SORCERER! - Custom Sorcerous Origin, Fey Guardian/ Fairy Godparent (Feedback)

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I_melt_faces_2

Mar 15, 2015 2:07:54

Inspired by : http://dnd-wiki.org/wiki/Fairy_Godmother_%283.5e_Prestige_Class%29

 

SORCERER: SORCEROUS ORIGIN, FEY GUARDIAN

 

The fey guardian is concerned with the forces and positive energies which give rise to joyous emotions, which they use to attend to others lives that have been made woefully inadequate through none of their own making, especially those whose families have turned against them - a fey guardian’s benevolent nature blossoms under these conditions. The name "fey guardian" or even "faerie godparent" is actually a misnomer since few members of this sorcerous origin are actual godparents and even fewer still are fairies.

 

AGING WELL
At 1st level, it becomes apparent that you age particularly well. Although your hair may turn grey, your complexion remains flawless. Though your figure may be less than trim, you remain graceful in age. You suffer no infirmity from old age and cannot be aged magically.

 

BESTOW BLESSING
You posses the unique ability to alter another's fate in a minor beneifical way. At 1st level, you may choose one humanoid creature that you can see within 10 feet, as your action you may bestow a life long blessing upon that creature (referred to hereafter as your god-child). This blessing can be an unearthly beauty, strength, talent or even magical ability - regardless of the blessing it takes form in one of the following options of your choice:

Your god-child gains any one feat of your choice, any prerequisite's must be met as normal. If the feat requires any choices to be made, you make them on your god-childs behalf.
Your god-child gains two skill proficiencies of your choice. The proficiency bonus is doubled for any ability check's your god-child makes with the chosen skills. The choosen skills cannot be used in conjunction with the expertise class feature.
If your god-child does not yet have a class, you grant it the gift of magic. Your godchild becomes either a 1-st level sorcerer (sorcerous origin; wild magic, or fey guardian ) or a 1-st level warlock (otherwordly patron; the archfey) - your choice which.

The same god-child can only benefit from one bestow blessing from the same god parent once in its entire exsistence and only the legendary item deck of many things (the fates) can undo the effects of this feature. At the DM's option, you may choose an alternative blessing effect, but it should be no more powerful than those described above. After you use this feature you cannot use it again for the next 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days.  

 

BIBBIDI BOBBIDI BOO
Starting at 6th level, as your action you can produce a spell-like effect by expending your sorcery point's. You gain two of the following options of your choice (break enchantment, conjure object, fey empowerment, grand polymorph, polymorph beast, or transmutate object). You gain one additional option at 11th level and 17th level.
   As these are spell-like effect's they require both verbal and somatic components. Effects created by this feature count as 3rd-level spells and can be used in conjunction with your metamagic feature.

 

   Break Enchantment. By expending five sorcery point's you may touch one willing or incapacitated creature, you cause one spell or curses affecting that creature to end as if you had cast dispel magic or remove curse as a 3rd-level spell (your choice which when you use this feature). This feature cannot remove any magical or curse effect which was caused as a result of a 4th-level or higher spell slot, or by a rare/very rare/legendary magical item.
   If you cannot undo a spell, you may instead choose to place the target into a magical suspended animation which lasts until the detrimental spell has ended, been dispelled or until 100 years have passed, whichever occurs first. If more than one detrimental spell afflicts the target, you choose one spell that you know is present, or else one is choosen at random. While in suspended animation time ceases to flow for that creature and it no longer needs to breathe, sleep, eat or drink, and it doesn't age.
   If you cannot undo a curse, you can attempt to mitigate the problem (i.e lessen the severity), however the DM must agree to the alteration. For example if the target were cursed to turn into an animal, the curse could be mitigated so that the change would only take place after sunset until the first light of the morning. If more than one curse afflicts the target, you choose one that you know is present.

 

   Conjure Object. By expending one sorcery point you may conjure an inanimate object or substance in your hand, in an empty container, on the ground, or floating in an unoccupied space that you can see within 5 feet of you. This object can be no larger than 1 foot on a side, weigh no more than 10 pounds, and must be that of a nonmagical, non-toxic substance or nonmagical object that you have seen with a value of 15 gp or less. The conjuration disappears after 1 hour. Food and drink created by this spell -although delicious- is not nourishing and cannot sustain a creature.

 

   Fey Empowerment. By expending six sorcery point's the next time you successfull cast one of the following spells within the next 1 hour alters the spell duration to become' "until dispelled" or until ended by an condition stated by the spell: Animal Friendship, Alarm, Animate Objects, Beast Sense, Creation, Control Weather, Enlarge/Reduce, Unseen servant, Wall of Thorns.
    If the spell has a concentration time, you must maintain concentration on the spell for its full duration before this feature takes effect.

