Seelie Sorcery (5A)
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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)
- You you won your powers as a prize in a challenge or gamble.
- You followed a Seelie hunt into the Feywild, enchanted by their beauty.
- You were given a gift by a seelie as a child.
- One of your ancestors was a fey.
- You have a fairy godmother.
- You have an heirloom as proof of your fey heritage.
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.
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:
- Proficency with light and medium armor
- Proficiency with all martial weapons.
- Proficency with Intimidation and Persuasion
- Proficiency with any two artisan's tools or gaming sets.
- Proficency with Deception and the ability to cast Disguise Self a number of times equal to your Charisma bonus (minimum once). You regain these uses when you finish a long rest.
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. 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 and 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 last until the end of your next long rest. If your unseen servant ends its turn more than 60 feet away from you, it is teleported to the closest unoccupied space within 30 feet of you. When you cast Summon Fey the duration is Concentration, up to 20 hours.
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.