Fairy Godmother

From "Once upon a time" to the final "Happily ever after," stories weave their way through the world, shaping causality and events beyong mortal (or even immortal) control. People are nothing but leaves in the wind when it comes to the whims of stories, and there are none strong enough to fight its tropes and tribulations.

Your patron is a being that knows there is no point in fighting stories, but gains their strength by twisting them, manipulating them, and simply knowing where they'll end up. Often times this patron is a fey, a benevolent fairy god mother who grants the hero boons and and gifts to start them on their adventure... but just as often the patron plays a second, more sinister role: the evil queen.

Expanded Spell List

The Fairy Godmother lets you choose from an expanded

list of spells when you learn a warlock spell. The

following spells are added to the warlock spell

list for you.

Fairy Godmother Expanded Spells

Spell Level Spells 1st animal friendship, disguise self 2nd enlarge/reduce, enhance ability 3rd Leomund's tiny hut, plant growth 4th grasping vine, polymorph 5th animate objects, awaken

Each of these spells is based off a classic fairy tale. In fact, each ability the Fairy Godmother grants has its roots in children's stories. Can you guess which each one corresponds to? (Answers on bottom)

Birth Name

At 1st level, you learn that a named thing is a tamed thing. Naming is one of the strongest magics out there, and if you incorporate a creature's birth name into the verbal components of a spell that forces a single target to make a saving throw, they have disadvantage on that save.

However, this power does come with a price. If you cast a spell in this way and the creature succeeds in a saving throw, they become innately aware that they may flip the spell back on you if they know your given birth name. If they choose to do so, you must make the same saving throw at disadvantage. On a failure, you fall under the effects of the spell as though they cast it. If they spell requires concentration to maintain, they do not need to concentrate on it and it lasts for the full duration.

Pathfinder

At 6th level, your patron ensures that you will never get lost as your journey into the woods. You can see a ghostly trail behind you that shows the path you have traveled, even going as far back as to the spot where you were born.

Furthermore, you can ask for guidance from your patron to show you the path you should be walking to follow your dreams. After describing out loud what your goal is, your patron will send a little sign to point you in the right direction, like a songbird that constantly tweets from just ahead, or the gentle smell of gingerbread that leads you forward, or a band of seven dwarves suddenly stumbling upon you to give you directions. Once you use this ability, you cannot use it again until taking a long rest.

What Big Teeth You Have

At 10th level, you can take on the role of any character in a story, as long as you dispose of them first. After killing a creature that is the same size as you, you can perform an hour long ritual involving skinning them, preparing their hide and clothing, and attuning to their leftover spirit remains. Creatures that normally do not leave a body behind leave enough to be used for this riutal. At the end of it, you have crafted a skin that you can wear. When you do so, you take on the perfect appearance of the creature, including its voice, and creatures have disadvantage on Insight checks to determine if it's really you.

However, your stats and abilities do not change to match the creature's. While you wear the creature's skin, you count as a creature of that type. For example, if you killed a young dragon and wore its skin, you would count as both a humanoid and as a dragon. If you slayed a demon and wore it, you would count as both a humanoid and a fiend.

Sleeping Beauty

At 14th level, you become closely tied to the land of dreams, where all stories come from. While you sleep, you and all other sleeping creatures within 30 feet of you are affected by the mind blank spell. Once per night, while you sleep you may cast the spell dream, though only to deliver messages of good dreams, never nightmares.

Further, before you make a death saving throw, you may instead choose to fall into an enchanted slumber. While in this state, you are kept in suspended animation. You do not age, you do not have to make death saves, and you can be healed magically and naturally. This magical slumber counts as normal sleep for the purposes of your other Sleeping Beauty abilities. However, during this time you do not lose any failed death saves you've made, and taking damage still counts as an automatic failed save.

When you reach 14th level, you must choose a person to be designated your True Love. If your True Love kisses you within three days of you falling into this enchanted sleep, you immediately wake up. If you were not healed during your slumber and still have zero hit points, you continue making death saves. You may designate a different True Love whenever you take a level in Warlock.