Base Class: Sorcerer
The magic of the feywild and its many denizens often bleeds out into a world violently. When this happens, Madness-Cursed sorcerers are born, those who believe they're living in a story created by the fey. In some campaign settings, they may even be correct.
Those who become sorcerers through this origin are no longer themselves. They are often mad or mentally addled, and their physical features often take on fey or animalistic traits. Many speak in rhymes, riddles, or tongue twisters, while others seek only to replicate or complete the tale they believe they're living with others that they find in their travels.
| D6 | Quirk |
|---|---|
| 1 | You can only ask questions in riddles or rhymes. |
| 2 | Sometimes you cook with non-food ingredients. Like flowers. Or bone. |
| 3 | You like to tie flowers or vines around things. Especially necks. |
| 4 | You are very pretty during the day, and very ugly at night. |
| 5 | You like making up games. Usually in these games, only you know or understand the rules. |
| 6 | Ponds ripple, flowers bloom, and leaves fall when you walk past them. |
Tongue-Twisted Magic
Starting at 1st level when you take this sorcerous origin, you know how to compose spells through different methods. As an action, you may make a Concentration check (DC 16 + Spell level) On a success, you can cast a concentration spell as a normal spell.
You may use this feature a number of times equal to your Charisma modifier per short rest. You may not apply a metamagic option to a spell cast with this feature.
Fairy Charm
At 1st level, you may invoke your natural fey-like abilities when dealing with others. Upon failing a Charisma check when attempting to intimidate, persuade, or impress another creature (with a performance check), you may spend one sorcery point to cast Charm Person on that creature without expending a spell slot.
Grimm Story
Upon reaching 6th level, you have learned to make others experience the magic of the feywild. As an action, you may spend 3 sorcery points to summon a CR 1 or lower fey creature that targets a single creature of your choice. The fey creature has the following changes:
- You can order they fey to change targets with a Charisma check as a bonus action.
- A creature targeted by the fey can make a Charisma saving throw (DC= your Spell Save DC) at the end of its turn. On a successful save, the creature has advantage on saving throws vs spells cast by the fey for the duration of the time they fey is active.
- At the start of its turn, the fey automatically knows its target's location. If the target was hidden, it's no longer hidden from the fey.
- It appears with a number of temporary hit points equal to half your sorcerer level.
- If the fey casts a spell, it uses one of your spell slots of equal level. The fey has no spell slots of its own, though it retains its spell list.
- The fey appears within an unoccupied space within 30 feet of your target, and has its own initiative and action pool. On its turn, it can only talk to, move toward, or use actions against its current target.
- The fey has resistance to damage from creatures not targeted by it, but creatures not targeted by the fey also have resistance to damage done by any area of effect spells it may have.
It disappears when it drops to 0 hit points, its target drops to 0 hit points and you don't use your next bonus action to assign it a new one, or after 5 minutes have passed. Only one fey can be summoned at a time, and it can only have one target at a time.
Mad and Cheshire
At 14th level, you can draw additional power from within yourself at the cost of your own sanity and energy. As an action, you may roll on the Short-Term Madness table in the Dungeon Master's Guide. For one minute you suffer the madness you rolled, and you gain one level of exhaustion. In return, you regain your choice of either half your expended sorcery points or a number of spell slot levels equal to half your sorcerer levels.
A New Story
Beginning at 18th level, you can allow your fey magic to take control, allowing you to create your own fairy tale. As an action, you may spend half your maximum sorcery points to create a 120 foot sphere around you. While within this sphere you can cast thespell Hallucinatory Terrain as a bonus action without spending spell slots or material components. Additionally, you may spend 1 sorcery point to cast Phantasmal Killer without spending a spell slot as a bonus action while within the sphere.
This sphere lasts for one minute.
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