 

   Grand Polymorph. By expending 10 sorcery points you can choose one willing creature that you see within 30 feet of you. You transform the creature into a different creature. The transformation lasts until the target drops to 0 points and dies, for the next 1 hour or until your concentration is broken (as if you are concentrating on a spell). Shapechangers aren't affected by this feature. The new form can be any kind you choose whose challenge rating (or level, if it doesn't have a challenge rating)  is equal to or less than your level. The target’s game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality.
   The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.
   The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions. The target’s gear, if any, melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.

 

   Polymorph Beast. By expending one sorcery point you may choose one beast that you can see within 30 feet of you with a challange rating of 1/4 or less, you polymorph that creature into any beast or humanoid of your choice with a challange rating of 1/4, or less. A shapechanger is immune to this feature.
   The transformation lasts until dispelled, the target drops to 0 hit points, dies or if you specify a condition that will cause this spell to end and revert the creature back to its orginal form. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of comming to pass. If a creature reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious
   A polymorphed creature is charmed by you and regards you as a friendly authority figure until you or your companions do anything harmful to it. When the charmed condition ends, the creature may choose to remain friendly to you, based on how you treated it while charmed.
   The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions. The target’s gear, if any, melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.
   If you or your companions are currently fighting the target, it can make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.
  

   Transmutate Object. By expending one sorcery point you may choose one nonmagical object that you can see within 30 feet of you no larger than 10 feet in any dimension. You transmute the object into another nonmagical object of your choice (or alter its current apperance). The new object can be no more than 10 feet in any dimension, with an equal or lesser value to its orginal form. You cannot transmutate an object which is being worn or carried unless a creature is willing. The transformation lasts until it is dispelled or if you specify a condition that will cause the spell to end and revert the object back to its orginal form. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of comming to pass.
   You may also transmutate an object into that of another object with a greater value, doing so however requires a dust made of powdered precious gems and metals as its material component which equal's the value to the newly transmutated object.

 

HIDDEN WATCHER
At 14th level, you can disguise yourself magically, allowing you to discover who is deserving of a godparent. As an action you polymorph yourself into a Small or Medium humanoid, or back into your true form. Your statistics are the same in each form. Any equipment you are wearing or carrying isn't transformed. You revert to your true form if you die.                                                
   In addition at any time as your action you can see and hear any one "god child" of your choice provided they are on the same plane of existence as yourself, by creating an invisible sensor within 10 feet of that god-child. The sensor moves with your god-child, remaining within 10 feet of them for as long as you remain concentrating on this ability (as if concentrating on a spell). A creature that can see invisible objects can see the sensor as a luminous vaguely-winged humanoid shaped light about the size of your fist, spells and effects which hide a target from divination magic causes this sensor to fail.

 

LIMITED WISH
Beginning at 18th level, once per day, you can cast an inferior wish spell. As an action you can choose one of the following effects:

  • You duplicate any spell of 6th level or lower, as if you had cast it using a 6th-level spell slot.
  • You regain all expended sorcery points and one expended 5th level spell slot.
  • You create one object of up to 5,000 gp in value that isn't a magic item. The object can be no more than 50 feet in any dimension, and it appears in an unoccupied space you can see.
  • Everyone of your god-children on the same plane of existence as yourself gain's 300 gp, enough to maintain a aristocratic lifestyle for one month. This does not however prevent the gold from being stolen.
  • You cast the spell control weather spell. If you maintain concentration on the spell for its full duration, the weather change becomes permanent until you use this feature to alter it once more.
  • You teleport to an unoccupied space within 10 feet of any one of your god-children which you have seen within the last 1 minute through the magical sensor created as a result of your hidden watcher feature. After you teleport you cause all of your god-children within 10 feet of you to regain all hit points, and end all effects on them as described in the greater restoration spell. If there is no unoccupied space which you can teleport too, the godchild is instead teleported to an unoccupied space within 10 feet of you, otherwise the effect fails.
  • You touch a medium or small non-magical, inanimate object which shares the likeness of any playable race, such as a puppet - awakening it to humanlike sentience with a neutral alignment and personaility to match. An awakened object has characteristics as if it were an animated object, except that its Intelligence, Wisdom, and Charisma scores are each 10, has ability to both understand and speak one language you know (typically common), with senses similar to a human’s instead of blindsight. The awakened object is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened object chooses whether to remain friendly to you, based on how you treated it while it was charmed and both its alignment and personaility may change depending on its treatment. You may specify a condition that will cause the awakened object to permanently polymorph into the living creature its likeness was based upon (without any class levels or the spellcasting trait). The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of comming to pass.