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Fey Touched

You have been touched by the chaotic powers of the feywild, and imbued with magic by this connection. This influence may be the result of an ancient elven bloodline vested with magic, a stay in that sylvan realm, or perhaps you are the result of a union between a fey and a mortal. The fey magics flowing through your body grant you an otherworldly aspect, your enhanced emotions spilling out into the world around you.

Fey Touched Features
Sorcerer Level Feature
1st Fey Feelings, Origin Spells, Sylvan Influence
6th Trickster's Feint
14th Beguiling Spells
18th Evoke Feywild

Fey Feelings

The feywild is a realm of extreme emotions, of great ecstasy and deep melancholy. At 1st level, your fey influence imparts some of these highs and lows onto your own psyche, and causes you to be acutely aware of the emotions of the creatures around you. You gain proficiency in Insight, and you have advantage on Wisdom (Insight) checks to determine the emotional state of other creatures. You also can't be put to sleep by magic, and are immune to the effects of the Calm Emotions spell or similar effect.

Additionally, you can read, write, and speak Sylvan and you can use a druidic focus as your spellcasting focus.

Origin Spells

You gain Origin spells at the sorcerer levels listed in the Fey Touched Spells table. See the Origin Spells feature for how Origin spells work.

Fey Touched Spells

Spell Level Spell
1st Charm Person
2nd Enthrall
3rd Hypnotic Pattern
4th Charm Monster
5th Dominate Person

Sylvan Influence

At 1st level, whenever you would cast a spell that would Charm a creature or otherwise influence their view of you, whenever the spell or effect ends you can cause the creature to make a Wisdom saving throw against your spell save DC, if the creature fails the saving throw they are unaware of the spell or effect, even if the spell or effect states the creature is aware when the effect ends.

Once you use this feature, you can't use it again until you finish a short or long rest.

Trickster's Feint

At 6th level, when you are hit with an attack you can use your reaction to make an illusory duplicate of yourself appear in your space. Roll a d20. If you roll an 11 or higher, the attack hits the duplicate instead, destroying it. If you roll a 10 or lower, the attack hits you. The duplicate lasts until the start of your next turn or until it is hit with an attack.

Beguiling Spells

Starting at 14th level, when a creature within 60 ft. of you fails the initial saving throw imposed by one of your spells, you can choose for them to become charmed by you until the end of your next turn.

Evoke Feywild

Starting 18th level, your mere presence can warp the world around you into something resembling the feywild. You are immune to being charmed, and as an action you can spend 6 sorcery points to emanate an aura of fey-like power in a 60-foot radius around you for 10 minutes or until you lose concentration (as if you were casting a concentration spell):

  • The terrain in the area can be reshaped as if by the Mirage Arcane spell. As a bonus action, you can modify one aspect of your surroundings, such as changing the types and locations of trees in the area. This effect can be used to create or modify any natural object, structure, or terrain, and when the spell ends the effects persist.

  • You can use 5 feet of movement to enter a tree within the area, moving from inside it to another tree of your choice within the area. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.

  • When a creature starts their turn in the area, it must succeed on a Wisdom saving throw against your sorcerer spell save DC or be charmed by you until the start of their next turn. Once a creature succeeds on the saving throw they are immune to the effect until they finish a long rest.

Once you use this feature, you can't do so again until you finish a long rest.

Scion of the Undying Pyre

Contained within your very essence exists a spark from the Elemental Plane of Fire, instilling in you an unbridled potential for overwhelming destruction. Maybe you can trace your lineage back to an entity from the Plane of Fire such as an Efreeti, or perhaps you were exposed to the fiery energy of that burning plane of existence and rather than being destroyed by it you learned to harness it.

Scion of the Undying Pyre Features
Sorcerer Level Feature
1st Essence of Fire, Overwhelming Explosions, Origin Spells
3rd Essence of Fire Upgrade
6th Endless Flames
14th Consuming Flames
18th Beacon of Fire

Essence of Fire

Your power comes from the natural source of all fire, the Elemental Plane of Fire. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

Additionally, you know the Control Flames cantrip and it doesn't count against your number of cantrips known.

Overwhelming Explosions

You are able to imbue your fire spells with tremendous force. When a creature fails a saving throw from one of your spells that deal fire damage and has an area of effect, it must make a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC, if it fails the check the creature is knocked prone. Unattended objects that weigh less than 5 lbs within the area are pushed to the edge of the spells effect.

Origin Spells

You gain Origin spells at the sorcerer levels listed in the Scion of the Undying Pyre Spells table. See the Origin Spells feature for how Origin spells work.

Scion of the Undying Pyre Spells

Spell Level Spell
1st Burning Hands
2nd Pyrotechnics
3rd Melf's Minute Meteors
4th Fire Shield
5th Immolation

Essence of Fire Upgrade

At 3rd level, you have fanned the spark within yourself into what will become a blazing inferno. Whenever you would learn a new spell by leveling up you can choose to learn any spell that deals only fire damage or that deals fire damage and no more than one other type of damage.

Endless Flames

At 6th level, even the smallest of embers is linked on some level to the source of all fire, the plane of elemental fire. You have learned how to tap into that link and manipulate it to your advantage. Whenever a source of non magical fire is within 60 ft. of you, you can tap into that link and use the fire as the point of origin for any spell you cast that manipulates fire or deals fire damage.

