Base Class: Sorcerer
Your sorcery comes from a Fey deity, much like a Divine Soul sorcerer's does, lending you similar benefits and powers.
Divine Fey Spells
1st-level Divine Fey feature
You learn additional spells when you reach certain levels in this class, as shown on the Divine Fey Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
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 a abjuration or an evocation spell from the sorcerer, warlock, or wizard spell list.
Divine Fey Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | cure wounds, guiding bolt, light |
| 3rd | lesser restoration, spiritual weapon |
| 5th | mass healing word, remove curse |
| 7th | banishment, death ward |
| 9th |
| 11th | heal |
| 13th | fire storm |
| 15th | holy aura |
| 17th | true resurrection |
Favored by the Fey Gods
Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.
Divine Fey Sorcery
6th-level Divine Fey feature
When you cast any spell of 1st level or higher from your Divine Fey Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.
Fey Mental Defenses
6th-level Divine Fey feature
You gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.
Faerie Quickening
14th-level Divine Fey feature
Starting at 14th level, you can use a bonus action to quicken your body and increase the speed of all your methods of movement by 30 feet. This effect lasts until you’re incapacitated, you die, or you dismiss the effect as a bonus action. While the quickening is active, when you use the Attack action you can make one extra weapon attack with your bonus action.
Compelling Escape Trick
18th-level Divine Fey feature
As an action, you can teleport to an unoccupied space you can see within 120 feet of you, seamlessly replacing yourself with an illusion of yourself. Immediately after you teleport each creature within sight of the space you left must make a Wisdom saving throw. On a failed save, a creature takes 3d10 psychic damage and is compelled to either flee the illusion in fear or stare at it in besotted admiration (your choice). On a successful save, the creature takes half as much damage and isn’t otherwise affected.
Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.
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