Base Class: Sorcerer
The power of the elves is ancient and implacable, and it runs strongly in your veins. The possible reasons for the potent manifestation of your heritage are endless. Perhaps you are a scion of a mighty archfey, or were blessed by such an entity at birth. Perhaps you were born at a conjunction between the Prime Material Plane and the Feywild, or were exposed to a vortex of magic while making the transition between the two planes.
Sorcerers of the fey bloodline usually have over–emphasized elvish features. Their eyes might be a particularly vibrant purple or green, their ears could be longer, or their movements may be exceptionally graceful. Many find such physical features beautiful in an otherworldly kind of way, while others may be put off by your seemingly alien nature.
Although Delving into the secrets of the fey wild has its drawbacks, when picking this blood line you must pick a quirk from the table below or roll randomly. You gain 2 at 1st level and then one additional at 5th level and then 12th level. This represents your bloods connection with the fey wylds chaos. If you roll the same quirk twice you gain the intensify the effect, you can not gain the same trait three times.
| d8 | Effect |
|---|---|
| 1 | Your Eyes are a different color, also they are unusual color. Intensified effect: The color of your eyes are so vibrant they give off a slight glow |
| 2 | You leave trace amounts of scorch, water, dirt, or growth in your foot steeps. Intensified effect: Instead of slight trace amounts you leave a burning step that last for 2 rounds, or a puddle of water that lifts up then drops to the ground as you lift your feet which stays around for 2 rounds, Earth crest up into a small 2 inch spire arching in the direction of your heel that stays around for 2 rounds. You leave a growth of weeds or flowers in the shape of your foot print that stays around for 2 rounds. |
| 3 | You give off a slight aura of chaos people tend to be wary of something when around you, this doesn't mean they are wary of you but rather they are off set by something. Intensified effect: When casting your spells randomly in a 10 foot radius any surface can produce a gateway to the fey realm. it should be a 5% chance and it is up to the DM whether he wants to increase that %, if a gateway is formed then it is the DM choice on whether a Fey Creature steps through and if it is Aggressive or passive. |
| 4 | Your hair has changed to an abnormal color, Purple, blue, pink, orange, fuchsia ect. Intensified effect: Your hair randomly changes colors, when your happy or nervous or angry. |
| 5 | You give off a faint odor of earth, burnt ash, cool sea breeze, a morning dew, this smell could be detected with in 5 foot of you. Intensified effect: The radius of which people can detect the smell increases to 15 feet |
| 6 | Your limbs become abnormal E.G. Arm becomes longer, one eye becomes larger by 5 times than the other ect. this is the only quick that can be gained multiple times and has no intensified effect. |
| 7 | You are afflicted by tongues, when you become nervous you start to speak in the sylvan tongue. Intensified effect: When you become stressed out you lose your voice and instead speak in sounds for example chirps or clicks. If afflicted by this intensified quirk, any spell that has a verbal component to it can not be cast unless you have the Subtle Spell metamagic |
| 8 | Your Blood is so in touched with the Fey side that your body reflects a minor pooka Fey mein, This means that you take on aspects of an animal. Pick an animal, E.G. spider monkey your face starts to take a similar shape of a monkey muzzle and your body hair is more so thicker and course like that of a monkey. You should sit down and discuses with your DM the affects of this quick, the important part is they are subtle changes it would take someone intensely studying you to notice the minor changes. Intensified effect: Your features become more prominent any person can make an investigation DC 10 to notice your changes, anyone in direct conversation automatically succeeds |
Fey Ancestry
At 1st level, you can read, speak, and write Sylvan. Additionally whenever you make a charisma check when interacting with fey creatures, you gain advantage and are treated as neutral
Naturalistic Spellcaster
At 1st level, your link to nature allows you to learn spells normally associated with the druid class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
Fey Spells
Starting at 1st level, your Fey Blood changes your mental and physical body in subtle but profound ways. You learn additional spells when you reach certain levels in this class, as shown on the Fey Spells table. The spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
Fey Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | Charm Person, Fog Cloud |
| 3rd | Flaming Sphere, Gust of Wind |
| 5th | Meld into Stone, Plant Growth |
| 7th | Blight, confusion |
| 9th | Antilife Shell, Awaken |
Fey Defense
Starting at 6th level, As a reaction you may in after you take damage, you can turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. You may use this 1/ day, at Level 10 you gain an additional use of this ability
Once you use this feature, you can’t use it again until you finish a short or long rest.
Beguiling Defense
Starting at 14th Level, when you are attacked you may use your reaction to cast Confusion. The effects only last one round but otherwise functions like the 4th level spell. The use of this spell does not count against your spell slots and does not require any components requirements, or casting time requirement.
You may use this ability 2/ day, Once all uses of this feature are used, you must complete a Short or Long Rest.
Archfey Presence
Starting at 18th level, you learn to project the fearsome presence of the fey. As an action, you can expend 3 sorcery points to draw on this on this power and exude an aura of Dread and beauty to a distance of 60 feet. For 1 round equal to your Charisma Modifier plus an additional round per any Sorcerer points you spend beyond 3, or until you lose your concentration (DC 10 Concentration check), each hostile creature that starts its turn in this aura must succeed on a Wisdom Saving Throw or be charmed or frightened by you (your choice) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
The Aura ends if the sorcerer falls unconscious or you lose your concentrations, or the time limit as lapsed.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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10/2/2019 1:33:47 PM
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707
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28
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1.0
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Coming Soon
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