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Fey Mage

Origin

In the mystical landscapes of Alavir, Fey Mages are spellcasters who draw their powers from the Feywild, a realm of whimsy and chaos. These mages are often born during celestial events that create a temporary bridge between Alavir and the Feywild. Their innate abilities, such as Fey Survivor, allow them to step momentarily into the Feywild, making them elusive and persuasive figures.


History

The Fey Mages have a long history of serving as the guardians of the natural world in Alavir. They undergo rigorous training in sacred groves deep within the ancient forests of Sylvangrove. Their unique abilities, like Blossom Burst, enable them to summon giant plants and root enemies, making them formidable protectors of nature.


Bonds

Fey Mages form close bonds with the fey creatures of the Feywild and are often seen as caretakers of the delicate balance between the mortal world and the Feywild. Their abilities, such as Fortunate Trickster, allow them to manipulate luck and heal themselves, reinforcing their role as cunning diplomats between the two realms.


Role in Alavir

In Alavir, Fey Mages serve as advisors, scholars, and guardians. They are particularly revered in regions close to natural wonders, like Verdantis Jungle and Sylvangrove. Their Flourishing Beauty and Time Warp abilities make them invaluable in maintaining the balance of nature and reversing damage dealt to allies, respectively.


Thought-Provoking Questions

  1. Guardians or Exploiters?: How do Fey Mages balance their powerful abilities with the responsibility of safeguarding the Feywild?
  2. Natural Harmony: What role do Fey Mages play in maintaining the ecological balance in Alavir?
  3. Mortal and Fey: How do Fey Mages navigate their dual citizenship between Alavir and the Feywild, especially when conflicts arise between the two realms?

Fey Mage Features

Level 1

Fey Survivor

At 1st level, you gain proficiency in Deception, Persuasion, and Insight skill checks.


As a bonus action, the you can momentarily step into the Feywild, vanishing from their current location and reappearing up to 30 feet away. As part of the bonus action, they can make a Persuasion or Deception skill check on a creature within 30 feet of where they land.


When you cast a spell, you can make a Deception, Persuasion, or Insight skill check (once per round).

Level 3

Blossom Burst

At 3rd level, when you cast a spell that targets an area, you also summon a giant plant in that area dealing an additional number of d6 nature damage equal to your proficiency modifier.


The creatures that failed the saving throw against your spell are now rooted until the start of your turn granting your allies advantage on attack rolls and skill checks on them for the duration.

Level 7

Fortunate Trickster

At 7th level, whenever you make a successful Persuasion or Deception skill check you heal for 1d8 + SM. In addition, the affected creature must roll 1d4 and subtract it from their next attack roll, saving throw, or skill check.

Level 11

Flourishing Beauty

At 11th level, on your turn, choose a creature within 120 feet of you, make a Performance skill check contested by their Insight if you succeed that creature has disadvantage on saving throws against your spells and your attacks have advantage on them until the start of your next turn.

Level 15

Time Warp

At 15th level, Once every 5 turns. If you have at least 1 health. Using your reaction on your turn, you can warp time reversing all damage dealt to allies within 60 feet of you this round.

Standard Gear

Optional Starting Equipment

Standard Starting Class Equipment

2 health potions.

A backpack with 10 rations, tent & bedroll, cooking utensils, mess kit, tinderbox, 3 torches, roper and a waterskin.


Whisperwind Boots: (Accessory) These boots allow the Fey Mage to move with supernatural speed and grace, granting them increased 10 movespeed and difficult terrain does not cost extra movement.

Robes

Choose a Caster Weapon.

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