Base Class: Sorcerer
The innate magic you possess comes from some mingling of Feywild magic into your bloodline. Your ancestors may have bargained with powerful fey, or spent too long living in the Feywild. A trickster fey may even have taken you as a child and placed a spell upon you. Whatever the case, you have been given a variety of faerie magic to wield as your own.
Gifts of the Fey Realm
Starting at 1st level, you learn Elvish & Sylvan if you don't know them already
When you reach 3rd level in this class, you learn the misty step spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can cast a spell with your action that is not a cantrip.
Friend of Fey
At 1st level, you gain the ability to learn a few spells known to creatures of the Feywild added to your spell list when you would learn a sorcerer spell.
| Spell Level | Spells |
|---|---|
| 1st | faerie fire |
| 2nd | calm emotions |
| 3rd | plant growth |
| 4th | dominate beast |
| 5th | mass cure wounds |
Additionally, whenever you make a Charisma check when interacting with the Fey, your proficiency bonus is doubled if it applies to the check.
Faerie Hound
At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a faerie hound to target one creature you can see within 120 feet of you. The hound uses the [Tooltip Not Found] statistics (ask Saylor for them).
- It appears with a number of temporary hit points equal to half your sorcerer level.
- It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
- At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.
The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.
Walk of Light
At 14th level, you gain the ability to step from bright light to bright light. When you are in bright light, as a bonus action, you can magically teleport up to 120 ft. to an unoccupied space you can see that is also in bright light.
Bright light is defined as the equivalent of a clear cloudless, very sunny day at noon. Most internal spaces are disqualified. If a feature grants light within a certain radius, it grants bright light within half that radius.
Faerie Form
Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a faerie-like form. In this form, you have resistance to all damage except force and necrotic damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.
You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.
Comments