OGC:Fey-Blooded (5e Subclass)
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Fey-Blooded
Sorcerous Origin.
Despite what your parents may claim, you are not the same as them. Wicked rumors surrounded your birth, and the midwives of your village claim that fey stole the child that your mother had given birth to and replaced it with one of their own—you. And yet, because you were reared on the Material Plane away from the magical of the Feywild, you are not entirely fey either.
Your supernatural bloodline gives you access to potent spellcasting abilities with a strong emphasis on the schools of enchantment and illusion. You could be fortunate enough to have a fey mentor you as you explore the inherent magic of your fey blood, or you could be alone, picking up bits and pieces of knowledge about the nature of your true parents.
Feytalent
When you choose this origin at 1st level, you gain the ability to read, write, and speak Sylvan. You also choose two skill proficiencies. Your proficiency bonus is doubled for any ability checks you make that uses either of the chosen proficiencies.
Fey Spells
The fey blood running through your veins grants you access to additional spells at 3rd, 5th, 7th, and 9th level. You learn these spells in addition to the spells normally gained when leveling up. These spells are considered sorcerer spells for you.
When you gain levels as a sorcerer you may not choose to replace one of these spells with another spell as you would with other spells from the sorcerer list.
- 3rd level: entangle
- 5th level: speak with plants
- 7th level: conjure woodland beings
- 9th level: awaken
- 11th level: conjure fey
Puck’s Words
Starting at 6th level, any spells that you cast from the schools of enchantment or illusion are harder to resist than those cast by other sorcerers. The spell save DC for all illusion and enchantment spells that you cast increases by 1. This bonus increases to 2 at 18th level.
Dryad’s Grace
Beginning at 14th level, you may target one humanoid, beast, or plant within 30 feet that you can see and can see you. It must make a Wisdom saving throw. If the target fails, it is charmed by you until you complete a long rest. The charmed creature regards you as a trusted friend to be heeded and protected. Although the target is not under your direct control, it interprets your commands and actions in the most favorable way possible. This effect is an enchantment and gains the benefit of the bonuses to your spell save DC granted by Puck’s Words.
Subtlety of the Courts
Starting at 18th level, your otherworldly blood affords you an unusually close bond with the mystical energies of the Feywild, allowing you to cast spells without gestures or incantations. Your spells no longer require verbal or somatic components.
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