Here's a preview of some stuff I'm working on for a Ravenloft netbook.
Faerie Hunter
Educated in magic by the mysterious Arak or the high elves of Sithicus. They are trained to mix spellcraft with weaponry, and sorcerous magic comes easily to them.
A faerie hunter does not possess the uncouth savagery of most barbarians, but instead possess the alien mindset of the fey. They are not beings of mindless rage but burning passion, there emotions are unrestrained by mortal morality. Faerie hunters can be fickle and unpredictable, possessing the innate chaotic nature of the fey.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the sorcerer's spell list.
Cantrips. You learn three cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
Spell Slots. The Faerie Hunter Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known. You know two 1st level sorcerer spells of your choice, which must be from the abjuration and transmutation schools. The Spells Known column of the Faerie Hunter Spellcasting table shows when you learn more sorcerer spells. Typically these spells must be an abjuration or transmutation spell, and of a level for which you have spell slots, but the spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer's spell list. Normal requirements, such as spell level and school, still apply when replacing a spell.
Spellcasting Ability. Charisma is your spellcasting ability for your sorcerer spells, since you either innately know your magic or were taught it by fey powers. You use your
Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Focused Mind
Starting when you choose this path at 3rd level, you can cast cantrips and maintain concentration on a spell while raging. Additionally, your rage does not end early if you cast an abjuration or transmutation spell that targets yourself.
Warding Defence
At 3rd level, you have learned to magically ward yourself from harm. You can use Charisma modifier instead of your Constitution modifier for Unarmoured Defence.
Single-Minded
Beginning at 6th level, you add double your proficiency bonus to Constitution saving throws to maintain your concentration. If you fail a concentration check while raging, you can use your reaction to end your rage early to maintain concentration on the spell.
Elemental Fury
When you reach 10th level, your Rage is magically enhanced. When you gain this feature, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Your can choose to have the bonus damage from your Rage or Brutal Critical features deal damage of this type.
Sorcerous Might
At 14th, when you spend your action to cast an abjuration or transmutation spell of 2nd level or lower with a duration of at least 1 minute, you can choose to rage as part of the same action. The spell lasts for the duration of your rage and you do not need to maintain concentration for the spell. Any effect that causes you to fall out of rage also ends the spell.
Fey Bloodline
Related to high fey or sylvan beings, most feyblood sorcerers trace their power back to a ancestor's dalliance with a fey creature, perhaps one disguised as a spouse. Some are mortal creatures replaced by changelings and raised by the fey. The magic of this bloodline tends to be subtler than that of other sorcerers, more focused on deception and ensnaring minds.
Glamour
When you select this origin at 1st level, you learn how to cloak yourself glamour that subtly changes your appearance. The glamour does not act as a disguise but obscures physical imperfections, removes grime, and makes you seem more charming and mysterious. While under the glamour you appear somewhat otherworldly, with an ineffable glow and a constant breeze waving through your hair.
As an action you can raise your glamour, which lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). While your glamour is active you have advantage on all Charisma checks. Once you use this feature, you must finish a long rest before you can use it again.
Faerie Resilience
At 6th level, when you cast a spell you can spend 1 sorcery point to gain resistance to nonmagical weapons for 10 minutes.
Deceptive Sorcery
When you reach 14th level, you can use Subtle Spell even if you have already used a different Metamagic option during the casting of the spell. Additionally, when using Subtle Spell you can make a Charisma (Deception) check to hide the fact you cast a spell from onlookers.
Faerie Crossing
At 18th level, you can partially step into the faerie realm to travel in the blink of an eye. As a bonus action you can spend sorcery points teleport. You travel 15 feet for every sorcery point spent. Alternatively, when you are attacked by creature within 30 feet of you that you can see, you can use your reaction to use this feature, but the sorcery point cost is doubled.