Sorcerer
Base Class: Sorcerer

Your innate magic comes from a run-in with the denizens of the Feywild in your or your ancestors’ past. You may have a distant relative who is actually a fey or perhaps you were conceived at a revelry at one of the fey courts. The magic of the perpetual twilight of the Feywild can be as capricious as the fey themselves and it’s entirely possible you were simply granted these powers with a sprinkle of faerie dust and the fickle whim of a bored sprite.

Sylvan Inheritance

At 1st level, your Sylvanic Bloodline allows you to speak, read, and write Sylvan. You have an advantage on any checks interacting with those of fey origin. In addition, you know the Druidcraft cantrip and can choose from an expanded list of spells whenever you learn a sorcerer spell. The following spells are added to the sorcerer spell list for you.

Spell Level Spells

1st

faerie fire, entangle

2nd

barkskin, spike growth

3rd

speak with plants, plant growth

4th

guardian of nature, conjure woodland beings

5th

wrath of nature, tree stride

Otherworldly Pressure

At 1st level, the magic of the Feywild drapes over you like a heavy cloak manifesting in a myriad of ways. Perhaps a pair of goat-like horns, overly large pupils, or particularly willowy limbs. While you are wearing no armor, your AC equals 13 + your Charisma modifier. Sheild benefits apply as normal.

Sylvanic Swap

Starting at 6th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. When you take damage, you can spend 2 sorcery points and your reation to swap spaces with another willing creature within 30 feet.

At 14th level, the range increases to 60 feet.

Faerie Dust

Starting at 14th level, you can spend 4 sorcery points to grant yourself and a number of creatures up to your Charisma modifier (minimum 1) within 30 feet of you a flying speed of 30 feet for 1 minute.

Revelry of the Court

At 18th level, you can spend 5 sorcery points to summon the Feywild into the Material Plane within a 60 foot sphere center on you. This area does not move with you and is treated as difficult terrain to all none-fey. Pick a number of creatures you can see with 60 feet of you and at the start of their first turn in the sphere, they must make a Charisma saving throw or be charmed by the court, unable to leave the sphere, and suffer the effects of confusion until the next of their next turn. This feature end if you become incapacitated, fall to 0 Hit Points, lose concentration as if you are concentrating on a spell, or after 1 minute. You have 1 use of this feature and cannot use it again until you finish a long rest.

Sylvanic Bloodline Image

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