Fey Court Sorcery

Channel the Glamour of the Fey Courts

Your innate magic is a gift—or a curse—from the hidden courts of the Fey. Perhaps an ancestor danced one night too long beneath a moon that never sets, won the favor of a Fey queen, or broke an oath sworn in a twilight wood. Maybe you were stolen as a child to serve in a masquerade where no one ever removed their mask, or you simply woke one day with the sense that unseen eyes were watching, amused, every time you cast a spell.   Whatever the origin, the magic of the courts now flows through you. The Court of Blossoms wraps your power in delight, beauty, and subtle protection, turning every spell into a whispered favor. The Court of Thorns sharpens your sorcery into cruelty and briar-choked terror, making the very world turn against your foes. And the Wild Hunt drives you to pursue quarry with relentless, moonlit purpose, your spells marked by the echo of distant horns and pounding hooves. Whether you act as a court’s chosen emissary, a runaway prize, or a mortal who stole their power and fled, every spell you cast carries a hint of revel, thorn, or hunt.  

Level 3: Fey Court Spells

When you reach a Sorcerer level specified in the Fey Court Spells table, you thereafter always have the listed spells prepared. Each spell in the Universal Spells column is always known by you. Each spell in an aspect column is known by you while you are attuned to that aspect (see the Fey Aspect feature).
Sorcerer Level
Universal Spells
Court of Blossoms Spells
Court of Thorns Spells
Wild Hunt Spells
3
Calm Emotions, Faerie Fire
Hunter's Mark, Pass without Trace
5
Haste
7
Dimension Door
Greater Invisibility
Phantasmal Killer
Freedom of Movement
9
Seeming
Awaken
Insect Plague

Level 3: Fey Aspect

You're tied to a particular Fey court. Choose the Court of Blossoms, the Court of Thorns, or the Wild Hunt. Your choice shapes your magic as shown in the Fey Court Spells table and grants you particular aptitudes and a boon shown below.   You can change your aspect whenever you finish a Long Rest. You can also change your aspect when you finish a Short Rest by spending 3 sorcery points.   Skill Proficiency. Your chosen fey court grants you proficiency in two skills, shown below in the Fey Aspects table.   Courtly Boon. Your chosen Fey court also colors your magic with a subtle, consistent blessing—or curse. On each of your turns, when you cast a Sorcerer spell of level 1 or higher and that spell deals damage to a creature or imposes a condition on a creature, you can apply the boon of your current Fey aspect to one of the creatures affected by the spell (no action required).   Court of Blossoms.
  • Skill Proficiency. You gain proficiency in Performance and Persuasion.
  • Courtly Boon - Favor of the Seelie. When you apply this boon, choose yourself or one ally you can see within 30 feet of you. That creature gains Temporary Hit Points equal to half your Sorcerer level.
Court of Thorns.
  • Skill Proficiency. You gain proficiency in Insight and Intimidation.
  • Courtly Boon - Cruel Tether. When you apply this boon, the chosen creature takes Psychic damage equal to your Proficiency Bonus, and its Speed is reduced by 10 feet until the start of your next turn.
Wild Hunt.
  • Skill Proficiency. You gain proficiency in Animal Handling and Survival.
  • Courtly Boon - Marked Quarry. When you apply this boon, until the end of your next turn the chosen creature cannot benefit from the Invisible condition from you, you have Advantage on any Wisdom (Perception or Survival) check you make to find it, and your Speed increases by 10 feet when you move directly toward it.

Level 3: Fey Step

You can briefly slip through hidden paths of the Fey. When you cast a Sorcerer spell of level 1 or higher on your turn, you can spend 1 Sorcery Point to use a Bonus Action immediately after casting the spell to teleport to an unoccupied space you can see. The distance you can teleport is up to a maximum number of feet equal to 5 times your Proficiency Bonus. Your Fey Aspect shapes your Fey Step:   Court of Blossoms. After you teleport, you or one ally of your choice within 5 feet of your destination gains Temporary Hit Points equal to your Proficiency Bonus.   Court of Thorns. After you teleport, choose one creature within 5 feet of either your starting space or your destination. That creature takes Psychic damage equal to your Proficiency Bonus.   Wild Hunt. When you use this feature, you must teleport to a space that is closer to a Hostile creature. Choose one creature you can see within 30 feet of your destination. Until the end of your next turn either the next attack against that creature has Advantage or the creature has Disadvantage on the next saving throw it makes (your choice when you teleport).

Level 6: Feyward Grace

The courts that birthed your power shield your mind. You have Resistance to Psychic damage, and you have Advantage on saving throws to avoid or end the Charmed or Frightened condition.

Level 14: Crown of the Eternal Court

You can briefly reveal the true majesty of your chosen court. As a Bonus Action, you can wreathe yourself in Fey power, assuming a heightened version of your current aspect for 1 minute. While this form lasts you can apply your Courtly Boon on two creatures instead of one and an aura of sovereign glamour radiates from you in a 15-foot Emanation. While active, you are immune to the Charmed and Frightened conditions and you add your Charisma modifier to damage of any spells that deal Psychic damage to one target of the spell. While in the Emanation your allies have Advantage to avoid or end the Charmed and Frightened conditions. Enemies within the Emanation have Disadvantage on saving throws against your Enchantment and Illusion spells.   In addition to the above you gain an additional effect based on the Fey Aspect you currently inhabit.   Court of Blossoms. You gain a fly Speed equal to your walking Speed, borne on invisible wings, petals, or radiant light.   Court of Thorns. You gain Resistance to Slashing and Piercing damage, and you ignore nonmagical Difficult Terrain.   Wild Hunt. Your Speed increases by 10 feet, you ignore nonmagical Difficult Terrain, and Opportunity Attacks against you are made with Disadvantage.   Once you use this feature, you can’t use it again until you finish a Long Rest, unless you spend 5 sorcery points to use it again.

Level 18: Gloaming Court Incarnate

You can call your court fully into the world, turning the battlefield into your domain.   As an Action, you manifest a mobile domain of your court, which lasts for 1 minute or until you are Incapacitated, die, or dismiss it as a Bonus Action. The domain is an aura that radiates from you in a 30-foot-radius Emanation for the duration. You can choose any number of creatures you can see or are aware of to be unaffected by the aura’s negative effects.   The area within the Emanation is Difficult Terrain and is lightly obscured by drifting petals, thorny shadows, or twilight mists (your choice). When a creature in the Emanation succeeds on a saving throw against one of your Enchantment or Illusion spells, it becomes unable to take Reactions until the start of its next turn.   In addition, the Fey Aspect you currently inhabit provides another effect of the aura:   Court of Blossoms. Whenever an Ally starts its turn within the Emanation, they gain Temporary Hit Points equal to your Proficiency Bonus. Whenever an Enemy starts its turn within the Emanation it must make a Wisdom saving throw, or have Disadvantage on attack rolls against creatures other than an ally designated by you who is also within the Emanation (or yourself) until the end of their turn.   Court of Thorns. Whenever an Enemy starts its turn within the Emanation, must make a Wisdom saving throw, or take 2d6 Psychic damage and have its Speed reduced by 10 feet until the start of its next turn. On a success, it takes half damage only.   Wild Hunt. At the start of each of your turns, choose a number of creatures equal to your Charisma modifier within the Emanation. Until the start of your next turn, each of those creatures Speed is reduced by 10 feet, it can’t benefit from the Invisible condition, and Opportunity Attacks against it have Advantage.   Once you use this feature, you can’t use it again until you finish a long rest.
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