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

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''Seelie faries look bright and wholesome, but are proud and vain and look down on those less perfect than themselves.
 
''Seelie faries look bright and wholesome, but are proud and vain and look down on those less perfect than themselves.
  
'' '''Greyhawk''' ''
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'''Greyhawk'''
''The Seelie Court of the Flanaess is ruled over by queen Titania and her consort Oberon.
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''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.
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) ===
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=== Seelie Origins (1d8) ===
# You you won your powers as a prize in a challenge or gamble.
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# You won your powers as a prize in a challenge or gamble.<sup><sup><sup>F</sup></sup></sup>
 
# You followed a Seelie hunt into the Feywild, enchanted by their beauty.
 
# You followed a Seelie hunt into the Feywild, enchanted by their beauty.
# You were given a gift by a seelie as a child.
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# You were given a gift by a seelie as a child.<sup><sup><sup>F</sup></sup></sup>
 
# One of your ancestors was a fey.
 
# One of your ancestors was a fey.
 
# You have a fairy godmother.
 
# You have a fairy godmother.
# You have an heirloom as proof of your fey heritage.
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# You have an heirloom as proof of your fey heritage.<sup><sup><sup>F</sup></sup></sup>
 +
# You were spirited away and spent years among faeries.
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# You always had these powers and never thought much about it.
 +
 
 +
'''F''': You have a memento of the fey, typically a toy or accessory. This is a Tiny item you can use as a spell focus for your sorcerer spells.
  
 
== Subclass Features ==
 
== Subclass Features ==
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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.
 
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.
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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 from the sorcerer spell list or an enchantment or illusion spell from the wizard spell list.
 
{| class="wikitable"  
 
{| class="wikitable"  
 
|+'''Seelie Spells'''
 
|+'''Seelie Spells'''
|| '''Sorcerer Level''' ||valign="bottom" | '''Spells'''  
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| align=center | '''Sorcerer <br>Level''' ||valign="bottom" | '''</br>Spells'''  
 
|-
 
|-
| valign=top align=center | 1 ||valign="top"| [http://dnd5e.wikidot.com/spell:animal-friendship Animal Friendship], [http://dnd5e.wikidot.com/spell:faerie-fire Faerie Fire],  [http://dnd5e.wikidot.com/spell:longstrider Longstrider]
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| valign=top align=center | 1 ||valign="top"| [http://dnd5e.wikidot.com/spell:animal-friendship Animal Friendship], [http://dnd5e.wikidot.com/spell:faerie-fire Faerie Fire]
 
|-
 
|-
 
| valign=top align=center | 3 ||valign="top"| [http://dnd5e.wikidot.com/spell:misty-step Misty Step],  [http://dnd5e.wikidot.com/spell:healing-spirit Healing Spirit]
 
| valign=top align=center | 3 ||valign="top"| [http://dnd5e.wikidot.com/spell:misty-step Misty Step],  [http://dnd5e.wikidot.com/spell:healing-spirit Healing Spirit]
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|}
 
|}
 
'''Seelie Cantrip
 
'''Seelie Cantrip
You learn the [http://dnd5e.wikidot.com/spell:druidcraft Druidcraft] cantrip. This is a sorcerer cantrip for you, but does not count against your number of cantrips known.
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You learn the [http://dnd5e.wikidot.com/spell:druidcraft Druidcraft] cantrip. This is a sorcerer cantrip for you, but does not count against your number of cantrips known. You cannot exchange this cantrip for another under any circumstances.
  
=== Noble Fey ===
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=== Accomplished Fey ===
 
Starting at 1st level, you choose one of these options:
 
Starting at 1st level, you choose one of these options:
# Proficency with light and medium armor
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* '''Artful''' You gain proficiency and expertise (double proficiency bonus) with any one artisan's tool, musical instrument, or gaming set.
# Proficiency with all martial weapons.
+
* '''Courtier:''' You gain proficiency with Intimidation and Persuasion
# Proficency with Deception and Intimidation
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* '''Hunter''' You gain proficiency in Animal Handling, Nature, and Survival. 
# Proficiency with any two artisan's tools or gaming sets.
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* '''Trickster''' You gain proficiency with Deception and learn the [http://dnd5e.wikidot.com/spell:disguise-self Disguise Self] spell.
If you already have one or more of the chosen proficiencies, you learn one skill of your choice instead.
 
  
 
=== Fairy Progress ===
 
=== Fairy Progress ===
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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.  
 
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.  
  
