Fey Touched

Fey touched sorcerers draw their innate magic from the forces of the upper planes and the Seelie Court. Once touched by these chaotic and esoteric forces, the sorcerer is never the same. Ponds may ripple as they pass, and flowers may bend towards or away from them as they walk by.

Fey Touched Expanded spell list

The following are added to the sorceror spell list for you.

Spell Level Spells
1st cure wounds, healing word
2nd calm emotions, lesser restoration
3rd revivify, mass healing word
4th hallucinatory terrain, compulsion
5th greater restoration, mass cure wounds
6th find the path, programmed illusion
7th mirage arcane, regenerate, ressurection
8th glibness, feeblemind, mind blank
9th power word heal, true polymorph

Jinx

Starting at 1st level, you are able to use a bonus action to place a jinx on one creature within sight per day as a first level Soceror spell. The creature takes on the effect of a Hex spell. If a creature dies while jinxed, you may cast it again. You may chose to expend 2 sorceror points to grant disadvantage on saving throws.

Whimsy

When you choose this origin at 1st level, immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1-2, roll on the Whimsy of Misfortune table to create a random magical effect. If you roll a 19-20, roll on the Whimsy of Fortune table for a random magical effect.

Storyteller's whim: When you roll a 1 or a 20, the DM may choose to alter and/or create a new event that is not on either table.

Clover's Kiss

Starting at 1st level, you can manipulate the forces of ungranted wishes to enhance your healing spells. You have a pool of d6s that you spend to fuel this healing. The
number of dice in the pool equals 1 + your sorceror level.

When you expend a spell slot to heal an ally, you may expend an amount of dice equal to your charisma modifier from this pool. Roll the dice and add the total to amount of hit points recovered by the target of your spell. Your pool regains all expended dice at the end of a long rest.

Snapdragon's Bite

Starting at 6th level, you have the ability to twist fate using your fae magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur. You may spend 2 sorcery points to add an additional 1d4.

On your next roll of the same type, you must subtract what you just rolled. For example, if you add 1d4 to an ally's saving throw, you must subtract what you rolled from your next saving throw. If you use sorcery points to add an additional 1d4, you must subtract the total of both dice. You cannot use this ability again until you have taken the penalty or taken a rest.

Fool's Gamble

Starting at 10th level, you can over imbue certain spells with your power- but for a cost.

For any spell level 3 or below that you know that deals damage, you can choose to deal maximum damage with that spell. The first time you do so, there are no adverse effects. If you use this feature again before completing a long rest, you will take 2d12 psychic damage for each level of the spell. If the spell is a cantrip, you take 1d12 psychic damage. For every time you try to use this feature again before finishing a long rest, the damage increases by 1d12.

You may also strain yourself to use Snapdragon's Bite, irregardless of when it was last used, and apply a bonus or penalty of 8. You take 2d12 Psychic damage and subtract 8 from your next equivalent roll.

Illusory Reality (? TBD)

Starting at 14th level, you have become so immersed in the secrets of illusions and power of belief that you can

Whimsy of Fortune Table
d100 Effect
1 You will see into the dreams of your closest ally or most dangerous enemy the next time you are both asleep.
2 You are encased by a crystal barrier. The barrier remains and protects you from all attacks until it takes 30 points of damage.
3 You switch places with your nearest ally.
4 For the next minute, you regain 5 hit points at the start of each of your turns.
5 A living plant or animal within 60 feet tries its best to help you.
6 For a moment, you know the surface thoughts of every creature within 5 feet of you.
7 Your Sorcery points are doubled for the next 24 hours.
8 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
9 You feel hints of the future, as though an augury spell has been cast.
10 Each creature within 10 feet of you must succeed on a DC 12 STR saving throw or be pushed 10 feet away.
11 The next creature that touches you has a vision of their deepest fears, and has disadvantage on their next roll against you.
12 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
13 Illusory butterflies and flower petals sparkle around you.
14 You charm the first creature you look at within the next minute.
15 You are surrounded by a wall of mirrors. The reflect back any magic directed at you to its caster. They are broken with physical attacks.
16 You regain your lowest-level expended spell slot.
17 Your eyes emit an unearthly glow. You have advantage on Wisdom checks for the next minute.
18 Maximize the damage of the next damaging spell you cast within the next minute.
19 You become invisible for the next minute, and other creatures can't hear you. The invisibility ends if you are attacked.
20 If you die within the next minute, you immediately come back to life as if by the reincarnate spell.

Whimsy of Misfortune Table
d20 Effect
1 You are tormented by a discordent melody only you can hear, and are deafened to all other sounds for the next hour.
2 You fall asleep for the next minute, or until woken.
3 The next person that looks at you is convinced you are actually deceased, they believe you are a ghost for the next minute.
4 You feel a debilitating stab of pain, and take 1d8 points of psychic damage.
5 You are frightened by the first creature you look at for the next hour.
6 Your turn into a small, black cat.
7 You feel as if you are suffocating and cough up glitter. You take 1d6 points of damage.
8 Whispers only you can hear distract you. You have disadvantage on Wisdom checks for the next minute.
9 Your hair, fingernails, and other subtle extremities (ex. horns, tail) turn pastel pink. A remove curse spell can end this effect.
10 An invisible force knocks you off your feet. You are prone.
11 For the next minute, magical darkness fills the area within 10 feet of you.
12 You are compelled to drop whatever you are holding.
13 You are blinded until the end of your next turn.
14 For the next minute, something behind you keeps calling your name.
15 For the next hour you are unable to speak a deliberate lie.
16 You grow small bat-like wings for the next hour.
17 You can't speak for the next minute. Whenever you try, the sound of wind chimes comes from your mouth.
18 Until the end of the day, an illusory script you cannot read covers your skin.
19 You grow large, cat-like ears for the next hour.
20 You have amnesia for the 24 hours.

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PART 2 | BORING STUFF