Sorcerous Origin: Fateweaver by morethanwordscansay on reddit

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Sorcerous Origin: Fateweaver by morethanwordscansay on reddit
Homebrew Distillery: Feywild Sorcerer
Unlike the Archfey Warlock who has fairies who cast magic for them and grant them a small boon of their power, the Feywild Sorcerer has a much deeper vein of fey magic running through their veins.
Fey Ancestry
After being exposed to fey magic, you learn to read and write Sylvan, have advantage against being charmed, and cannot be put to sleep through magic. Instead, you fall into a trance for four hours.
However, not all fey are alike. Some are benevolent protectors and guardians who impart their generosity and compassion on those they come across. Even if they pull mischievous pranks, they are meant in good fun without malicious intent. This is the Seelie Court. But some fey are cruel and vicious, preferring to end the lives of those who trespass in their domain. They are the powerful and dangerous Unseelie Court. Be they sirens who lure sailors to their death, kelpies who drown those foolish enough to ride it, or boggarts who trash the house from lack of respect. When you are touched by fey magic at first level, choose one of these two faerie courts.
Seelie Spells 1st Guiding Bolt, Faerie Fire 3rd Misty Step, Moonbeam 5th Remove Curse, Tiny Servant 7th Private Sanctum, Woodland Beings 9th Dream, Animate Objects
Unseelie Spells 1st Faerie Fire, Hex 3rd Crown of Madness, Web 5th Bestow Curse, Fear 7th Giant Insect, Blight 9th Mislead, Insect Plague
One with Nature
Starting at 1st level, you develop a close and personal relationship with nature. Upon leveling up in this subclass, you can choose to replace any Sorcerer spell you could learn with a spell from the Druid spell list. It must be of a level you have spell slots for. Charisma is your stat for spellcasting.
Court Emissary
Beginning at 6th level, your sway over the emotions of mortals is stronger based on the disciplines instilled in you by the policies of your court.
Seelie: When you cast a spell of 1st level or higher that has the chance to charm a single target, you can target a second creature within 5 feet of the original target. Both targets make a saving throw against being charmed.
Unseelie: When you cast a spell of 1st level or higher that has the chance to frighten a single target, you can target a second creature within 5 feet of the original target. Both targets make a saving throw against being frightened.
Magical Miscreants
At 14th level, you can play with the perceptions of other creatures for your amusement. When another creature makes an attack roll, skill check, or saving throw, you can reduce the number rolled by a 1d10. Creatures with blindsense or that see through illusions, such as with True Sight, cannot be effected by this feature. You can use this feature equal to your Charisma modifier. Once you have used this feature, you cannot use it again until you have finished a long rest.
Ambassador of Avalon
By the 18th level, you have risen to a place of great prestige within the Seelie or Unseelie Court. With your rise to prominence comes with it greater access to the magic of the feywild.
Seelie: For one minute, you grow a pair of translucent butterfly wings with a flying speed of 30 feet. While in this powerful state, the magic of the feywild flows through you. When you cast spells of 1st level or higher that deal damage, deal an additional 5 radiant damage + your sorcerer level. During this transformation, other creatures have disadvantage against being charmed by you. Creatures that resist being charmed lose their resistance, and creatures immune to charms can be charmed with disadvantage. Once you have used this feature, you must complete a long rest before you can use it again.
Unseelie: For one minute, you grow a pair of translucent moth wings with a flying speed of 30 feet. While in this powerful state, the magic of the feywild flows through you. When you cast spells of 1st level or higher that deal damage, deal an additional 5 necrotic damage + your sorcerer level. During this transformation, other creatures have disadvantage against being frightened by you. Creatures that resist being frightened lose their resistance, and creatures immune to being frightened can be frightened with disadvantage. Once you have used this feature, you must complete a long rest before you can use it again.
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