Base Class: Sorcerer
Just across an unseen border exists an eternal realm of Twilight where Sylvan Creatures live and thrive. A realm of trickery and contracts. You, or someone from your lineage, might have become involved in a Fey contract or had given their true name to a Hag or Unicorn. Maybe someone decided that the Dryads were too overwhelming and lay with them tainting your bloodline with Fey magic. Perhaps your parents got lost within the Feywild and you were born under the twilight sun in the Unseelie Courts.
The Fey are tricksters and want to collect the souls of those who trip into their realm. Whether the Seelie Court who tries to let those who arrive live in happiness for their lives or the Unseelie Court who often torture those who are come into their realm. However, for you who have been born with this power indwelling in them, you can decide to have yourself be touched by Fey Magic to create a way your connection to the plane manifests in you.
Fey Features
You have been blessed by the Fey so you bring a little bit of the Feywilds with you everywhere you go.
Feywild Features
d12
1 Illusory butterflies flutter around you while you take a short or long rest.
2 Fresh, seasonal flowers sprout from your hair each dawn.
3 You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
4 Your shadow dances while no one is looking directly at it.
5 Horns or antlers sprout from your head.
6 Your eyes reflect the current lunar cycle.
7 Your mirror reflection is slim and pale white.
8 Whenever you stand illusionary flowers blossom and when you move they follow you
9 You can shapeshift your eyes between insectoid, snake like, or cat like.
10 Your hair becomes flowing river water that never falls or autumn leaves.
11 Your teeth become gold.
12 Whenever you are hit illusionary stars swirl around your head.
True Name
True name
Starting at 1st level, you gain the ability of a fey’s true name. You may adopt your own true name and you gain the power to use another’s true name. The true name is the first and last name of the person you are communicating with. Creatures that only have one name have that as their true name.
Speaking someone's true name does the following affects:
You may cast charm person or cause fear on them without expending a spell slot. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.
You may call upon their true name and cast sending without expending a spell slot. Once you cast this spell on that creature you may not cast it, tagretting that creature till after a long rest.
You may cast command on the creature a number of times equal to your proficiency modifier, if you know their true name they get disadvantage on the save. Once you cast it the number of times equal to your proficiency modifier you may not cast it on that creature until after a long rest.
You may only pick one of these effects when using a creature's true name against them every long rest. If you only know part of their true name they get advantage on saves.
If creatures know your true name they get advantage on perception, insight, and survival checks against you. And they can impose disadvantage on saves you make when they are attacking you, disadvantage on attacks you make against them, or they can grant themselves advantage when attacking you, they can do this once per long rest. Anyone, 60 feet near you, who utters your name backwards will cause your next spell to be wild magic, they can only do this once per long rest. Anyone who knows your true name can call your true name 3 times and you will appear 30 feet near them, this can only be done every 1d4 long rests and if you are both on the same plane, to resist this effect you can do a charisma saving throw DC 20.
Additionally you may not magically force a creature to say its true name or use detect thoughts. They must consensually say it's true name. No one can overhear your name being used, it will be inaudible to them. The only way another person can know your name is if someone who knows tells them or you tell them.
Piercing Charm
Having a soul tied to the Feywild you gain the ability to charm those who sometimes can resist it. At 1st level, twice per day, you can overcome resistance to being charmed. You can only use this ability before casting the spell. If the Creature is immune to charms they instead have advantage on their rolls and if they are not immune to resistance they roll with disadvantage.
Fey contract
At level 6, you are able to write a contract that magically binds you and another person to the terms of agreement. Both participants must wager something of equal value on the table and if any side was to not fulfill their agreement this would be taken, see the sacrifice chart.
For example the assassin could wager their voice and the buyer could wager their heart, if the assassin did not succeed on their bargain they would lose their voice but if the buyer were to not fulfill their end they would lose their bargaining chip.
The contract must be written in blood and be signed. If both were to forfeit the contract would be void. Participants of the contract are magically forbidden of speaking about the contract till after it is voided.
For every successful contract completed you gain on credibility, you may add half this number to your persuasion roll when making a contract.
You can only make a number of contracts equal to your proficiency modifier every 1d4 long rests.
Your Final Breath
Medium
A PC that accepts this deal dies after two failed death saving throws, rather than three.
Your Victories
High
A PC that accepts this deal can no longer make the final blow on a weakened enemy; even if their attack hits, the enemy is able to miraculously avoid taking any damage.
Your Luck
Medium
Three times per day, the DM can impose disadvantage on a roll made by a PC that accepts this deal.
