Difference between revisions of "Seelie Sorcery (5A)"

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m (→‎Land's Stride: -> Fairy Progress)
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If you already have one or more of these proficiencies, you learn one skill of your choice instead.
 
If you already have one or more of these proficiencies, you learn one skill of your choice instead.
  
=== Land's Stride ===
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=== Fairy Progress ===
Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
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Starting at 6th level, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.
  
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.
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You also learn the [http://dnd5e.wikidot.com/spell:find-steed Find Steed] spell. Your steed is a fey. Moving through nonmagical difficult terrain costs your steed no extra movement. While riding your steed, both of you can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
  
 
=== Revelation in Flesh ===
 
=== Revelation in Flesh ===

Revision as of 11:07, 14 December 2021

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This is a Sorcerous Origin for 5A.

You have inherited your powers from the bright fey of the Seelie Court, also known as the Summer Court. Seelie faries look bright and wholesome, but are proud and vain and look down on those less perfect than themselves.

Greyhawk The Seelie Court of the Flanaess is ruled over by queen Titania and her consort Oberon. They reign in the Fewild, closer to Oerth in the summer and withdrawing to lands of eternal summer deeper in the Feywild over winter. The court language is Sylvan, tough most also speak Elvish.

Seelie Origins (1d6)

  1. You you won your powers as a prize in a challenge or gamble.
  2. You followed a Seelie hunt deep into the Feywild, enchanted by their beauty.
  3. You were given a gift by a seelie as a child.
  4. One of your ancestors was a fey.
  5. You always had the gift and haven't given it much thought.
  6. You have a fairy godmother.

Subclass Features

Seelie Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an enchantment or illusion spell from the wizard spell list.

Seelie Spells
Sorcerer Level Spells
1 Animal Friendship, Faerie Fire, Longstrider
3 Misty Step, Healing Spirit
5 Major Image, Summon Fey
7 Fabricate, Freedom of Movement
9 Geas, Legend Lore

Seelie Cantrip You learn the Druidcraft cantrip. This is a sorcerer cantrip for you, but does not count against your number of cantrips known.

Noble Fey

Starting at 1st level, you choose one of these options:

a) Proficency with light and medium armor
b) Proficency with Deception and Intimidation

If you already have one or more of these proficiencies, you learn one skill of your choice instead.

Fairy Progress

Starting at 6th level, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.

You also learn the Find Steed spell. Your steed is a fey. Moving through nonmagical difficult terrain costs your steed no extra movement. While riding your steed, both of you can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

Revelation in Flesh

Beginning at 14th level, you can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:

  • You can see any invisible creature within 60 feet of you, provided it isn't behind total cover. Your eyes also turn black or become writhing sensory tendrils.
  • You gain a flying speed equal to your walking speed and can hover. As you fly, your skin glistens with mucus or shines with an otherworldly light.
  • You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing.
  • Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Warping Implosion

At 18th level, You can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.

Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.

From Land Druid

Land's Stride

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.

Nature's Ward

When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.

Editor's Notes

No edits.