| #1I_melt_faces_2Aug 02, 2015 17:04:03 | SORCEROUS ORIGIN : SYLVAN BLOODLINE
Sorcerers of the sylvan bloodline have been greatly romanticized by the common folk sometimes calling them "fairy godparent's" - which is actually a misnomer since few members of this bloodline are actual godparents and even fewer still are fey or even good in nature.
The dark truth is that many sorcerers of this bloodline can trace their ancestry back to an infant which was saved from a hag's gruesome procreation ritual while in the middle of its preformance - this would most certainly explain not only the innate magic of the sylvan sorcerer, but also their ability to disguise themselves with illusion.
Sometimes, although rare, a sorcerer with this origin can trace their descent back to a more cheerful beginning, such as a mighty wizard of ancient times who made a bargain with one of the feywild courts or who might even have claimed a seelie parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.
Feywild Magic
Starting at 1st level, the arcane magic you command has strong similarities to that of sylvan creatures. You can speak, read, and write Sylvan. In addition, you are able to choose from an expanded list of spells when you learn a sorcerer spell. The following spells are added to the sorcerer spell list for you.
Sylvan Expanded Spells
Sorcerer Level Spells
1st Protection from Good and Evil, Unseen Servant
3rd Gentle Repose, Magic Weapon
5th Glyph of Warding, Magic Circle
7th Fabricate, Mordenkainen’s Private Sanctum
9th Dream, Scrying
Alter Size
At 1st level, at anytime during your turn you can enlarge or reduce your size (no action required) — and remain altered in size until you use an action to assume your true form, or until you die.
Enlarge. Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category—from Small to Medium, for example. If there isn’t enough room for you to double in size, you instead attain the maximum possible size in the space available. Anything you are wearing or carrying also grow to match your new size. You may enlarge your size multiple times, however this feature can never increase your size category to anything larger than Medium.
Reduce. Your size is halved in all dimensions, and your weight is reduced to one-eighth of normal. This reduction decreases your size by one category—from Medium to Small, for example. You also have disadvantage on Strength checks and Strength saving throws. Anything you are wearing or carrying also shrinks to match your new size. While your weapons are reduced, your attacks with them deal 1d4 less damage (this can't reduce the damage below 1). You may reduce your size multiple times until your size category becomes Tiny.
If your true form is Small or larger — while your size is Tiny as a result of this feature your base walking speed becomes 10 feet, your carrying capacity is halved, and you can add half your proficiency bonus, round down, to any Dexterity (Stealth) checks you make.
Sylvan Incantations
Starting at 6th level, you can use your sorcery points to power a repertoire of spell-like abilities known as sylvan incantations. You gain any two incantations of your choice.
You gain one additional incantation of your choice when you reach 9th level, 12th level, 15th level, and 18th level. Incantations are classified as spells requiring both verbal and somatic components, and as a result they can be used in combintation with your Metamagic class feature. All incantations are detailed at the end of this archetype description.
Soul of the Fey
At 14th level, your connection to the feywild has grown so strong that it has transmutated you not only in body but also in soul. Choose one of the following options, however once your choice has been made it remains throughout your character’s life and cannot be changed later.
- You gain the ability to sprout a pair of insect like gossamer wings from your back (butterfly or dragonfly, your choice), gaining a flying speed of 30 feet. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
- You have learned to mimic the illusionary magic, commonly deployed by smaller fey creatures. You can now cast the Invisibility spell on yourself at will, without the need for any material components.
- The ancient magic of the feywild lies so heavily upon you that it has formed an eldritch ward. You gain advantage on saving throws against spells and other magical effects.
- You look within yourself and discover a still hidden power to be unlocked. You gain two additional sylvan incantations of your choice.
Limited Wish
Starting at 18th level, as an action, you can cast an inferior wish spell. Once you have used this feature, you can't it again until after you finish a long rest. When you use this feature you choose one of the following options:
- You regain all expended sorcery points.
- You duplicate any spell of 5th level or lower, as if you had cast it using a 5th-level spell slot.
- Every creature that is the target of your bestow blessing incantation which is on the same plane of existence as yourself gain's 300 gp, enough to maintain an aristocratic lifestyle for one month.
- You cast the conjure animals, conjure minor elementals, or conjure woodland beings spell to summon one creature of a challenge rating 2 or less. If you concentrate on the spell for the full duration, the spell effect become permanent and the creature summoned remains until it drops to 0 hit points or until you dismiss it (no action required).
- You create one object up to 5,000 gp in value that isn't a magical item. The object can be no more than 50 feet in any dimension, and it appears in an unoccupied space you can see.
