Sorcerer
Base Class: Sorcerer

The magic of the Feywild is potent, and when a creature of the Feywild mates with a creature of the material plane it can create a tendril of that magic that appears at random times among the descendants of such a union. Depending upon the nature of the Fey ancestor you might appear bestial or wild for your race, or perhaps possess an extravagant beauty, or you might even appear completely normal but your force of personality is so strong that others are inherently drawn to you. 

When you are born with such powerful magic running through your veins it can grant you powerful boons that manifest through your spells and sorcery. No matter how you appear, your sorcerer magic always has a tinge of the Feywild to it. An otherwise normal fiery evocation might appear with a greenish hue, or a transmutation spell might leave behind the scent of the forest for a few seconds after casting, or those in close proximity might hear a faint singing after you cast a divination spell. You have complete control over these manifestations, but the distinctiveness of them sets you apart from other practitioners of such magic.

This spark of Fey energy that exists within you grants access to spells other sorcerers could not inherently know, resilience others would be jealous of, understandings of enchantments and illusions that only the most studied mages would comprehend, the ability to tap into a creatures mind and alter their very perceptions of reality, and an innate ability to thwart magic and turn it against others.

 

Fey Magic

The spark of magic that exists in your blood allows you to learn spells from the druid class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. In addition, you learn the Minor Illusion and Thaumaturgy cantrips as well as the Faerie Fire and Speak with Animals spells. These spells do not count against your spells known and cannot be replaced.

 

Moonlight's Gift

Starting at 1st level, you no longer need to sleep and can’t be forced to sleep by magical means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading, talking, eating, or standing watch. If you willingly sleep as normal for a long rest, you recover all spent hit die (instead of the normal half), reduce any exhaustion levels by an additional 1, and gain 5 temporary hit points per 4 levels of sorcerer (round up) at the completion of the long rest.

 

Fey Spell Mastery

Beginning at 6th level, you gain an innate understanding of magic from the schools of enchantment and illusion. This understanding gives you advantage on saving throws vs spells of those schools, as well as ability checks to discern illusions. Moreover, those affected by spells you cast from these schools have disadvantage on saves against them as well as ability checks to discern illusions you cast.

In addition, your understanding of enchantment magic gives you immunity to being charmed and if a spell would normally cause you to be charmed you can choose for the caster to not be aware that their spell failed on you. This may require ability checks to maintain the notion that you are charmed by the spellcaster, as per the DMs discretion.

 

Enchant the Mind

When you reach 14th level, your magic and understanding of enchantments and illusions extends through your sorcery allowing you to warp another creature's mind. If you spend 5 sorcery points and target a creature you can force them to roll a wisdom saving throw with disadvantage, if the target creature is immune to being charmed they do not have disadvantage. On a failed saving throw you can choose one of two effects, listed below. No matter which effect you choose, the target also has disadvantage on ability checks as well as Constitution saving throws to maintain concentration.

  • You and another creature of your choice swap appearances in the targets mind. They truly believe that you are the other creature and the other creature is you. The target rationalizes any illogical outcomes from interacting with either of you. For example, if you swap appearances with a creature the target believes to be a friend and then attack the target they believe that you accidentally missed your true target in trying to hit them.
  • You take on the appearance of the target creature, but only in the mind of the target. This enchantment is so strong that the target questions what he is seeing and has disadvantage on all attack rolls against you.

This effect can only be maintained on one creature at a time, and has a duration of 10 minutes. An enchanted creature can be removed by a Remove Curse, Greater Restoration, or Dispel Magic. For the purposes of dispelling the enchantment is considered to be a 5th level spell, but it cannot be countered by effects like Counterspell.

 

Blood of the Fey

Upon reaching 18th level, the magic that flows within your blood becomes so strong that it is difficult for spells to have an effect on you against your will. You have advantage on saving throws against any spell that targets only you (not in an area of effect), and when a spell would force you to roll a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

In addition, if you succeed at a saving throw against a spell that targets only you, you can then use your reaction and spend a number of sorcery points equal to the level of the spell and reflect the spell back at the caster. The spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.

 

Previous Versions

Name Date Modified Views Adds Version Actions
4/6/2020 12:08:38 AM
29
1
--
Coming Soon
4/19/2020 1:05:24 PM
15
0
1.1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes