Sorcerer
Base Class: Sorcerer

The blood of the fey flows through your veins, whether due to a chance encounter with the Feywild itself, a fey lineage, or exposure to the energy of the Feywild. Your source of magic is the Feywild.

Much like those touched by the Shadowfell, Feyblessed sorcerers often have their physical form or mannerisms affected by their source. When creating a Feyblessed Sorcerer, you may pick from or roll on the Feyblessed Sorcerer Quirks table to create a quirk for your character.

Feyblessed Sorcerer Quirks

D12

Quirk

1

Your body always feels slightly warm and tingly to the touch. 

2

While sleeping, you quietly and subconsciously hum lost traditional fey songs to yourself. You have no recollection of the songs in the morning. 

3

Your blood is a unique color, such as bright pink, cyan, or dark green. 

4

You can always recall your dreams in vivid detail.

5

Your eyes constantly twinkle with starlight, even in the dead of noon. 

6

When ill, you cough up clouds of mushroom spores or crystals. 

7

Your hair grows tiny flowers, which bloom in the spring. 

8

While casting a spell, light blooms from your head in the shape of deer antlers or fairy wings.

9

Your breaths sound like a babbling brook or a bird's flapping wings. 

10

 You always smell like the most attractive of flowers.

11

You have a small birthmark or tattoo that magically sprouted when you first gained your powers. It glows when you experience a strong emotion. 

12

When you're excited, you tend to sing your words in a belting voice rather than just saying them. 

Fey Familiar

At 1st level, you learn the find familiar spell, which you can cast as an action using a spell slot of 1st level. The spell does not count towards your spells known. When you cast the spell, you summon your phantasmal familiar. You can choose one of the following forms for your familiar each time you cast the spell: owl, badger, goat, or fox. The specific details of each form's appearance is up to the player and DM, but it will usually have some signifying mark (such as a bright color or odd pattern) that denotes it as being from the Feywild.

Your familiar has a proficiency bonus equal to your own, and has a hit point total equal to half your own. All of your familiar's forms share the same hit points. As a bonus action on your turn while your familiar is out, you can do one of the following:

  • Attack. Use your familiar's attack action. The to-hit bonus of this attack is based on your charisma modifier.
  • Special Action. Use your familiar's special action. You may only use your familiar's special action once per minute, even if you swap its form or dismiss it. If your familiar's special action is an attack, the to-hit bonus is based on your charisma modifier.
  • Dash. Your familiar can move an additional distance up to its movement speed.
  • Swap. Change your familiar's form into one of the other listed options. This does not count as casting find familiar.
  • Dismiss. Dismiss your familiar. Your familiar will naturally heal back to full health after being dismissed for one minute.

Based on your familiar's form, it takes one of the stat blocks below.

OWL

Armor Class 9 + proficiency bonus

Speed 5 ft., fly 40 ft.

STR
3 (-4)
DEX
13 (+1)
CON
8 (-1)
INT
2 (-4)
WIS
12 (+1)
CHA
7 (-2)

Skills Perception +3, Stealth +3

Senses Darkvision 120 ft., passive Perception 13

Languages --

Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Talons. Melee Weapon Attack: Reach 5 ft., 1 target. Hit: 1d6 + proficiency bonus slashing damage.

Special Action: Multiattack. Melee Weapon Attack: Reach 10 feet. Can target a number of creatures up to your proficiency bonus Hit: 1d4+1 + proficiency bonus slashing damage.

badger

Armor Class 8 + proficiency bonus

Speed 0 ft., burrow 5 ft.

STR
4 (-3)
DEX
11 (+0)
CON
12 (+1)
INT
2 (-4)
WIS
12 (+1)
CHA
5 (-3)

Senses Darkvision 120 ft., passive Perception 11

Languages --

Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: Reach 5 ft., one target. Hit: 1d6 + proficiency bonus piercing damage.

Special Action: Bigger Bite. Melee Weapon Attack: Reach 5 ft., one target. Hit: 1d8 + proficiency bonus piercing damage.

goat

Armor Class 8 + proficiency bonus

Speed 40 ft.

STR
12  ( +1)
DEX
10  (+0)
CON
11  (+0)
INT
2 (-4)
WIS
12 (+1)
CHA
5 (-3)

Senses Passive Perception 13

Languages --

Sure-Footed. The goat has advantage on all Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Ram. Melee Weapon Attack: Reach 5 ft., one target. Hit: 1d6+1 + proficiency bonus bludgeoning damage.

Special Action: Protection. Select a number of creatures up to your proficiency modifier within 20 ft. of the goat. Each selected creature gains 1d4 + proficiency modifier temporary hit points. This number changes to 1d6 + proficiency modifier at sorcerer level 5, 1d8 + proficiency modifier at sorcerer level 11, and 1d10 + proficiency modifier at level 17.

fox

Armor Class 10 + proficiency bonus

Speed 30 ft., burrow 5 ft.

STR
2  ( -4)
DEX
16  (+3)
CON
11  (+0)
INT
3 (-4)
WIS
12 (+1)
CHA
6 (-2)

Skills Perception +3, Stealth +5

Senses Darkvision 60 ft., Passive Perception 10

Languages --

Keen Hearing. The fox has advantage on all Wisdom (Perception) checks that rely on hearing.

Actions

 

Bite. Melee Weapon Attack: Reach 5 ft., one target. Hit: 1d4 + proficiency bonus piercing damage.

Special Action: Healing Ward. Roll a number of d6 equal to your proficiency bonus; the total is the number of hit points in your Healing Ward pool. You may heal any number of creatures of your choice within 15 feet of the fox by any amount of hit points of your choice, as long as the total does not exceed the total number of hit points in your Healing Ward pool. Your Healing Ward pool does not carry over between uses.

 

Spiritbond

At 6th level, your bond with the Feywild has grown ever deeper, and you've learned how to keep your footsteps light and quick. You gain 10 feet of movement speed when not moving through difficult terrain.

In addition, you've come to get to know your Feywild companions, and your spirits have grown closer together. You may cast any spell through your familiar, as opposed to only touch spells.

Your familiar now has its own pool of sorcery points equal to half your own maximum, rounded down. You must use points from this pool when applying your Metamagic effects to a spell cast through your familiar.

Fey Expert

At 14th level, you've grown even closer to your fey companions, having bonded with them over combat.

Up to three times per long rest as a bonus action on your turn, you can now command your familiar to use its familiar spell, which is cast as your familiar's action and uses no materials or spell slots.

Owl.

  • The Owl's Talons  now do 1d8 + proficiency bonus slashing damage on a hit.
  • The Owl's Multiattack can now target a number of creatures up to 2 + proficiency bonus, and does 1d6+1 + proficiency bonus slashing damage to each creature it hits.
  • The Owl gains cloud of daggers as its familiar spell. The spell may not be cast at higher than third level.

Badger.

  • The Badger's Bite now does 1d8+2 + proficiency bonus piercing damage on a hit.
  • The Badger's Bigger Bite now does 2d8 + proficiency bonus piercing damage on a hit.
  • The Badger gains catapult as its familiar. The spell may not be cast at higher than third level.

Goat.

  • The Goat's Ram now does 1d8+1 + proficiency bonus bludgeoning damage on a hit.
  • Enemies have disadvantage when rolling to attack a creature affected by Protection.
  • The Goat gains barkskin as its familiar spell.

Fox.

  • The Fox's Bite now does 1d6 + proficiency bonus piercing damage on a hit.
  • When rolling for your Healing Ward pool, you now roll d8s rather than d6s.
  • The Fox learns healing spirit as its familiar spell. This spell cannot be cast at higher than third level.

Aether Flare

At 18th level, you've gained the ability to manipulate the natural Feywild energy that your familiar channels.

Once per short rest as a bonus action on your turn while your familiar is out, you can create an aether flare, condensing the energy around your familiar into a single point before letting it burst outward into a large explosion. Each creature within a 20-foot-radius sphere of your familiar must make a Dexterity saving throw of a DC equal to your sorcerer spell save DC. The creature takes 8d10 force damage on a failed save, or half as much on a successful save. Any creature that fails its save is also knocked prone.

Your familiar takes no damage from your aether flare, but is immediately dismissed. In addition, the exertion from creating the flare causes you to become prone until the end of your next turn.

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