- You use the enchant object incantation (without expending any sorcery points), you instill the targeted object with sentience causing its Intelligence, Wisdom, and Charisma ability score to become 10. The objects alignment is neutral, which can change over time based on how it is treated and its life experiences. If the targeted object is humanoid in form with eyes and a mouth, such as a puppet or doll, it also gains low-light vision and the ability to speak one language you know.
SYLVAN INCANTATIONS
BESTOW BLESSING
You now posses the unique ability to alter fate in a minor beneifical way. As an action, you can expend 3 sorcery points to choose one humanoid creature that you can see within 30 feet of you and bestow a life long blessing upon that creature. This blessing can be an unearthly beauty, strength, luck or magical ability - regardless of the blessing it takes form in one of the following options of your choice:
- The target has a +1 bonus to saving throws against being charmed.
- The target gains a proficiency in one skill, tool, or weapon of your choice.
- The target can communicate with animals, and is permanently treated as being under the effects of the Speak With Animals spell.
- If the target is a commoner (no class levels), you grant it the gift of magic. The target becomes a 1-st level sorcerer with the sorcerous origin; wild magic, or sylvan bloodline (your choice which).
- If the DM allows, the target gain's 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 the target's behalf. This option should only be considered for smaller groups of 3 people or less.
A creature can only be the target of one bestow blessing incantation at given time, and only from the same sorcerer once in its entire existence. This incantation can only be undone by the legendary item deck of many things (the fates). At the DM's option, you may choose an alternative blessing effect, but it should be no more powerful than those described above.
The power to alter fate is also a strenous one, the stress of using the bestow blessing incantation means you cannot use it again until a year has passed. In addition, whenever you use this incantation, you cannot cast any spells of 1st-level or higher, including sylvan incantations, and your Strength drops to 3, if it isn't 3 or lower already, for 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.
BESTOW HAG'S BANE
This incantation allows you to cast bestow curse once using a sorcerer spell slot. Whenever you cast bestow curse in this way you can also use your reaction to expend 7 sorcerery points, doing so causes a remove curse spell to end its effect only if it is cast using a equal or greater spell-slot than the spell slot you used to cast bestow curse. Once you have used this incantation you can't do so again until you finish a long rest.
BREAK ENCHANTMENT
As an action, you can expend 5 sorcery points to choose one willing or incapacitated creature that you can see within 30 feet. You cause one curse affecting that creature to end as if you had cast the remove curse spell. If more than one curse afflicts the target, you must choose one that you know is present. This feature cannot remove a curse which was caused as a result of a 4th-level or higher spell slot, or by a magical item.
If this feature cannot undo a curse, you can attempt to mitigate the problem (i.e lessen the severity), however the DM must agree to the alteration. Some possible examples of this feature are:
- If the target were transformed into a beast, statue, or other object, the curse could be mitigated so that the change would only take place between sunrise and sunset until the curse has been removed.
- If the target were cursed to death, the curse could be mitigated so the creature instead falls into a magical death slumber until 100 years have passed, or until the curse is removed, during which time the slumbering target doesn't need to breathe, eat, or drink and doesn't age.
- If the target were cursed to have disadvantage on Dexterity ability checks and saving throws, you grant that creature a +1 to Dexterity ability checks and saving throws until the curse has been removed.
CONJURE OBJECT
As an action, you can expend 2 sorcery points to conjure an inanimate object or substance —such as water— in your hand, in an empty container, on the ground, or floating in an unoccupied space that you can see within 10 feet of you. If the object is floating, it remains suspended in the air until it is grasped by a creature, otherwise it falls if you ever become more than 10 feet away from it.
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 object of a form and material that you have seen before with a value of 2 gp or less. Food created by this feature -although delicious- is not nourishing and cannot sustain a creature. Using any object conjured by this feature as another spell's material component causes that spell to fail.
ENCHANT OBJECT
As an action, you can expend 5 sorcery points to choose one Medium or smaller nonmagical object that you can see within 30 feet. The target gains the effect of the animate objects spell (no concentration required). The blindsight of an object animated by this feature doubles to 60 feet.
The object remains animated and under your control until it drops to 0 hit points. A dispel magic spell targeting an animated object end's the effects of this incantation.
FOREST OF THORNS
As an action, you can expend 5 sorcery points to create a wall of made of dense, pliable, nonmagical brush which is bristling with needle-sharp thorns. The wall appears within 120 feet on a solid surface and lasts for 10 minutes, or until you lose your concentration (as if you were concentrating on a spell). You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 2d8 piercing damage, or half as much damage on a successful save.
A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 2d8 slashing damage on a failed save, or half as much damage on a successful one.
