Fae Bloodline (5e Subclass)

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Fae Bloodline[edit]

Sorcerer Subclass

You were born with the magics of the Fae Wilds in your blood. Either you are descended from a fae or you or those in your family before you created a pact with a fae. You are bound to either Light Fae, such as fairies, satyrs, dryads, or even those of the Seelie Court, or Dark Fae, pixies, hags, blights, or even those of the Unseelie Court.

Language of the Wilds[edit]

The fae magics within your blood open you to their language. At first level you learn to read, write, and speak in Sylvan. Additionally you gain advantage for persuasion checks against other fae creatures, but have disadvantage to lie to them. It is under DMs discretion on if half truths, or withholding of certain things count as a lie or not.

Magics of the Wilds[edit]

The fae connection to nature grants you access to the Druid spell list. At first level you can learn any of the druid spells and they count as sorcerer spells for you. They do count as spells known and unlike Druids you cannot change them between long rests.

Mark of the Wilds[edit]

The fae magics in your blood affects your outwardly appearance. At first level make a decision of either Light Fae or Dark Fae and roll a d12. Your decision and the number you rolled on your dice affects your appearance. If you choose Light then any charisma checks doubles your proficiency bonus, if applicable, against Light Fae, and if you choose Dark then any charisma checks doubles your proficiency bonus, if applicable, against Dark Fae. Does not effect Light against Dark or Dark against Light.

  1. Cotton and fluffy rise from the edges of your ears. (Light)
    Your ears rise to points above the top of your head. (Dark)
  2. Your hair is light shades of pink, blue, green, or yellow. (Light)
    Your hair is dark shades of purple, blue, green, or red. (Dark)
  3. Glitter falls from your hands as you cast a spell or cantrip. (Light)
    Malevolent laughter can be heard as you cast a spell or cantrip. (Dark)
  4. Flowers grow from your hair and wilt and crumble if they are removed. (Light)
    Mushrooms grow from your hair and dissolve away if removed. (Dark)
  5. Your eyes take the appearance of a wolf or an eagle. Does not effect your vision. (Light)
    Your eyes take the appearance of a cat. Does not effect your vision. (Dark)
  6. You have the tail of a wolf. Does not assist you with combat. (Light)
    You have the tail of a salamander. Does not assist you with combat. (Dark)
  7. Your hair is made of ivy and vines. (Light)
    Your hair is made of thorns and brambles. Not sharp enough to cause damage. (Dark)
  8. Your voice is light and warm. (Light)
    Your voice is deep and harsh. (Dark)
  9. As you sleep soft light emits from your skin. Does not cause dim light. (Light)
    As you sleep smokey darkness emits from your skin. Does not create enough for cover. (Dark)
  10. Your skin is a light pink and glitters. (Light)
    Your skin is a light green. (Dark)
  11. Patterns of ivy and flowers decorate your skin. (Light)
    Patterns of thorns and spiderwebs decorate your skin. (Dark)
  12. Your eyes are pure white. Does not affect your vision. (Light)
    Your eyes are pure black. Does not affect your vision. (Dark)

Strength of the Wilds[edit]

The fae magics within you strengthen as your grow more powerful. At sixth level you now have advantage against being charmed, magic cannot put you to sleep, and you gain resistance to poison damage and advantage against being poisoned.

Flight of the Wilds[edit]

The fae bloodline in you has given you the power of flight. At fourteenth level and from your decision on either Light Fae or Dark Fae you have wings to match. Light Fae gives you the choice of either dragonfly wings, butterfly wings, or eagle wings. Dark Fae gives you the choice of either beetle wings, moth wings, or bat wings. You can summon your wings as a bonus action and they remain until you either fall unconscious or you dismiss them as a bonus action. Your clothes must be able to accommodate them or they spend a round tearing through your clothes. You cannot summon your wings or fly if you are wearing medium or heavy armor.

Aura of the Wilds[edit]

The connection you have with the Fae Wilds is at full strength. At eighteenth level as an action you can spend 5 sorcery points to admit a 30 foot radius aura for either a minute if you are in combat, or ten minutes if you in a social setting. Enemy creatures within the aura must make a Wisdom saving throw against your spell save DC each turn they are within the aura, including when you activate your aura. On a failed save they are either charmed or frightened by you. On a success they are not, but will have to make the same save at the start of their next turn. Allies gain advantage on any save to be charmed or frightened while they are within the aura, and if they are already charmed or frightened the condition is ignored until either the aura is dropped or they step out of the aura. As soon as the aura drops and you are either still within combat or social setting, you can resummon it by spending 5 more sorcery points, until either you are incapacitated or out of sorcery points. After the aura drops completely, either by inability to resummon it or by leaving combat or social setting, you cannot resummon the aura until your next long rest.

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