Additionally, your fire spells grow in power and intensity. When a creature takes fire damage from one of your spells, it takes additional fire damage equal to your spellcasting ability modifier.

Through the Flames

At 14th level, whenever you cast a spell that deals fire damage, you can use your bonus action to teleport to any location that the fire spell affects or passes through within 120 ft. When you teleport in this way you are not affected by the spell and you leave behind a cloud of smoke that heavily obscures a 10 ft. area and lasts until the end of your next turn.

Alternatively you can target any source of non-magical fire within 120 ft. to teleport to.

Beacon of Fire

At 18th level you can spend 6 sorcery points as a bonus action to create a link between your physical body and the Plane of Fire, igniting yourself in a fiery inferno. While you are in this state of immolation you gain the following benefits:

  • Any spell you cast that deals fire damage is treated as though it had been cast using a slot of one level higher, up to 9th level
  • You can cast the Burning Hands and Aganazzar's Scorcher spells at 2nd level without expending a spell slot
  • You deal fire damage equal to your Charisma modifier to any creature that hits you with a melee attack
  • You are immune to fire damage
  • You shed bright light in a 30 foot radius and dim light in a 60 foot radius.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die or if you dismiss it as a bonus action.

Once you use this feature, you can't do so again until you finish a long rest.

Star Touched

Your control of the weave of magic stems from a connection with the celestial bodies that dot the night sky. Perhaps you were born at the moment of a rare cosmic solstice, perhaps a cosmic traveler imbued a touch of their magic within you, or perhaps you were raised by a cult that worships the moon who taught you how to tap into lunar or cosmic magic. No matter the source, the powers of the cosmic expanse yours to use.

Star Touched sorcerers are gifted with the ability to read the lines of fate that are written in the stars as well as the ability to tweak the lines of fate to their allies benefit while bending the powers of light and illumination to their will.

Star Touched Features
Sorcerer Level Feature
1st Origin Spells, Gift of Light, Cosmic Guidance
6th Arcane Starlight
14th Stellar Attunement
18th Constellation Spell

Origin Spells

You gain Origin spells at the sorcerer levels listed in the Star Touched Spells table. See the Origin Spells feature for how Origin spells work.

Star Touched Spells

Spell Level Spell
1st Starsee*
2nd See Invisibility
3rd Melf's Minute Meteors
4th Shooting Star*
5th Legend Lore

* Homebrew Spell

Gift of Light

The arcane magic you command stems from the celestial bodies that stretches across the sky. You learn the Dancing Lights cantrip and it doesn't count against your number of cantrips known, additionally when you cast this spell it does not require concentration and you can cast it as a bonus action.

Cosmic Guidance

Your connection to the cosmos has granted you the ability to glean small glimpses of fate. Whenever a friendly creature within 30 ft. of you makes an attack roll or ability check you can use your reaction to add a d4 to their roll.

You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.

Arcane Starlight

At 6th level, the light of the stars is yours to command. Whenever you successfully hit a creature with a spell attack roll or a creature fails a saving throw against a spell you cast, you can use your bonus action to cause the creature or creatures to radiate starlight until the beginning of your next turn. While the creature radiates this starlight it is considered to be under the effects of the Faerie Fire spell. You can potentially target a number of creatures up to your Charisma modifier (minimum of 1) with this effect per spell cast.

You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.

Stellar Attunement

By 14th level, you have gained the ability to imitate the strength of heavenly bodies. When you finish a long rest, you can choose one of the following abilities, which lasts until you finish the next long rest:

Sun’s Warmth: You gain resistance to fire damage, and you are immune to the blinded condition.

Moon’s Grace: You gain resistance to cold damage, and you are immune to the charmed condition.

Star’s Brilliance: You gain resistance to radiant damage, and you are immune to the frightened condition.

Planet’s Might: You gain resistance to bludgeoning damage, and you cannot be knocked prone.

Constellation Spell

At 18th level, you can connect others through your spells like stars connected through a constellation. Whenever you cast a spell of 1st level or higher that affects a single target and requires a spell attack roll and successfully hit a target, you can choose to direct the same spell at another target within the spell’s range, using the first target as the starting point for the spell. Roll another spell attack roll. If the spell successfully hits the second target, you can continue to repeat this process up to a number of creatures equal to your Charisma modifier (minimum of 1). If you manage to hit a number of creatures equal to your Charisma modifier, you regain a spell slot equal to half the level of the spell slot used, rounded up (minimum of 1). You cannot target a creature with the spell using this feature more than once.

Once you have used this feature, you cannot do so again until you finish a long rest.

Starsee

1st-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 10 minutes

You can only cast this spell at dusk, night, or dawn. A stellar map appears above your head that only you can see, revealing stars and constellations, named as they are in this land (or else unnamed). Until the spell ends, it provides bright light within 30 feet and dim light for an additional 30 feet visible only to you. Additionally, you have advantage on any Wisdom (Perception) or Wisdom (Survival) checks to determine your location or orientation.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration of this spell increases to 1 hour, at 3rd level it increases to 8 hours, and at 4th level it no longer requires concentration.

 

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