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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, Mordenkainens 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 categoryfrom Small to Medium, for example. If there isnt
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 categoryfrom 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 characters 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 cant 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 cant be dispelled. Otherwise, the wall disappears
when you lose concentration.

ILLUSORY APPERANCE

As an action, you can expend 1 sorcery point to cover yourselfincluding 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 creatures 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 arent
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 targets 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 creatures 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 cant 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.

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