Faeblood

by Hastek

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Faeblood

The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic.

You are more emotional than most, prone to bouts of joy and rage.

Faeblood Sorcerer Quirk
1d6 Quirk
1 Your eyes swirl with glitter and unusual colours.
2 You have a crown of flowers or thorns naturally growing from your head.
3 A group of spectral butterflies fly around you.
4 Your spellcasting focus temporarily takes the form of a tiny flower.
5 Your hair shines when you feel excited.
6 When you sleep flowers start to bloom around you.

Faeblood Magic

You learn additional spells when you reach certain levels in this class, as shown on the Fey Magic 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 illusion or an enchantment spell from the bard, druid, or sorcerer spell list.

Faeblood Magic
Sorcerer Level Spell
1st Charm Person, Faerie Fire
3rd Enthral, Calm emotions
5th Hypnotic Pattern, Summon Fey
7th Conjure Woodland Beings, Dimension Door
9th Dream, Mislead

Heart Sight

1st-level Faeblood feature

Your connection to the fairy gives you heightened empathic abilities.

As an action you can touch a creature and force them to make a Charisma saving throw against your sorcerer spell save DC.

On a failed save, you learn the creature's current emotional state and creature's alignment.

Celestials, fiends, and undead automatically fail the saving throw.

Creatures are not aware that you attempted to read their heart.

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

Beguiling and Fearsome Presence

1st-level Faeblood feature

Your fairy influence can alter the emotions of creatures.

As an action, you can cause each creature in a 10-foot cube centered on a point you can see within 30 feet of you to make a Wisdom saving throw against your sorcerer spell save DC.

The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.

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

Fleeting Glance

6th-Level Faeblood Feature

Immediately after casting a spell of 1st-level or higher, you can turn invisible until the start of your next turn or until you attack or cast a spell.

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

Whenever you use Metamagic on an enchantment or a illusion spell, you can reduce the sorcery points spent by 1 (minimum 0).

You can reduce the sorcery points spent for your Metamagic a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Art Credit: Christian Dimitrov

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Fey Magic

14th-level Faeblood feature

You have always had a tie to the natural world, and as your power increases, so does the influence of the fey over your magic.

Once per turn when a frightened or charmed creature takes damage from one of your 1st level or higher spells, you can also deal 4d8 psychic damage to that creature.

Additionally when the creature take damage of this feature it has disadvantage on the next saving throw.

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

Soul of the Fey

18th-level Faeblood feature

As an action, your soul becomes one with the world of the fey, gaining the following benefits for 1 minute:

  • You have resistance to poison, cold, bludgeoning, piercing, and slashing damage

  • Beast do not attack you unless compelled to do so through magic

  • In each of your turns as a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see

  • Charmed or frightened creatures by you within 30 feet who can see you, their speed is reduced to 0 fascinated by your presence or awakening a supernatural fear by this. If a creature charmed or frightened by this effect ends its turn more than 30 feet away, it no longer has 0 speed unless it is within 30 feet of you again

Once you use this action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

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Creator: Hastek01

Art Credit: J.K.Roots Digital Art

 

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