorcery Points to modify the spell to not require Concentration. Once you modify one of these spells in this way, you cannot do so again until you finish a Short Rest.

 

Level 14: Limitless Charm

The benefits of your Royal Charisma feature extend to Charm Monster if you expend 2 Sorcery Points instead of 1.

In addition, when you cast Charm Person or Charm Monster and modify it with Royal Charisma you can also target an additional Humanoid or creature.

 

Level 18: Fairytale Ending

When you cast Charm Person or Charm Monster in combat and 1 of the targets succeeds on their saving throw you can take a Reaction to expend 6 Sorcery Points and summon a Questing Knight to come to your aid (see the Monster Manual for the stat block). The Knight will fight to defend you and defeat your enemies for 1 hour before leaving.

Once you use this feature to summon a Knight you cannot do so again until you finish 1d4 Long Rests.

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