Fey Bloodline - A Sorcerer Subclass

Fey Bloodline - A Sorcerer Subclass

With the limited number of subclasses in the new 5.5e Player's Handbook, at least until Unearthed Arcana becomes official content we can use if we’re willing to drop $50 bucks on a new book, it's time to make some homebrew. I recently dug through my stacks of Dragon Magazine (yes, physical copies, I'm that old) and found issue #311, which I picked up on the cheap and in mint condition at Evercon. Inside was the Fey Bloodline feat chain, a conglomerate of bonus spells, saving throw luck, and a "no undead" restriction that felt weirdly specific and very on-brand for fey.*

The 3.5e version was never going to magically transform itself into a 5.5e subclass. So, I plopped down in front of the computer, my 2024 Player’s Handbook, my shiny new…umm old Dragon magazine, and a healthy sense of "sure, why not" and got typing. The result is below: a full Fey Bloodline sorcerous origin for 5.5e that keeps the chaotic fey energy, minus all the 3.5e feat crap taxes, and adds a few new tricks I think you'll enjoy.

So without further ado, here's the Sorcerer Fey Bloodline.


Fey Bloodline

One of your ancestors was a fey creature, or you were raised in the Feywild, most likely by a specific type or group of Fey creatures. You could have Hag’s blood flowing through you or have been raised by a group of sprites. Sorcerers with fey blood are fickle, quick to laugh and play tricks, but have a long memory, never forgetting a slight or insult. Your magic and spells that are in the vein of the mischievous fey creatures are used to deceive and manipulate emotion.

Level 3: Fey Magic

When you reach a Sorcerer level specified in the Fey Spells table, you thereafter always have the listed spells prepared.

Sorcerer Level Spells
3rd enthrall, fear, mirror image
5th fast friends, hypnotic pattern
7th hallucinatory terrain, greater invisibility
9th dominate person, seeming

Level 3: Vanishing

Your fey blood allows you to hide in plain sight for a short period of time. As a Bonus Action, you become Invisible until the start of your next turn. This invisibility ends immediately after you make an attack roll, deal damage, or cast a spell.

Once you use this feature, you cannot use it again until you finish a Long Rest or spend 2 Sorcery Points to use it again.

Level 6: Fey Luck

Your fey ancestry grants you unnatural luck. When you or a creature you can see within 60 feet makes a saving throw, you can take a Reaction to roll 1d4 and add the number rolled to the saving throw. You can do so after seeing the roll but before knowing whether the save succeeds or fails.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 14: Mischief and Magnetism

Your connection to the fey allows you to twist space and mind. When a creature you can see fails a saving throw against a spell you cast that gives it the Charmed or Frightened condition, you can teleport that creature up to 30 feet to an unoccupied space you can see. After teleporting, the creature has the Incapacitated condition until the end of your next turn

Level 18: Fey Sovereign

As a Magic action, you draw upon the energies of the Feywild to transform for 1 minute, gaining the following benefits:

  • Fey Flight. You gain a Fly speed equal to your walking speed, and you can hover.

  • Glamour Mastery. You can cast mislead without expending a spell slot. 

  • Shadowed. Dark shadows swirl around you. You have Resistance to radiant damage, and creatures have Disadvantage on attack rolls against you.

Once you use this feature, you cannot use it again until you finish a Long Rest, unless you spend 7 Sorcery Points to use it again.


Phase Boots - A Magic Item

Phase Boots - A Magic Item

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