Seelie Sorcery (5A)
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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)
- You you won your powers as a prize in a challenge or gamble.F
- You followed a Seelie hunt into the Feywild, enchanted by their beauty.
- You were given a gift by a seelie as a child.F
- One of your ancestors was a fey.
- You have a fairy godmother.
- You have an heirloom as proof of your fey heritage.F
- You were spirited away and spent years among faeries.
- 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.
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.
|Animal Friendship, Faerie Fire
|Misty Step, Healing Spirit
|Major Image, Summon Fey
|Fabricate, Freedom of Movement
|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.
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.
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.
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.
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.
An issue here was to pick a path between fairy nobles and fairy tricksters, both of which can be selee fey.