Sorcerer Subclass: Feywild Sorcery

by CurlyFries

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Sorcerous Origin: Fey Sorcery

The magic of the Feywild seeps into all its denizens, and it is rare to find someone touched by its influence who isn’t magical to some degree. Some lucky (or unlucky) few are able to manifest the power of the Feywild, allowing their emotions to warp reality even upon the material plane.

Those of eladrin descent are the most common wielders of this magic, already malleable to their emotions as they are, but any who are touched by the raw power of the Feywild run the risk of manifesting it.

Fey Magic

At 1st level, you know the druidcraft cantrip. This counts as a sorcerer cantrip for you, but does not count against the number of sorcerer cantrips you know.

Emotional Attunement

From 1st level, your deepest emotions alter the way your magic works by attuning you to one of the four seasons. You can change your attuned season when you complete a long rest, and your current season might manifest as slight cosmetic changes, such as flickering fiery veins for Summer, shifting golden leaf tattoos for Autumn, misting breath for Winter, or illusory flowers in your hair for Spring.

Traditionally, the seasons are linked to emotions; passion and boldness for Summer, peacefulness and charity for Autumn, contemplative and/or melancholy for Winter, cheerful and celebratory for Spring. You can be attuned to a season and still experience other emotions, rather this is determined by your prevailing outlook and perceptions, both of yourself and the world around you.

Seasonal Change

From 1st level, your attuned season from Emotional Attunement grants you an additional spell which you may cast as normal with your Spellcasting feature; these spells count as sorcerer spells for you, but they do not count against the number of sorcerer spells you know, and you may only cast them while attuned to the corresponding season.

Emotional Attunement Spell
Summer Hellish Rebuke
Autumn Cure Wounds
Winter Armour of Agathys
Spring Entangle

Beguiling Magic

From 6th level, when you hit a creature with a spell attack roll, or when it fails its saving throw against a spell you cast, you may spend two sorcery points and cause the creature to become charmed by or frightened of you for 1 minute, or until your or your companions do anything harmful to it. Once it wares off, a creature is immune to this effect for 24 hours. It is unaware that you magically influenced it beyond the effects of the delivery spell.

Manifest Nature

At 14th level, you are able to warp the world around you, bringing a portion of the Feywild with you onto your current plane. The manifestation affects an area centred on you, and moves with you as you move. You may manifest or dismiss this effect at will as an action.

Your manifestation changes depending on your Emotional Attunement:

  • Summer. You conjure swirling motes of fire in a 5-foot radius around you. Creatures other than you who end their turn in the area take fire damage equal to your Charisma modifier.
  • Autumn. You surround yourself with gusts of autumnal winds in a 15-foot radius around you. Ranged weapon attacks that are made within or pass through the area have disadvantage.
  • Winter. You cover the ground with ice and frost in a 20-foot radius around you. All creatures other than you treat the area as difficult terrain.
  • Spring. You fill the air with youthful energy in a 10-foot radius around you. Any spell that restores hit points, cast by a creature standing in the area, treats any dice rolled to restore hit points as having rolled their maximum values.
Design by Lexi Abbey | Made with GM Binder

Greater Seasonal Change

At 18th level, you wield the spell power of an archfey. The spells you gain from Seasonal Change are upgraded in the following ways:

  • Summer. When you cast hellish rebuke, you may choose to cause the spell to target all creatures within a 20-foot radius of you, instead of the triggering creature.
  • Autumn. When you cast cure wounds, the target creature gains temporary hit points equal to 1d4 + your Charisma modifier.
  • Winter. While you retain the temporary hit points of your armour of agathys spell, your armour class increases by an amount equal to your Charisma modifier.
  • Spring. When you cast entangle, you may designate yourself and a number of creatures of your choice up to your Charisma modifier; you and the creatures you designate do not treat the area of the spell as difficult terrain.
Design by Lexi Abbey | Made with GM Binder
 

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