Unseelie Sorcery (5A)

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This is a Sorcerous Origin for 5A.

You have inherited your powers from the shadowy fey of the Unseelie Court. Also known as the winter Court. The unseelie accept what the Seelie Court sees as unacceptable ugliness and darkness. Rot, death, grotesqueness, fungi, and cold are bywords of the Unseelie Court. The unseelie nobility can be starkly handsome or grotesquely ugly, depending on their role and mood.

Greyhawk The Unseelie Court of the Flanaess is ruled over by the Queen of Air and Darkness, an unfathomable creature of winter. Capable of unspeakable cruelty, she sometimes handsomely reward those who survive her trials.

The unseelie court speak Aklo and reside both in the Feywild and the Netherworld at different times of year, often finding refuge in the Netherworld during summer.

Unseelie Origin (1d6)

  1. You were given as a sacrifice by your community to survive a particularly harsh winter.
  2. You got lost in a cave and ended up in the Netherworld, where you were saved by the Unseelie Court.
  3. The night always spoke to you.
  4. You followed unseelie nobility, enchanted by their dark beauty.
  5. You were abandoned as a baby and the unseelie took pity on you.
  6. You were exchanged for an unseelie and spirited away when you were a baby.

Subclass Features

Unseelie Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Unseelie 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 a spell from the sorcerer or warlock spell list.

Aberrant Mind Spells
Sorcerer Level Spells
1 Expeditious Retreat, Find Familiar
3 Mind Spike, See Invisibility
5 Enemies Abound, Stinking Cloud
7 Arcane Eye, Mordenkainen's Private Sanctum
9 Dream, Modify Memory

Unseelie Cantrips You learn the Primal Savagery and Thaumaturgy cantrips. These are sorcerer cantrips for you, but do not count against your number of cantrips known.

Stealthy Casting

Starting at 1st level, you gain proficiency with the Stealth skill. If you already know this skill, you become proficient in another skill of your choice. If you are hidden using Stealth when you cast a spell that does not involve an attack roll or forces a target to take a saving throw, you can remain hidden as long as you have sufficient concealmant. Any somatic component or sound the spell makes is still hearable, but listeners cannot pinpoint the sound.

Psionic Sorcery

Beginning at 6th level, when you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. You also learn the Subtle Spell metamagic. If you cast the spell using Subtle Spell or sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

If you already know Subtle Spell, you learn another metamagic of your choice.

Psychic Defenses

At 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.

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.

Editor's Notes

No edits.