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Feybound Sorcerer

Feybound Sorcerer

Origins

  1. Fey Pact: One of your ancestors made a pact with a powerful archfey, and their magical essence has been passed down through generations, finally manifesting in you.
  2. Feywild Exposure: You were accidentally caught in a burst of feywild energy, and it changed you at the very core, awakening your innate fey magic.
  3. Fey Birthplace: You were born in a place of fey significance, such as a sacred grove or a mysterious glade. The fey energy of the location left an indelible mark on you, shaping your magical abilities.
  4. Fey Ancestor: One of your ancestors was a powerful archfey or fey noble, and their fey magic has been passed down through generations, culminating in your innate magical abilities.
  5. Feywild Exposure: As a child, you wandered into the Feywild during a rare moment when the barrier between planes was thin. Your time there imbued you with fey magic that has grown with you.
  6. Feywild Convergence: You were born during a rare celestial event, when the Feywild's influence was particularly strong in the Material Plane. The energies of that event left an indelible mark on you, granting you fey magic.

Fey Ancestry (Level 1)

Your fey heritage grants you certain abilities. You know the minor illusion cantrip. This does not count against the number of sorcerer cantrips you know. Additionally, you can speak, read, and write Sylvan.

Fey Resilience (Level 6)

Your connection to the fey grants you a measure of protection against charm and enchantment effects. You have advantage on saving throws against spells and magical effects of the enchantment school.

Fey Glamour (Level 14)

You can weave fey illusions and enchantments to beguile your enemies. As an action, you can spend 3 sorcery points to cast charm person, hold person, or major image without using a spell slot. Charisma is your spellcasting ability for these spells. Additionally, when you cast an enchantment or illusion spell that targets only one creature and doesn't require concentration, you can spend 2 sorcery points to target a second creature with the same spell.

Feywild Shroud (Level 18)

As an action, you can spend 5 sorcery points to summon a shroud of fey energy around yourself for 1 minute. While the shroud is active, you gain the following benefits: You have resistance to damage from spells of 5th level or lower.   As a bonus action, you can cause the shroud to release a burst of fey energy, forcing creatures of your choice within 10 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, a creature is frightened until the end of its next turn. Once you use this feature, you can't use it again until you complete a short or long rest. When you cast a spell that deals damage, you can choose to have it deal additional psychic damage equal to your Charisma modifier. Once you use this feature, you can't use it again until you complete a long rest.

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