You also learn the [http://dnd5e.wikidot.com/spell:find-steed Find Steed] spell. Your steed is a fey and has the same ability to move through plants and difficult terrain you gain from this ability.
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You also learn the [http://dnd5e.wikidot.com/spell:find-steed Find Steed] spell. This is a sorcerer spell to you but does not count against the limit on spells known. Your steed is a fey and has the same ability to move through plants and difficult terrain you gain from this ability.
  
=== Revelation in Flesh ===
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=== Fairy Retinue ===
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:
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At 14th level, you learn [http://dnd5e.wikidot.com/spell:find-greater-steed Find Greater Steed] and [http://dnd5e.wikidot.com/spell:unseen-servant Unseen Servant].  
 +
These are sorcerer spell to you but do not count against the limit on spells known. Creatures summoned are fey.
  
* 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.
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You can have your unseen servant be visible as a cloudy humanoid dressed in your livery, this extends the duration of the spell to last until the end of your next long rest. If your smoky unseen servant ever ends its turn more than 60 feet away from you, it is teleported to the closest unoccupied space within 30 feet of you.
* 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 ===
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Finally, when you cast [http://dnd5e.wikidot.com/spell:summon-fey Summon Fey] the duration is Concentration, up to 20 hours. This concentration is broken when you start a long or short rest.
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.
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=== Fairy Revelation ===
 
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At 18th level, you are revealed to be a noble seelie.  
== 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.
+
Your type changes to fey and you gain resistance to cold and poison damage and to bludgeoning, piercing, and slashing damage from nonmagical weapons and immunity to the charmed and poisoned conditions.
  
=== Nature's Ward ===
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You can change your appearance by concentrating for one minute. You can make yourself appear as a member of another race or invent a unique appearance, but you retain your basic form. You can chose to be Small or Medium in size.
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 ==
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== Designer's Notes ==
No edits.
+
An issue here was to pick a path between fairy nobles and fairy tricksters, both of which can be selee fey.

Latest revision as of 12:49, 4 July 2024

5A5A logo
Starfox's 5th Edition Fan Page

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 (1d8)

  1. You won your powers as a prize in a challenge or gamble.F
  2. You followed a Seelie hunt into the Feywild, enchanted by their beauty.
  3. You were given a gift by a seelie as a child.F
  4. One of your ancestors was a fey.
  5. You have a fairy godmother.
  6. You have an heirloom as proof of your fey heritage.F
  7. You were spirited away and spent years among faeries.
  8. You always had these powers and never thought much about it.

F: You have a memento of the fey, typically a toy or accessory. This is a Tiny item you can use as a spell focus for your sorcerer spells.

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 from the sorcerer spell list or an enchantment or illusion spell from the wizard spell list.

Seelie Spells
Sorcerer
Level

Spells
1 Animal Friendship, Faerie Fire
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. You cannot exchange this cantrip for another under any circumstances.

Accomplished Fey

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

  • Artful You gain proficiency and expertise (double proficiency bonus) with any one artisan's tool, musical instrument, or gaming set.
  • Courtier: You gain proficiency with Intimidation and Persuasion
  • Hunter You gain proficiency in Animal Handling, Nature, and Survival.
  • Trickster You gain proficiency with Deception and learn the Disguise Self spell.

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.

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.

You also learn the Find Steed spell. This is a sorcerer spell to you but does not count against the limit on spells known. Your steed is a fey and has the same ability to move through plants and difficult terrain you gain from this ability.

Fairy Retinue

At 14th level, you learn Find Greater Steed and Unseen Servant. These are sorcerer spell to you but do not count against the limit on spells known. Creatures summoned are fey.

You can have your unseen servant be visible as a cloudy humanoid dressed in your livery, this extends the duration of the spell to last until the end of your next long rest. If your smoky unseen servant ever ends its turn more than 60 feet away from you, it is teleported to the closest unoccupied space within 30 feet of you.

Finally, when you cast Summon Fey the duration is Concentration, up to 20 hours. This concentration is broken when you start a long or short rest.

Fairy Revelation

At 18th level, you are revealed to be a noble seelie.

Your type changes to fey and you gain resistance to cold and poison damage and to bludgeoning, piercing, and slashing damage from nonmagical weapons and immunity to the charmed and poisoned conditions.

You can change your appearance by concentrating for one minute. You can make yourself appear as a member of another race or invent a unique appearance, but you retain your basic form. You can chose to be Small or Medium in size.

Designer's Notes

An issue here was to pick a path between fairy nobles and fairy tricksters, both of which can be selee fey.