Sorcerer
Base Class: Sorcerer

You are a creature of feywild, for your innate magic comes from one of the great beings of feywild itself. You might trace your lineage to an archfey from that place, or perhaps you were exposed to the bewildering energy of this being and transformed by it.

SYLVAN MAJESTY

Fey nature of your being reveals itself to the onlookers. Choose a charisma skill you are proficient in, your proficiency bonus is doubled for any ability check you make that uses the chosen skill. Additionally  you can speak, read and write Sylvan.

LUNACY OF THE FEY

Starting at 1st level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened by spending 1 sorcery point.

When you reach 3rd level in this class, you learn the crown of madness spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot.

AGONIZING INFLUENCE

At 6th level, when a creature is under the effects of the charmed or the frightened conditions caused by one of your spells, you can use your bonus action to deal psychic damage to the creature equal to half your sorcerer level, you can deal this damage to a number of creatures equal to your proficiency bonus with a single bonus action. This damage does not end the effects that would normally end by taking damage, but it still allows the creature to make a saving throw when applicable.

BEGUILING ESCAPE

At 14th level, when you cast an enchantment spell of 1st level or higher, you can use your bonus action to turn invisible and teleport up to 30 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.

DREADLORD

Starting at 18th level, you can spend 6 sorcery points as an action to drop your facade of careless charm and take the form of a dreadful feylord, while in this form you can use your bonus action to emit an aura of dread within 60 feet, each hostile creature within range must succeed on a wisdom saving throw or be frightened of you until the start of your next turn.

Creatures charmed by you automatically fail this saving throw removing the charmed condition, and creatures that are already frightened instead take your Agonizing Influence damage. A creature that succeeds on this saving throw is immune to your aura until the end of your next turn.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action. 

Previous Versions

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Archfey Image

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