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Homebrew question of if Player should be allowed
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<blockquote data-quote="Tales and Chronicles" data-source="post: 8571256" data-attributes="member: 6871653"><p>it seems not too bad.</p><p></p><p>1st level: Fae Magic</p><p>You learn the Vicious Mockery cantrip. The spells does not count against your know cantrips maximum and is considered a sorcerer spell for you. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.</p><p></p><p>Faerie Beastmaster </p><p>You magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block—Beast of the Land, Beast of the Sea, or Beast of the Sky—which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.</p><p></p><p>In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.</p><p></p><p>If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.</p><p></p><p>When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.</p><p></p><p></p><p>6th level: Hidden Paths</p><p>Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.</p><p></p><p>You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses of it when you finish a long rest or you spend 3 Sorcery points to regain a single use.</p><p></p><p>14th level: Beguiling Defenses</p><p>Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your sorcerer spell save DC or be charmed by you for 1 minute or until the creature takes any damage.</p><p></p><p>18th level: Share Spells</p><p>Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your primal companion with the spell if the beast is within 30 feet of you.</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 8571256, member: 6871653"] it seems not too bad. 1st level: Fae Magic You learn the Vicious Mockery cantrip. The spells does not count against your know cantrips maximum and is considered a sorcerer spell for you. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. Faerie Beastmaster You magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block—Beast of the Land, Beast of the Sea, or Beast of the Sky—which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin. In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge. If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored. When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die. 6th level: Hidden Paths Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses of it when you finish a long rest or you spend 3 Sorcery points to regain a single use. 14th level: Beguiling Defenses Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your sorcerer spell save DC or be charmed by you for 1 minute or until the creature takes any damage. 18th level: Share Spells Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your primal companion with the spell if the beast is within 30 feet of you. [/QUOTE]
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