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## Sorcerous Origin At 1st level, a sorcerer gains the Sorcerous Origin feature. The following Feytouched option is available to a sorcerer, in addition to the options offered in the Player's Handbook. ### Feytouched When a child is born a by a fey crossing open at the full moon, had lord or lady of the fey smile upon them, or have a distant ancestor of a woodland nymph, they sometimes manifest as a sorcerer. These sorcerers are connected to the magic of the Feywild, a twilight realm of emotion and primal forces of nature that underlies the material plane, the barrier between the two worlds thin in many location. Feytouched sorcerers are often given to circles of druids to raise so they learn to tame their power for the good of nature, but they are desirable to be claimed by fey that wish their power to be in their control. Hags are often known for stealing away feytouched children to be used as power sources by their wicked magic, though this sometimes backfires, prodding the children to be powerful mages at young ages to escape to become vengeful enemies. ##### Feytouched Features | Sorcerer Level | Feature | |:---:|:-----------:| | 1st | Sylvan Magic, Opened Eyes, Tongue of Moon and Leaf | | 6th | Power Flood | | 14th | Leyline Travel | | 18th | Woodland Resistance | #### Sylvan Magic Your link the wild energies of the Land of Faerie allows you to learn spells from the druid class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. #### Opened Eyes At 1st level you gain a sight which allows you to see the hidden magic in the world. You learn the *detect magic* spell, which doesn't count against your number of sorcerer spells known. When you reach 2nd level in this class, you gain the ability to cast *detect magic* by spending 1 sorcerer point or by expending a spell slot. If you cast it with a sorcery point, you do not need to concentrate on the spell; rather it has a duration of 10 minutes, and you can choose to end the spell early (no action required). #### Tongue of Moon and Leaf Also at 1st level, you have the innate ability to speak with woodland beings. You learn to speak, read, and write Sylvan, the song-like language of the fey. In addition, beasts understand your words when you speak Sylvan. This ability gives you have no special power or skill to understand beast, nor does it grant you a friendship with them. Most beasts lack the intelligence to understand sophisticated commands, but a beast might follow simpler ones if it is friendly towards you. #### Power Flood At 6th level, you learn to use the emotional, chaotic magic of the Feywild to strengthen your spells, at the cost of damaging yourself as the energy floods through you. When you deal damage or restore hitpoints when you cast a spell of 1st level or higher, you can spend 2 sorcery points to choose to take the highest value possible, rather than rolling. After the spell is cast, you only take 1d8 force damage per level of the enhanced spell. This damage cannot be reduced in anyway, including from resistances or immunities, and this damage cannot make you lose concentration unless it causes you to fall unconscious. You can use this feature once per short or long rest. #### Leyline Travel At 14th level, you learn to use the leylines, invisible channels of magic that flow through the natural world, to carry you and your friends vast distances instantly. You learn the *teleport* spell if you don't already know it, which doesn't count against your number of sorcerer spells known. If you already know it, you can learn one sorcerer spell, obeying all the restrictions for selecting a spell at this level. When you cast *teleport*, your innate connection to the leylines allows you to have a heightened accuracy with the spell. When the DM rolls 1d00 to determine if you have arrived at the chosen location successfully, the DM treats any roll of 49 or lower as 50. #### Woodland Resistance At 17th level, you can spend 4 sorcery points to weave woodland magic around you to protect you from numerous effects. For 1 minute, you gain the following benefits: * You have advantage on saving throws against spells and other magical effects. * You have resistance to damage dealt by spells or other magical effects. * You ignore difficult terrain. * Whenever a creature within 10 feet of you hits you with an attack, it takes 3d10 magical piercing damage as thorny vines lash out from you You can use this feature once per short or long rest.
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