Base Class: Sorcerer
The connection you draw to the Feywild can be born of many sources but its result is the same regardless. You are gifted with the ability to draw upon light and dark forces of chaotic fey magic in order to protect yourself or sabotage others.
Fey Magic
You learn additional spells when you reach certain levels in this class, as shown on the Fey Spells table. Each of these spells counts as a sorcerer spell for you but does not count against the number of spells you know. In addition to these spells you also know the Druidcraft and Primal Savagery cantrips.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an illusion or enchantment spell from the sorcerer, warlock, or wizard spell list.
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Fey Spells |
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Sorcerer Level |
Spells |
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1st |
Faerie Fire, Charm Person |
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3rd |
Calm emotions, Phantasmal force |
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5th |
Summon fey, Magic Circle |
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7th |
Conjure woodland beings, Phantasmal killer |
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9th |
Geas, Modify Memory |
Bag of Tricks
At 1st level you gain a pool of d4 trick dice that you may use to positively or negatively influence the outcome of your or another creature’s ability check or saving throw. The number of dice in the pool is equal to your proficiency bonus and replenish on a long rest. After you or another creature rolls a check or save but before its outcome is determined you may choose to expend one trick die as a reaction. Roll this die and add or subtract the result from the check or save. Whenever you use a trick die you may expend one sorcery point to roll a d4 on the penalty or bonus table depending on whether or not the trick increased or decreased the roll.
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These trick dice increase to a d6 at level 6, d8 at level 14, and d10 at level 18.
Trickier Tricks
At 6th level the power of your Bag of Tricks increases. You may now use your trick die to influence attack rolls in the same way that it influences checks and saves. When a creature makes an attack roll but before its outcome is determined you may choose to roll a trick die and add or subtract its result from the attack. You may also spend 3 sorcery points rather than 1 to choose an effect from the bonus or penalty table to apply rather than rolling a d4.
These trick dice increase to a d6 at level 6, d8 at level 14, and d10 at level 18.
Fey Getaway
At 6th level you gain the ability to teleport up to 30ft as a bonus action a number of times equal to half your proficiency modifier rounded up. When you teleport in this way roll a d8 to determine how chaotic fey magic influences your teleportation.
The DC for any saved on this table is equal to your spell save DC
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d8 |
Effect |
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1 |
The area where you stand before or after you teleport (your choice) becomes shrouded in a 15ft radius of magical darkness that you can see through until the end of your next turn. |
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2 |
Each creature within 30ft of you before or after you teleport (your choice) that you choose must succeed on a Charisma saving throw or take 1d12 psychic damage. |
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3 |
All creatures of your choice within 15ft of you before or after you teleport (your choice) receive +15ft to their movement speed until the end of your next turn. |
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4 |
Up to two creatures of your choice that you can see within 30ft of you before or after (your choice) you teleport gain temporary hit points equal to your charisma modifier + half your sorcerer level rounded up. |
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5 |
Small woodland creatures and pixies surround you, the area within 15ft of you is difficult terrain for your enemies until the end of your next turn. |
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6 |
Before you teleport you may choose up to two other creatures within 10ft of you to teleport as well. If the creature is unwilling it must succeed on a Charisma saving throw or be forced to teleport with you. Creatures that teleport with you must teleport to a space within 10ft of where you teleport. |
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7 |
Before you teleport, yourself and two other creatures of your choice within 10ft of you gain an AC boost of +2 until the end of your next turn. |
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8 |
Immediately after you teleport, one creature of your choice within 15ft of you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. If the creature fails the save it also takes 1d6 necrotic damage. |
Whimsical Form
At 14th level you can use a bonus action to sprout a pair of mystical fey wings from your back. While the wings are present you have a flying speed equal to your current speed. If you already have a flying speed the wings increase it by 20ft. These wings last until you are incapacitated, die, or choose to dismiss them. When you summon these wings all creatures of your choice must make a Charisma saving throw or be frightened or charmed (your choice) by you for 1 minute as long as you remain in your Whimsical Form. Creatures affected in this way may make the saving throw again at the end of each of their turns and cannot be affected by it again for 24 hours. The DC is equal to your spell save DC.
Undying Trickster
At 18th level your blood is deeply intertwined with fey magic. From this point you no longer physically age. Additionally whenever you summon your Whimsical Form all creatures of your choice within 30ft of you become immune to the charm and frightened effects, gain advantage on saving throws from magical effects, and gain resistance to magical damage for 1 minute as long as you remain in your Whimsical Form.
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