Saturday, December 13, 2014

5e Playtest: Fey Bloodline, Sorcerous Origin

This is a playtest of my house rules.  Please, if you have something to say, both good or bad, say it.  Please be constructive.

The Fey are powerful, and at times immemorial they have spread their seed to those of the mortal realms.  In the 4e version of the game I really (and I mean REALLY) liked how they have made the primal aspects and pitted them against the divine.  When I first created my game world of Eave, I had the druids collected about in great Circles and they were at times at odds against the new gods that the clerics worshiped.  They really brought it out in 4e.  Anyway, I see the Fey Bloodline as being in touch with the primal side of creation.  They are generally friendly with the druids of Eave as they do not generally worship the gods.

Fey Bloodline
  • Fey Presence: Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your sorcerer spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest. 
  • Fey Ancestry: The blood of the fey runs strong in the sorcerer.  At 1st level, the sorcerer gains an advantage to saving throws against being charmed.  In addition, you can speak, as well as read and write Sylvan.
  • Misty Resurgence: 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 teleport up to 60 feet to an unoccupied space you can see.  You regain half of your sorcery points, up to the maximum allowed for your class, rounded down.  Once you use this feature, you can't use it again until you finish a long rest.
  • Fey Magicks: At 14th level, the sorcerer can spend 6 sorcery point to cast conjure fey as the spell.  At 16th, they may spend 7 points to cast the spell as a 7th level spell.  At 18th level they may spend 8 points to cast the spell as an 8th level spell and at 20th they may spend 9 points to cast the spell as a 9th level spell.
  • Fey Resistance: At 18th level the sorcerer gains advantage on saving throws against spells and other magical effects.

Kekai Kotaki