Your Memory
Low
A PC that accepts this deal has disadvantage on any History, Arcana, Religion, or Nature checks made to recall information.
Your Body
Medium
A PC who loses this will give up a lock of their hair or a vial of blood. The one who the PC gives it to can know the location of the PC at all times
Your Courage
Low
A PC that accepts this deal gains disadvantage on saving throws against any fear-related effects.
Your Hope
Medium
In dark areas the PC must do a wisdom saving throw DC 13. If they fail they have disadvantage on all rolls in that area. If they succeed they do not have to roll again until they take another long rest. They may reroll their save every minute.
Your Swiftness
High
A PC that accepts this deal gains disadvantage on initiative rolls.
Your Voice
High
A PC that accepts this deal becomes mute and cannot cast spells that require verbal components.
Your tongue
Medium
A PC that accepts this deal gains disadvantage on all social Charisma-based checks.
Your breath
High
A PC that accepts this deal heals only half hit points from hit dice and magical healing, and regains only one-fourth of their total hit dice upon completing a long rest.
Your Heart
Medium
Any PC who accepts this deal only heals others half as much and they have disadvantage on insight checks.
Your Sight
Medium
Any PC who accepts this deal becomes blind forever. Only a greater restoration spell can cure their blindness for 10 minutes.
You may only bargain one of each one time. Anyone who loses all of these will die instantly and can never be resurrected.
Crafter of Riddles
At 14th level, you gain the ability to weave your natural talents into riddles that trap the minds of those who hear them. When you craft a riddle and an enemy with an intelligence score above 3 hears it you can use 3 sorcery points to cast Dominate Person, Dominate Monster, or Dominate Beast for free depending on which creature you are attempting to dominate. These spells work as described, do not count against your spell list, and are cast at 5th level. If you use 4 sorcery points targets targeted by the riddle automatically fail when hit but every round they may attempt to answer the riddle which will let them break free of the spell.
Archfey Transformation
At level 18 your power reaches new levels, your very force of presence has elevated you beyond mortal standing and you may transform into a lesser Archfey for 10 minutes using 6 sorcery points. This transformation causes the following changes:
Your race changes to Sylvan, your racial type is Fey
You no longer age, if you were already older you revert in appearance to a young adult.
Your appearance changes: you become slimmer, your ears become elongated to twice the length of an elf's ears, and your size becomes medium (if it isn't already). You may assume your original appearance or your archfey appearance as an action.
You gain a flying speed of 30 feet. If you already have a flying speed, increase it to 60 feet. You have the hover property.
You gain resistance to psychic damage, resistance to non magic weapons but vulnerability to silver weapons, and immunity to charms. You can reflect any charms back at the caster using your spell save DC. And you can not be magically put to sleep.
You have advantage on all charisma checks.
If you spend at least one minute talking to a beast, fey, or humanoid of CR1 or lower they must make a Wisdom saving throw against your spell save DC or be charmed. While charmed, they have a positive opinion of you and their thoughts are preoccupied with being in your presence. Creatures charmed in this manner will protect you or follow you into danger only if they would do so for a friend or loved one. The effect ends when you dismiss it, if you take hostile action towards them or their companions, or once your transformation ends.
You may touch a creature and magically senses their alignment and race. The creature must do a charisma save, your spell save DC, or you will know their alignment. Alternatively, you can do an insight check, DC 16, to determine their race or whether they are fiend, celestial, undead, construct, fey, aberrations, etc.
You can cast invisibility a number of times equal to your charisma modifier without expending a spell slot, but any who you have previously made a deal with can see you and any who knows your true name can vaguely see your translucent silothettue. Any child of the ages of 1-9 can see you automatically.
In the feywild, none of your spells require concentration.
Whilst in the moonlight your movement speed is increased 10 and you have advantage on initiative checks.
Sugar heals you 2d4 HP per pound.
Black ink has the effect on you that holy water has on fiends.
The cawing of a roaster deals 4d8 psychic damage to you if you are within 60 feet of it.
Whilst in this state you take 6d6 acid damage if you end your turn in running water and you can not cross calm water.
Iron deals 3d4 fire damage to you if you touch it.
You can not enter a circle of salt or harm anyone within it.
You can not enter this transformation 30 minutes before and after midnight or during a solar eclipse.
If you transform during twilight it only costs 5 sorcery points.
You automatically get this transformation during the entirety of a blood moon.
You may enter this transformation for 10 minutes and you can do this a number of times equal to your proficiency modifier every long rest.
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