Wyldblood
A Sorcerous Origin touched by the Faewyld, with bargains that replace a spell's cost, a reaction that alters other creatures' rolls and a rescue from death.
Identity
The Wyldblood is the Sorcerous Origin whose line was marked in the Plane of Faewyld. The magic is innate and only partly obedient: it favors bargains, takes the wording of a request seriously, and often gives the caster what they said instead of what they wanted. Sylvarin lineages hold it openly, and frontier families keep it as a story about a great-grandmother and a season that goes unmentioned. Wyldbloods learn to be careful with their phrasing.
Features
- L3 Faewyld Bargain
You know the Druidcraft cantrip, and it does not count against your cantrips known. Once per long rest, when you cast a sorcerer spell of 1st level or higher, you can offer the Faewyld a term: name a small cost you will pay, and the spell is cast without spending Spell Points. The GM sets the cost, and the Faewyld always collects it.
- L7 Fae Interference
When a creature you can see within 60 feet makes an attack roll, ability check or saving throw, you can spend 2 Spell Points as a reaction to add or subtract 1d6 from the result. You have advantage on saving throws against being Charmed, and you can end that condition on yourself as a free action.
- L11 Binding Promise
You automatically know when a creature is knowingly speaking a falsehood, and you can speak Sylvan. Once per short or long rest, you can compel one creature that has made you a promise to keep it. The creature must succeed on a Charisma saving throw against your spell save DC or be unable to act against the terms of the promise for 1 hour.
- L15 Wyld Form
As a bonus action, you can spend 5 Spell Points to take on the shape the blood offers for 1 minute. You have a flying speed of 30 feet, you have resistance to all nonmagical damage, you can pass through a space as narrow as 1 inch without squeezing, your spell attacks deal an extra 1d8 damage of their own type, and creatures have disadvantage on saving throws against your enchantment spells.
- L18 Archfae Intervention Capstone
Once per long rest, when you would drop to 0 hit points, you are instead restored to half your hit point maximum, and every creature within 30 feet must succeed on a Wisdom saving throw against your spell save DC or be Frightened until the end of its next turn. You then owe a debt to whatever intervened, and the GM decides when it is called in.