The wall is an object that can be damaged and thus breached. Each 10-foot cube of the wall has AC 10, 30 hit points, vulnerability to fire and slashing, as well as immunity to piercing, and psychic damage. Reducing a 10-foot-cube section to 0 hit points destroys that section of wall.
If you maintain your concentration on this incantation for its whole 10 minute duration, the wall becomes permanent until destroyed and can’t be dispelled. Otherwise, the wall disappears when you lose concentration.
ILLUSORY APPERANCE
As an action, you can expend 1 sorcery point to cover yourself—including your clothing, armor, weapons, and other belongings on your person— with a magical illusion that makes you look like another humanoid creature of your size category. The illusion ends if you take a bonus action to end it or if you die.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this incantation to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this incantation to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your sorcerer spell save DC.
A dispel magic spell which targets you end's the effects of this incantation.
POLYMORPH BEAST
As an action, you can expend 5 sorcery points to transform one beast with a challenge rating equal (or less than) your sorcerer level divided by 6, rounded down, that you can see within 30 feet into a new form. The transformation lasts until you specify a condition that will cause this incantation to end and revert the creature back to its true form, or until the creature dies. 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. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points. Shapechangers aren’t affected by this incantation.
Any beast with a challenge rating of 1/2 or higher can make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.
The targets new form can be any kind of beast or humanoid you choose whose challenge rating is equal (or less than) your sorcerer level divided by 6, rounded down, see Appendix B of the Monster Manual for assistance with humanoids.
The target’s game statistics, including mental ability scores, are replaced by the statistics of the new form. A creature polymorphed by this incantation is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the polymorphed creature chooses whether to remain friendly to you, based on how it was treated while it was charmed.
A dispel magic spell targeting a polymorphed beast end's the effects of this incantation, thus transforming the creature back into its true form.
POLYMORPH OBJECT
As an action, you can expend 5 sorcery points to choose one Large or smaller nonmagical object —contained within a 10-foot cube, or eight connected 5-foot cubes— that you can see within 30 feet which is not currently being worn or carried by a unwilling creature. You transmutate the choosen object into any other nonmagical object of equal or lesser value of your choice which must be of a form and material that you have seen before.
The transformation lasts until you specify a condition that will cause this incantation 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. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.
A dispel magic spell targeting a transmutated object end's the effects of this incantation, thus transforming an object back into its true form.
You may alternatively transmutate an object into that with a equal or greater value, doing so however requires the use of an material component (as if casting a spell) of powdered gemstone with a equal or greater gp value of the new object.
ADDITIONAL FEAT'S
I have tried to balance these feats out for use at low-levels to help enchance the feel of a "fey creature" early. I understand that many people are split on the use of feats however please keep in mind that feats are an optional alternative rule, which the DM must allow.
FEY WINGS
Prerequisite: Fey ancestry trait, or Feytouched background*
You have sprouted a pair of insect like gossamer wings from your back, gaining a flying speed of 30 feet. To use this fly speed, you can’t be wearing medium or heavy armor and can't be carrying more than your maximum carrying capacity.
Whenever you use this fly speed a shower of sparkling dust follows in your wake causing you to suffer from disadvantage on all Dexterity (Stealth) checks you make while not benefiting from invisibility.
You also cannot use this fly speed unless your clothing, and equipment has been specially tailored, or altered to accommodate your wings.
* Enworld.org has this background within the midgard heroes for 5e PDF.
Inspiration drawn from the following -
Orginal Sources Used #1 : http://www.d20pfsrd.com/classes/core-classes/sorcerer/archetypes/paizo---sorcerer-archetypes/wildblooded/mutated-bloodlines---paizo/sylvan
Orginal Sources Used #2: http://dnd-wiki.org/wiki/Fairy_Godmother_%283.5e_Prestige_Class%29
UPDATE: The level 14 feature fey wings has been replaced by soul of the fey.
UPDATE: Tinkered with the bestow blessing incantation, multiple times, to make it almost impossible to be abused by power players.
UPDATE: Altered the amount of incantations you gain at all levels (can only ever gain 6/8 at level 20), and added the option of gaining two additional incantations into soul of the fey feature (8/8).
UPDATE: Replaced the bonus spells list with a expanded spell list similar to the warlocks, the actual spells options have remained the same (currently).
UPDATE: Added one additional incantation for a total of 9, bestow hags bane. Nothing special its more for the flavor element - can cast bestow curse once per day and cause it to only be removed by a equal or higher spellslot used to cast remove curse.
UPDATE, RECOMMENDED BACKGROUND: Fey-Touched, as found here on enworld; http://www.enworld.org/forum/content.php?2879-MIDGARD-HEROES-For-5E#.Ve--8pfTvvE.
UPDATE: Added fey flight as a feat.
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