Fey Realm Sorcerer Origin

You are a prankster at heart, delighting in practical jokes and creating mischief wherever you go, yet the furred and feathered creatures of the wild bring out the tenderhearted protector in you.

Planar Magic

At 1st level, you learn additional spells which reflect the mischievous nature of fey and their innate connection to nature when you reach certain levels as detailed below. Each of these spells counts as a sorcerer spell for you (regardless of what spell list it originally came from), but it doesn’t count against the number of sorcerer spells you know.

Sorcerer Level Spells
1st entangle, faerie fire
3rd enthrall, spike growth
5th conjure animals, hypnotic pattern
7th conjure woodland beings, grasping vine
9th commune with nature, tree stride

Feyspeech

At 1st level, you can speak, read, and write Sylvan, and whenever you make a Charisma check when interacting with fey, your proficiency bonus is doubled if it applies to the check.

Magical Reslience

Starting at 6th level, you can use your reaction to spend 1 sorcery point and gain a +1 bonus on saving throws against spells and magical effects for 1 minute.

Pesky Prankster

At 14th level, you can create distracting sounds and sensations, such as causing a target to think it is covered in insects, or flooding its senses with flashing lights and loud sounds. You can spend 5 sorcery points as a bonus action to force up to two creatures you can see to make a Wisdom saving throw. On a failed save, the creature becomes incapacitated for 1 minute as it reacts to the invasive fantasy. The incapacitated target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this feature, you can’t use it again until you finish a long rest.

Magical Resistance

Beginning at 18th level, after failing a saving throw roll from a spell that inflicts damage, you can use your reaction to gain resistance to all damage inflicted by the spell. If the spell does not inflict damage, but instead would alter your mental state or inflict a condition or disease, you instead gain another saving throw roll which you can use in place of your first roll. Once you use this feature, you can’t use it again until you finish a short rest.

Section 15: Copyright Notice

Eldryn. © 2021, d20pfsrd.com Publishing; Author: Beth Jones.

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