Sorcerer
Base Class: Sorcerer

Fey Soul sorcerers are beings that, through magic or blood, have some link to creatures of the feywild, or the essence of the land itself. Perhaps an ancestor accidentally wandered into the feywild only to reappear decades later - no older, but pregnant. A blessing (or curse?) may have been given to your family by a powerful noble of the Seelie or Unseelie court. Or maybe you are a Satyr or Eladrin with especially deep ties to your ancestral homeland. Whatever the origin, Fey Souls develop magic that often draws upon trickery and guile to achieve their aims - but if subtlety doesn't work the elemental forces of nature itself are at their beck and call...

Fey Spells

At first level, choose either the bard (Trickster Fey) or druid (Nature Fey) spell list to represent your fey ancestry. From your first level as a fey soul sorcerer, the first spell you pick from each spell level (one through to nine) must be a spell from that spell list. These spells do not count towards your known spells total and count as sorcerer spells for you in all regards. If later you swap any of these spells, they must be swapped for a spell from the same spell list and be of the same level. When you select your other spells, they may be selected from the sorcerer and your additional spell list, and count as sorcerer spells for you.

Additionally, you know one cantrip and one additional first level spell from your chosen spell list. These don't count towards your spells known total, are sorcerer spells for you, and may only be swapped for a spell of the same level and from the same spell list.

Quickening

Also at first level your fey heritage allows you to make short leaps through space without crossing the distance between, making you very hard to pin down.

You may teleport up to 15 feet to a place you can see as a bonus action. You may do this up to your proficiency bonus per long rest, unless you use a sorcery point to do so again (when you gain them at second level).

Fey Bloodline

Your fey powers begin to manifest in more specific ways in line with your fey ancestry. At sixth level, choose a bloodline from the Warrior, Shaman, or Noble fey below.

The Warrior:

Your fey ancestry manifests from warrior stock - you are lithe and mercurial - the ideal magical skirmisher:

When you take the attack action on your turn you may attack twice instead of once.

You gain proficiency with light armour, short bows and weapons with the light property.

Whilst wearing light or no armour (and not wielding a shield) you may add +1 to your armour class and use your charisma modifier for attack and damage rolls with short bows and weapons with the light property.

The Shaman: 

From shamanic fey bloodlines emerge a slightly more potent flavour of magic, often with a heavier leaning towards both ritual and trickery:

You know the Find Familiar spell. It does not count towards the amount of sorcerer spells you know, but is a sorcerer spell for you. The creature you summon is always of the fey type and can turn invisible (as per the spell) once per day. It has hit points equal to your sorcerer level, and once per day your familiar can scrounge, summon, lay or otherwise create up to ten small items of food equivalent to the berries from the Goodberry spell.

You may cast your sorcery spells from the schools of enchantment and illusion without verbal or somatic components an amount of times up to your charisma modifier per long rest, unless you use a sorcery point to do so again.

Any sorcerer spell you know with the ritual tag may be cast as a ritual by you, including those picked using the Fey Spells feature.

The Noble: 

More than any other fey boon, the noble bloodline endows personal gravitas, imbuing an otherworldly competence with an array of abilities that those around you can rarely muster:

You gain proficiency in three skills of your choice.

Choose two skills with which you have proficiency - you gain expertise in those skills.

You know the Enhance Ability spell. It does not count towards the amount of sorcerer spells you know. Once per long rest you may cast this spell on yourself without using a spell slot or components.

Cornucopia

At fourteenth level your immersion in the magic of your ancestors is nearing its zenith. You gain a cornucopia of magical options:

You increase your spells known by four. Select four spells from those available to you (ie. either the sorcerer/bard lists or the sorcerer/druid lists up to seventh level) and add them to your spell roster,

OR:

Select a second option from the Fey Bloodline feature above,

OR:

You gain +10 to your walking speed. You also gain a flight speed equal to your new walking speed as long as you are wearing light or no armour. You decide how this ability appears and whether you grow physical wings, ethereal wings, or no wings at all. Maybe you emit faerie dust or are shrouded in wind when you fly. Wings may appear only when in use, at will, or as a permanent fixture and are of a design of your choosing: draconic, feathered, insectoid, butterfly, bat or anything else.

Superior Quickening

At eighteenth level, when you use your quickening ability its range is increased to 30 feet.

At the same level you may choose to use an additional sorcery point when you use your quickening ability for the following benefit: You become both invisible and nearly undetectable until the start of your next turn. Senses such as tremorsense, blindsight, etc and magics such as the see invisiblity spell fail to detect you, although true seeing (both the spell and ability) detect you as normal.

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