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Fey Bloodline[]

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"Have you ever truly seen the beauty of nature?"

Your innate magical abilities come from the magic of creatures of the Feywild that was linked in the blood of your ancestors. Sorcerers of this origin typically are able to trace their descent from the satyrs which breed rapidly with other races, however other fey creatures may have either made deals with your ancestors or reproduced with them. A small percent of these bloodlines may be well known, however, most of them are obscure due to the flighty nature of fey.

Fey Descent[]

At 1st level, you gain the ability to learn a few spells known to creatures of the Feywild added to your spell list when you would learn a sorcerer spell.

Spell Level Spells
1st faerie fire
2nd calm emotions
3rd plant growth
4th dominate beast
5th mass cure wounds

You can speak, read, and write Sylvan. Additionally, whenever you make a Charisma check when interacting with the Fey, your proficiency bonus is doubled if it applies to the check.

Nature Traveller[]

Beginning at 1st level, moving through non-magical difficult terrain costs you no extra movement. You can also pass through non-magical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

Flight of the Feywild[]

Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to expend 3 sorcery points to teleport up to 30 feet to an unoccupied space you can see.

Sylvan Resilience[]

At 14th level, your descendants from the fey give you some perks. You have advantage on saving throws against being charmed, are immune to disease and poison-type damage, and magic cannot put you to sleep. If you already are immune to these abilities you gain advantage on saving throws against being grappled and are immune to be being paralyzed instead.

Misty Ride[]

Starting at 18th level, you have gained the ability to transport others instead of just yourself. As a bonus action, you can expend sorcery points to teleport a creature or object that is Large or smaller within 30 feet up to 60 feet away from yourself. If the target is a creature, it must make a Constitution saving throw to resist being teleported. It costs 3 sorcery points to teleport one creature, and for each sorcery point after the 3rd you spend you can teleport another creature, to a maximum amount of creatures equal to your Charisma modifier (min 1). In addition to your ability to teleport out of danger, you can spend an additional sorcery point to send only yourself to the Fey Wilds and regain a spell slot of 5th or lower. You can still see the fight and watch from a distance, however, you can only stay for no longer than 1 minute while in combat.

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